bootleg/bootleg.love/core/modules/assets/init.lua

295 lines
6.9 KiB
Lua
Raw Normal View History

-- modules/assets :: a simple assets manager, aim to put every assets in a simple
-- serie of table in order to find them easily.
--[[
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 Assets = Object:extend()
local cwd = (...):gsub('%.init$', '') .. "."
local Texture = require(cwd .. "texture")
local Sprite = require(cwd .. "sprites")
local Font = require(cwd .. "fonts")
local ImageFont = require(cwd .. "imagefonts")
local Tileset = require(cwd .. "tileset")
local Autotile = require(cwd .. "autotile")
local Background = require(cwd .. "background")
-- INIT FUNCTIONS
-- Initilizing and configuring option
function Assets:new()
self:clear()
self.isActive = true
end
function Assets:clear()
-- TODO: destroy individually each texture/image when assets are cleared
self:clearSprites()
self:clearSFX()
self:clearFonts()
self:resetMusic()
self:clearBackgrounds()
self:clearFonts()
self:clearTileset()
self:clearImages()
end
function Assets:update(dt)
if (self.isActive) then
self:animationsUpdate(dt)
end
end
-- IMPORT FUNCTIONS
-- Easilly import assets
function Assets:batchImport(datafile)
local datas = require(datafile)
for asset_type, assets in pairs(datas) do
if (asset_type == "autotiles") then
self:importAutotiles(assets)
elseif (asset_type == "backgrounds") then
self:importBackgrounds(assets)
elseif (asset_type == "fonts") then
self:importFonts(assets)
elseif (asset_type == "imagefonts") then
self:importImageFonts(assets)
elseif (asset_type == "images") then
self:importTextures(assets)
elseif (asset_type == "sprites") then
self:importSprites(assets)
elseif (asset_type == "textures") then
self:importTextures(assets)
elseif (asset_type == "tilesets") then
self:importTilesets(assets)
elseif (asset_type == "sfx") then
self:importSFX(assets)
else
core.debug:warning("assets/importer", "unkown asset type " .. asset_type)
end
end
end
function Assets:importAutotiles(assets)
for i, asset in ipairs(assets) do
self:addAutotile(asset[1], asset[2])
end
end
function Assets:importBackgrounds(assets)
for i, asset in ipairs(assets) do
self:addBackground(asset[1], asset[2])
end
end
function Assets:importFonts(assets)
for i, asset in ipairs(assets) do
self:addFont(asset[1], asset[2], asset[3])
end
end
function Assets:importImageFonts(assets)
for i, asset in ipairs(assets) do
self:addImageFont(asset[1], asset[2], asset[3])
end
end
function Assets:importSprites(assets)
for i, asset in ipairs(assets) do
self:addSprite(asset[1], asset[2])
end
end
function Assets:importTextures(assets)
for i, asset in ipairs(assets) do
self:addImage(asset[1], asset[2])
end
end
function Assets:importTilesets(assets)
for i, asset in ipairs(assets) do
self:addTileset(asset[1], asset[2])
end
end
function Assets:importSFX(assets)
for i, asset in ipairs(assets) do
self:addSFX(asset[1], asset[2])
end
end
-- SFX & MUSICS
-- Handle sound effects and musics
function Assets:addSFX(name, filepath)
self:newSFX(name, filepath)
end
function Assets:newSFX(name, filepath)
self.sfx[name] = love.audio.newSource( filepath, "static" )
end
function Assets:clearSFX()
love.audio.stop( )
self.sfx = {}
end
function Assets:playSFX(filename)
if not (self.sfx[filename] == nil) then
self.sfx[filename]:stop()
self.sfx[filename]:setVolume(core.options.data.audio.sfx / 100)
love.audio.play( self.sfx[filename] )
end
end
function Assets:setMusic(filename)
if filename ~= nil then
love.audio.stop( )
self.music = love.audio.newSource(filename, "stream" )
self.music:setVolume(core.options.data.audio.music / 100)
end
end
function Assets:silence()
love.audio.stop()
end
function Assets:resetMusic()
self.music = nil
end
function Assets:playMusic()
if not (self.music == nil) then
love.audio.play(self.music)
end
end
-- IMAGES FUNCTIONS
-- Create directly texture items
function Assets:addImage(name, filename)
self.images[name] = Texture(filename)
end
function Assets:drawImage(name, x, y, r, sx, sy, ox, oy, kx, ky)
self.images[name]:draw(x, y, r, sx, sy, ox, oy, kx, ky)
end
function Assets:clearImages()
self.images = {}
end
-- BACKGROUNDS FUNCTIONS
-- Automatic tiling texture
function Assets:addBackground(name, filepath)
-- TODO: rework entirely background to work at any size
self.backgrounds[name] = Background(filepath)
end
function Assets:clearBackgrounds()
self.backgrounds = {}
end
-- SPRITES FUNCTIONS
-- Animated tileset
function Assets:addSprite(name, filepath)
self.sprites[name] = Sprite(filepath)
end
function Assets:animationsUpdate(dt)
for i,v in pairs(self.sprites) do
v:update(dt)
end
end
function Assets:clearSprites()
self.sprites = {}
end
-- FONTS FUNCTIONS
-- Handles fonts and imagesfonts
function Assets:addFont(key, filename, size)
local font = Font(filename, size)
self.fonts[key] = font
end
function Assets:addImageFont(key, filename, extraspacing)
local font = ImageFont(filename, extraspacing)
self.fonts[key] = font
end
function Assets:getFont(filename)
return self.fonts[filename]
end
function Assets:clearFonts()
self.fonts = {}
end
-- TILESET FUNCTIONS
-- Automatically create quads for a texture
function Assets:addTileset(name, filepath)
self.tileset[name] = Tileset(filepath)
end
function Assets:clearTileset()
self.tileset = {}
end
-- AUTOTILE FUNCTIONS
-- Automatically draw tiles
function Assets:addAutotile(name, tilesize)
self.autotile[name] = Autotile(name, tilesize)
end
function Assets:clearAutotile()
self.autotile = {}
end
-- ACTIVITY FUNCTIONS
-- Handle activity
function Assets:setActivity(activity)
self.isActive = activity
end
function Assets:switchActivity()
self.isActive = (self.isActive == false)
end
function Assets:getActivity()
return self.isActive
end
return Assets