epervier-old/gamecore/modules/world/baseworld.lua
2019-04-07 14:03:44 +02:00

156 lines
3.2 KiB
Lua

local cwd = (...):gsub('%.baseworld$', '') .. "."
local BaseWorld = Object:extend()
local Sti = require(cwd .. "libs.sti")
-- INIT FUNCTIONS
-- All functions to init the world and the map
function BaseWorld:new(scene, actorlist, mapfile)
self.scene = scene
self:setActorList(actorlist)
self:setMap(mapfile)
self.actors = {}
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
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)
end
function BaseWorld:removeActor(actor)
for i,v in ipairs(self.actors) do
if v == actor then
table.remove(self.actors, i)
end
end
end
function BaseWorld:moveActor(actor, x, y, filter)
self.actors[actor].x = x
self.actors[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
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
function BaseWorld:getActors()
return self.actors
end
-- 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
function BaseWorld:update(dt)
self:updateMap(dt)
for i,v in ipairs(self.actors) do
v:update(dt)
end
end
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
function BaseWorld:draw(dt)
self:drawBackgroundColor()
self:drawMap()
for i,v in ipairs(self.actors) do
v:draw(dt)
end
end
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
return BaseWorld