2021-12-04 13:18:54 +01:00
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local TiledMixins = Object:extend()
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-- ACTOR ADDING FUNCTIONS
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-- Add actor related to the map
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function TiledMixins:batchActor(objectlayer, object, layerx, layery)
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local name = objectlayer.name
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2022-08-10 19:17:40 +02:00
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local gwidth = object.properties.gwidth or self.wrapper.sti.tilewidth
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local gheight = object.properties.gheight or self.wrapper.sti.tileheight
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2021-12-04 13:18:54 +01:00
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local x = object.x + layerx
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local y = object.y + layery
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local z = object.properties.z or 0
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local w = object.width
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local h = object.height
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local cellHor = math.ceil(w / gwidth)
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local cellVert = math.ceil(h / gheight)
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for i = 1, cellHor do
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for j = 1, cellVert do
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self.world:newActor(name, x + (i - 1) * gwidth, y + (j - 1) * gheight, z, object.properties)
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end
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end
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end
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function TiledMixins:newActor(objectlayer, object, layerx, layery)
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local z = object.properties.z or 0
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local adaptPosition = object.properties.adaptPosition or false
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local x = object.x + layerx
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local y = object.y + layery
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if (adaptPosition) then
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y = y + z
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end
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self.world:newActor(objectlayer.name, x, y, z, object.properties, self.mapname)
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end
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function TiledMixins:newCollision(objectlayer, object, layerx, layery)
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local z = object.properties.z or 0
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local d = object.properties.d or 16
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local fromTop = object.properties.fromTop or false
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local x = object.x + layerx
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local y = object.y + layery
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if (fromTop) then
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local poschange = z .. ";" .. y .. " => " .. z - d .. ";" .. y + z
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core.debug:print("map/sti", "create from top, set z and y: " .. poschange)
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y = y + z
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z = z - d
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end
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self.world:newCollision(objectlayer.name, x, y, z, object.width, object.height, d)
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end
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function TiledMixins:newPlayer(object, i, layerx, layery)
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local z = object.properties.z or 0
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local adaptPosition = object.properties.adaptPosition or false
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local x = object.x + layerx
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local y = object.y + layery
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if (adaptPosition) then
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core.debug:print("map/sti", "adapting position, set y: " .. y .. " => ", y + z)
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y = y + z
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end
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self.world:addPlayer(x, y, z, i)
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end
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-- INDEXATION FUNCTIONS
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-- Verify if something is indexed
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function TiledMixins:isCollisionIndexed(name)
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return self.world:isCollisionIndexed(name)
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end
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function TiledMixins:isActorIndexed(name)
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return self.world:isActorIndexed(name)
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end
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return TiledMixins
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