469 lines
11 KiB
Lua
469 lines
11 KiB
Lua
-- baseworld.lua :: the base world object, that contain just a fast implementation
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-- of a 2D world. It doesn't support collision and stuff.
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--[[
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Copyright © 2019 Kazhnuz
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Permission is hereby granted, free of charge, to any person obtaining a copy of
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this software and associated documentation files (the "Software"), to deal in
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the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
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FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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]]
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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")
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local CameraSystem = require(cwd .. "camera")
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local PADDING_VALUE = 10/100
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-- INIT FUNCTIONS
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-- 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.actorlist = actorlist
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self.mapfile = mapfile
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self.cameras = CameraSystem(self)
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self:initActors()
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self:initPlayers()
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self:setActorList(self.actorlist)
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self:initMap(self.mapfile)
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self:setGravity()
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self:register()
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self.isActive = true
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end
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function BaseWorld:setActorList(actorlist)
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if actorlist == nil then
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error("FATAL: You must set an actorlist to your world")
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else
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self.obj = require(actorlist)
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end
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end
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function BaseWorld:initMap(mapfile)
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self.haveMap = false
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self.haveBackgroundColor = false
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self.backcolor = {128, 128, 128}
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self.mapfile = mapfile
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end
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function BaseWorld:setGravity(grav, isDefault)
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local grav = grav or 0
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local isDefault = isDefault or false
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self.gravity = {}
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self.gravity.grav = grav
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self.gravity.isDefault = isDefault
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end
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function BaseWorld:register()
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self.scene:registerWorld(self)
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end
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function BaseWorld:reset()
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self:initActors()
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self:initPlayers()
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self:initMap(self.mapfile)
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self.cameras:initViews()
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collectgarbage()
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self:loadMap()
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end
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-- ACTOR MANAGEMENT FUNCTIONS
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-- Basic function to handle actors
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function BaseWorld:initActors( )
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self.actors = {}
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self.currentCreationID = 0
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end
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function BaseWorld:newActor(name, x, y)
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self.obj.index[name](self, x, y)
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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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actor.creationID = self.currentCreationID
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self.currentCreationID = self.currentCreationID + 1
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table.insert(self.actors, actor)
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end
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function BaseWorld:removeActor(actor)
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for i,v in ipairs(self.actors) do
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if v == actor then
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table.remove(self.actors, i)
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end
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end
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end
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function BaseWorld:countActors()
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return #self.actors
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end
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function BaseWorld:getActors()
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return self.actors
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end
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function BaseWorld:getActorsInRect(x, y, w, h)
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local query = {}
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local x2, y2 = x + w, y + h
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for i,v in ipairs(self.actors) do
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if (v.x >= x) and (v.x + v.w >= x1) and
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(v.y >= y) and (v.y + v.h >= y1) then
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table.insert(query, v)
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end
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end
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return v
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end
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function BaseWorld:getVisibleActors(id)
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local actors = {}
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if (id ~= nil) then
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local camx, camy, camw, camh = self.cameras:getViewCoordinate(id)
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local paddingw = camw * PADDING_VALUE
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local paddingh = camh * PADDING_VALUE
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local x = camx - paddingw
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local y = camy - paddingh
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local w = camw + paddingw * 2
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local h = camh + paddingh * 2
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actors = self:getActorsInRect(x, y, w, h)
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else
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actors = self:getActors()
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end
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table.sort(actors, function(a,b)
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if (a.depth == b.depth) then
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return a.creationID < b.creationID
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else
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return a.depth > b.depth
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end
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end)
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return actors
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end
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-- BODIES MANAGEMENT FUNCTIONS
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-- Basic function to handle bodies. Empty function here as baseworld doesn't
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-- handle bodies
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function BaseWorld:registerBody(body)
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return nil
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end
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function BaseWorld:updateBody(body)
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return x, y, {}, 0
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end
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function BaseWorld:removeBody(body)
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return nil
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end
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function BaseWorld:moveActor(actor, x, y, filter)
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-- as the baseworld have no collision function, we return empty collision
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-- datas, but from the same type than bump2D will return
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return x, y, {}, 0
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end
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function BaseWorld:checkCollision(actor, x, y, filter)
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-- as the baseworld have no collision function, we return empty collision
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-- datas, but from the same type than bump2D will return
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return x, y, {}, 0
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end
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function BaseWorld:getBodiesInRect(x, y, w, h)
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return {}
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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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-- Basic function to handle player actors
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function BaseWorld:loadMap()
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local mapfile = self.mapfile
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if mapfile == nil then
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self.haveMap = false
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self.haveBackgroundColor = false
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self.backcolor = {128, 128, 128}
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else
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self.haveMap = true
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self.map = Sti(mapfile)
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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:loadMapObjects()
