refactor(levels): use the gamecore world loading functions

This commit is contained in:
Kazhnuz 2019-06-17 11:58:52 +02:00
parent 557de3b503
commit 39a998d773
2 changed files with 14 additions and 26 deletions

View File

@ -35,8 +35,9 @@ function Level:loadMission(levelID, missionID)
local datas, missiondatas
self.datas = require("datas.levels." .. levelID)
self.world = World(self, self.datas.mapfile)
self.world:load()
local mapfile = "assets.maps." .. self.datas.mapfile
self.world = World(self, self.datas.mapfile, "scenes.levels.entities")
self.world:loadMap()
self.assets:setMusic("assets/music/" .. self.datas.music)
self:launchMission()

View File

@ -8,21 +8,23 @@ local Sti = require "libs.sti"
-- INIT FUNCTIONS
-- All functions to init the world and the map
function World:new(scene, mapfile)
self.scene = scene
self.map = Sti("assets/maps/" .. mapfile .. ".lua")
self.obj = Obj
self:initActors()
self:setGravity()
self.backcolor = self.map.backgroundcolor or {0, 0, 0}
function World:new(scene, mapfile, actorlist)
self.scene = scene
self.actorlist = actorlist
self.mapfile = mapfile
self:initActors()
self:initMap(self.mapfile)
self:setActorList(self.actorlist)
self:setGravity()
self.activeObjects = 0
self:register()
self.isActive = true
end
function World:load()
function World:loadMapObjects()
self:loadMapCollisions()
self:loadMapActors()
end
@ -49,14 +51,6 @@ function World:getDimensions()
self.map.height * self.map.tileheight
end
function World:setBackgroundColor(r, g, b)
self.backcolor = {r, g, b}
end
function World:getBackgroundColor()
return self.backcolor[1]/256, self.backcolor[2]/256, self.backcolor[3]/256
end
-- UPDATE FUNCTIONS
-- All update functions
@ -121,11 +115,4 @@ function World:drawMap()
self.map:draw(-tx, -ty, scale, scale)
end
function World:drawBackgroundColor()
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
return World