epervier-old/gamecore/modules/world/baseworld.lua

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local cwd = (...):gsub('%.baseworld$', '') .. "."
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local BaseWorld = Object:extend()
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local Sti = require(cwd .. "libs.sti")
-- INIT FUNCTIONS
-- All functions to init the world and the map
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function BaseWorld:new(scene, actorlist, mapfile)
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self.scene = scene
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self:initPlayers()
self:setActorList(actorlist)
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self:setMap(mapfile)
self.actors = {}
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end
function BaseWorld:setActorList(actorlist)
if actorlist == nil then
error("FATAL: You must set an actorlist to your world")
else
self.obj = require(actorlist)
end
end
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function BaseWorld:setMap(mapfile)
if mapfile == nil then
self.haveMap = false
self.haveBackgroundColor = false
self.backcolor = {128, 128, 128}
else
self.haveMap = true
self.map = Sti(mapfile)
self.haveBackgroundColor = true
self.backcolor = self.map.backgroundcolor or {128, 128, 128}
end
end
-- ACTOR MANAGEMENT FUNCTIONS
-- Basic function to handle actors
function BaseWorld:newActor(name, x, y)
self.obj.index[name](self, x, y)
end
function BaseWorld:registerActor(actor)
table.insert(self.actors, actor)
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end
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function BaseWorld:removeActor(actor)
for i,v in ipairs(self.actors) do
if v == actor then
table.remove(self.actors, i)
end
end
end
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function BaseWorld:moveActor(actor, x, y, filter)
actor.x = x
actor.y = y
-- as the baseworld have no collision function, we return empty collision
-- datas, but from the same type than bump2D will return
return x, y, {}, 0
end
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function BaseWorld:queryRect(x, y, w, h)
local query = {}
local x2, y2 = x + w, y + h
for i,v in ipairs(self.actors) do
if (v.x >= x) and (v.x + v.w >= x1) and
(v.y >= y) and (v.y + v.h >= y1) then
table.insert(query, v)
end
end
return v
end
function BaseWorld:countActors()
return #self.actors
end
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function BaseWorld:getActors()
return self.actors
end
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-- PLAYER MANAGEMENT FUNCTIONS
-- Basic function to handle player actors
function BaseWorld:initPlayers()
self.players = {}
end
function BaseWorld:addPlayer(actor, sourceid)
local player = {}
player.actor = actor
player.sourceid = sourceid or 1
table.insert(self.players, player)
end
function BaseWorld:sendInputToPlayers(actor)
for i,v in ipairs(self.players) do
--TODO: make the player get from a selected source inputs
local keys = self.scene.sources[v.sourceid].keys
v.actor:getInput(keys)
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end
end
function BaseWorld:removePlayer(actor)
for i,v in ipairs(self.players) do
if (v.actor == actor) then
table.remove(self.players, i)
end
end
end
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-- MAP FUNCTIONS
-- All map wrappers
function BaseWorld:getDimensions()
if self.haveMap then
return self.map.width * self.map.tilewidth,
self.map.height * self.map.tileheight
else
return core.screen:getDimensions()
end
end
function BaseWorld:setBackgroundColor(r, g, b)
self.backcolor = {r, g, b}
self.haveBackgroundColor = true
end
function BaseWorld:removeBackgroundColor()
self.haveBackgroundColor = false
end
function BaseWorld:getBackgroundColor()
return self.backcolor[1]/256, self.backcolor[2]/256, self.backcolor[3]/256
end
-- UPDATE FUNCTIONS
-- All update functions
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function BaseWorld:update(dt)
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self:updateMap(dt)
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self:sendInputToPlayers(dt)
self:updateActors(dt)
end
function BaseWorld:updateActors(dt)
for i,v in ipairs(self.actors) do
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v:update(dt)
end
end
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function BaseWorld:updateMap(dt)
if self.haveMap then
self.map:update(dt)
end
end
-- DRAW FUNCTIONS
-- All function to draw the map, world and actors
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function BaseWorld:draw(dt)
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self:drawBackgroundColor()
self:drawMap()
self:drawActors()
end
function BaseWorld:drawActors()
for i,v in ipairs(self.actors) do
v:draw()
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end
end
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function BaseWorld:drawMap()
if self.haveMap then
self.map:draw()
end
end
function BaseWorld:drawBackgroundColor()
if self.haveBackgroundColor then
local r, g, b = self.backcolor[1], self.backcolor[2], self.backcolor[3]
love.graphics.setColor(r/256, g/256, b/256)
love.graphics.rectangle("fill", 0, 0, 480, 272)
utils.graphics.resetColor()
end
end
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return BaseWorld