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end
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end
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function BaseWorld:initPlayers()
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self.players = {}
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self.playerNumber = 1
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end
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function BaseWorld:setPlayerNumber(playerNumber)
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self.playerNumber = playerNumber or 1
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end
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function BaseWorld:addPlayer(actor, sourceid)
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local player = {}
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player.actor = actor
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player.sourceid = sourceid or 1
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table.insert(self.players, player)
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self.cameras:addTarget(player.actor)
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end
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function BaseWorld:sendInputToPlayers(actor)
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for i,v in ipairs(self.players) do
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--TODO: make the player get from a selected source inputs
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local keys = self.scene.sources[v.sourceid].keys
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v.actor:getInput(keys)
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end
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end
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function BaseWorld:removePlayer(actor)
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for i,v in ipairs(self.players) do
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if (v.actor == actor) then
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table.remove(self.players, i)
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end
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end
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end
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-- MAP FUNCTIONS
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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:newCollisionFromMap(objectlayer, object)
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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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if (object.properties.batchActor) then
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self:batchActor(objectlayer, object)
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else
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self:newActorFromMap(objectlayer, object)
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end
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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:batchActor(objectlayer, object)
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local name = objectlayer.name
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local gwidth = object.properties.gwidth or self.map.tilewidth
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local gheight = object.properties.gheight or self.map.tileheight
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local x = object.x
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local y = object.y
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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:newActor(name, x + (i-1)*gwidth, y + (j-1)*gheight)
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end
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end
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end
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function BaseWorld:newActorFromMap(objectlayer, object)
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self:newActor(objectlayer.name, object.x, object.y)
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end
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function BaseWorld:newCollisionFromMap(objectlayer, object)
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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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function BaseWorld:addPlayerFromMap(object, i)
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self:addPlayer(self.obj.Player(self, object.x, object.y), i)
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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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if (i <= self.playerNumber) then
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-- TODO: don't hardcode camera handling
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self:addPlayerFromMap(object, i)
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end
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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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if self.haveMap then
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return self.map.width * self.map.tilewidth,
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self.map.height * self.map.tileheight
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else
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return core.screen:getDimensions()
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end
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end
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function BaseWorld:setBackgroundColor(r, g, b)
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self.backcolor = {r, g, b}
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self.haveBackgroundColor = true
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end
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function BaseWorld:removeBackgroundColor()
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self.haveBackgroundColor = false
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end
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function BaseWorld:getBackgroundColor()
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return self.backcolor[1]/256, self.backcolor[2]/256, self.backcolor[3]/256
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end
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function BaseWorld:resizeMap(w, h)
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if self.haveMap then
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local w, h = utils.math.floorCoord(w, h)
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self.map:resize(w, h)
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end
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end
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-- Lock MANAGEMENT FUNCTIONS
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-- Basic function to handle the lock
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function BaseWorld:setActivity(activity)
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self.isActive = activity
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end
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function BaseWorld:switchActivity()
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self.isActive = (self.isActive == false)
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end
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function BaseWorld:getActivity()
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return self.isActive
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end
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-- UPDATE FUNCTIONS
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-- 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)
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self:updateActors(dt)
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self.cameras:update(dt)
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end
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function BaseWorld:updateActors(dt)
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local actors = self:getActors()
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for i,v in ipairs(actors) do
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v:update(dt)
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end
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end
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function BaseWorld:updateMap(dt)
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if self.haveMap then
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self.map:update(dt)
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end
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end
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-- DRAW FUNCTIONS
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-- All function to draw the map, world and actors
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function BaseWorld:draw(dt)
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self:drawBackgroundColor()
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local camNumber = self.cameras:getViewNumber()
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if (camNumber == 0) then
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self:drawMap()
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self:drawActors()
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else
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for i=1, camNumber do
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self.cameras:attachView(i)
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self:drawMap(i)
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self:drawActors(i)
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self.cameras:detachView(i)
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end
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end
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end
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function BaseWorld:drawActors(id)
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local actors = self:getVisibleActors(id)
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for i,v in ipairs(actors) do
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v:draw()
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end
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end
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function BaseWorld:drawMap(id)
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if self.haveMap then
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for _, layer in ipairs(self.map.layers) do
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if layer.visible and layer.opacity > 0 and (layer.type == "tilelayer") then
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self.map:drawLayer(layer)
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end
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end
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end
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end
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function BaseWorld:drawBackgroundColor()
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if self.haveBackgroundColor then
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local r, g, b = self.backcolor[1], self.backcolor[2], self.backcolor[3]
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love.graphics.setColor(r/256, g/256, b/256)
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love.graphics.rectangle("fill", 0, 0, 480, 272)
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utils.graphics.resetColor()
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end
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end
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return BaseWorld
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