epervier-old/gamecore/modules/world/world2D.lua

149 lines
4.2 KiB
Lua

-- world2D.lua :: a basic 2D world based on bump2D.
--[[
Copyright © 2019 Kazhnuz
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
local cwd = (...):gsub('%.world2D$', '') .. "."
local BaseWorld = require(cwd .. "baseworld")
local World2D = BaseWorld:extend()
local Sti = require(cwd .. "libs.sti")
local Bump = require(cwd .. "libs.bump")
local CameraSystem = require(cwd .. "camera")
function World2D:new(scene, actorlist, mapfile)
World2D.super.new(self, scene, actorlist, mapfile)
end
-- ACTORS FUNCTIONS
-- Add support for bodies in Actor functions
function World2D:initActors()
self.currentCreationID = 0
self.actors = {}
self.bodies = Bump.newWorld(50)
end
function World2D:newActor(name, x, y)
self.obj.index[name](self, x, y)
end
function World2D:newCollision(name, x, y, w, h)
self.obj.collisions[name](self, x, y, w, h)
end
function World2D:registerActor(actor)
World2D.super.registerActor(self, actor)
end
function World2D:moveActor(actor, x, y, filter)
return self.bodies:move(actor.mainHitbox, x, y, filter)
end
function World2D:getActorsInRect(x, y, w, h)
local bodies = self.bodies:queryRect(x, y, w, h)
local returnquery = {}
for i,body in ipairs(bodies) do
if (body.isMainHitBox) then
table.insert(returnquery, body.owner)
end
end
return returnquery
end
-- PLAYER FUNCTIONS
-- Load player stuff
function World2D:addPlayer(actor, sourceid, haveCam)
local player = {}
player.actor = actor
player.sourceid = sourceid or 1
table.insert(self.players, player)
if (haveCam) then
local xx, yy = player.actor:getViewCenter()
self.cameras:addView(xx, yy, player.actor)
end
end
-- MAP LOADING FUNCTIONS
-- Handle loading of actors from map
function BaseWorld:batchActor(objectlayer, object)
local name = objectlayer.name
local gwidth = object.properties.gwidth or self.map.tilewidth
local gheight = object.properties.gheight or self.map.tileheight
local x = object.x
local y = object.y
local w = object.width
local h = object.height
local cellHor = math.ceil(w / gwidth)
local cellVert = math.ceil(h / gheight)
for i=1, cellHor do
for j=1, cellVert do
self:newActor(name, x + (i-1)*gwidth, y + (j-1)*gheight)
end
end
end
function BaseWorld:newActorFromMap(objectlayer, object)
self:newActor(objectlayer.name, object.x, object.y)
end
function BaseWorld:newCollisionFromMap(objectlayer, object)
self:newCollision(objectlayer.name, object.x, object.y, object.width, object.height)
end
function BaseWorld:addPlayerFromMap(object, i)
self:addPlayer(self.obj.Player(self, object.x, object.y), i, true)
end
-- BODIES MANAGEMENT FUNCTIONS
-- Basic function to handle bodies. Wrappers around Bump2D functions
function World2D:registerBody(body)
return self.bodies:add(body, body.x, body.y, body.w, body.h)
end
function World2D:updateBody(body)
return self.bodies:update(body, body.x, body.y, body.w, body.h)
end
function World2D:removeBody(body)
return self.bodies:remove(body)
end
function World2D:checkCollision(body, x, y, filter)
return self.bodies:check(body, x, y, filter)
end
function World2D:getBodiesInRect(x, y, w, h)
return self.bodies:queryRect(x, y, w, h)
end
return World2D