modules/world: add a way to load objects from tiled
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66041ff511
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2 changed files with 65 additions and 4 deletions
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@ -36,11 +36,11 @@ function BaseWorld:new(scene, actorlist, mapfile)
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self.scene = scene
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self.scene = scene
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self.cameras = CameraSystem(self)
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self.cameras = CameraSystem(self)
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self.actors = {}
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self:initPlayers()
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self:initPlayers()
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self:setActorList(actorlist)
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self:setActorList(actorlist)
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self:setMap(mapfile)
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self:setMap(mapfile)
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self.actors = {}
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end
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end
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function BaseWorld:setActorList(actorlist)
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function BaseWorld:setActorList(actorlist)
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@ -61,6 +61,7 @@ function BaseWorld:setMap(mapfile)
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self.map = Sti(mapfile)
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self.map = Sti(mapfile)
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self.haveBackgroundColor = true
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self.haveBackgroundColor = true
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self.backcolor = self.map.backgroundcolor or {128, 128, 128}
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self.backcolor = self.map.backgroundcolor or {128, 128, 128}
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self:loadMapObjects()
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end
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end
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end
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end
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@ -71,6 +72,10 @@ function BaseWorld:newActor(name, x, y)
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self.obj.index[name](self, x, y)
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self.obj.index[name](self, x, y)
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end
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end
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function BaseWorld:newCollision(name, x, y, w, h)
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self.obj.collisions[name](self, x, y, w, h)
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end
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function BaseWorld:registerActor(actor)
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function BaseWorld:registerActor(actor)
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table.insert(self.actors, actor)
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table.insert(self.actors, actor)
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end
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end
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@ -111,6 +116,17 @@ function BaseWorld:getActors()
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return self.actors
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return self.actors
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end
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end
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-- INFO FUNCTIONS
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-- Give infos about the world
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function BaseWorld:isActorIndexed(name)
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return (self.obj.index[name] ~= nil)
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end
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function BaseWorld:isCollisionIndexed(name)
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return (self.obj.collisions[name] ~= nil)
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end
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-- PLAYER MANAGEMENT FUNCTIONS
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-- PLAYER MANAGEMENT FUNCTIONS
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-- Basic function to handle player actors
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-- Basic function to handle player actors
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@ -150,6 +166,51 @@ end
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-- MAP FUNCTIONS
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-- MAP FUNCTIONS
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-- All map wrappers
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-- All map wrappers
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function BaseWorld:loadMapObjects()
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self:loadMapCollisions()
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self:loadMapPlayers()
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self:loadMapActors()
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end
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function BaseWorld:loadMapCollisions()
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for k, objectlayer in pairs(self.map.layers) do
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if self:isCollisionIndexed(objectlayer.name) then
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print("DEBUG: loading actors in " .. objectlayer.name .. " collision layer")
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for k, object in pairs(objectlayer.objects) do
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self:newCollision(objectlayer.name, object.x, object.y, object.width, object.height)
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end
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self.map:removeLayer(objectlayer.name)
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end
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end
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end
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function BaseWorld:loadMapActors()
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for k, objectlayer in pairs(self.map.layers) do
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if self:isActorIndexed(objectlayer.name) then
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print("DEBUG: loading actors in " .. objectlayer.name .. " actor layer")
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for k, object in pairs(objectlayer.objects) do
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self:newActor(objectlayer.name, object.x, object.y)
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end
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self.map:removeLayer(objectlayer.name)
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end
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end
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end
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function BaseWorld:loadMapPlayers()
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for k, objectlayer in pairs(self.map.layers) do
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if (objectlayer.name == "player") then
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print("DEBUG: loading actors in player layer")
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local i = 1
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for k, object in pairs(objectlayer.objects) do
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self:addPlayer(self.obj.Player(self, object.x, object.y), i, true)
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-- TODO: don't hardcode camera handling
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i = i + 1
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end
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self.map:removeLayer(objectlayer.name)
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end
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end
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end
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function BaseWorld:getDimensions()
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function BaseWorld:getDimensions()
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if self.haveMap then
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if self.haveMap then
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return self.map.width * self.map.tilewidth,
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return self.map.width * self.map.tilewidth,
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@ -34,11 +34,11 @@ function World2D:new(scene, actorlist, mapfile)
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self.scene = scene
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self.scene = scene
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self.cameras = CameraSystem(self)
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self.cameras = CameraSystem(self)
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self.actors = Bump.newWorld(50)
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self:initPlayers()
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self:initPlayers()
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self:setActorList(actorlist)
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self:setActorList(actorlist)
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self:setMap(mapfile)
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self:setMap(mapfile)
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self.actors = Bump.newWorld(50)
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end
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end
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-- ACTORS FUNCTIONS
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-- ACTORS FUNCTIONS
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