scenes/levels: load entities from index

This commit is contained in:
Kazhnuz 2019-03-03 13:29:21 +01:00
parent dcdbae749c
commit 61f15d6f67
5 changed files with 16 additions and 35 deletions

View File

@ -1,4 +0,0 @@
return {
["coin"] = {w = 16, h = 16},
["block"] = {w = 16, h = 16},
}

View File

@ -1,8 +1,6 @@
Datas = {}
Datas.levels = require "datas.levels"
Datas.layers = require "datas.layers"
Datas.entities = require "datas.entities"
Datas.vpad = require "datas.vpad"
return Datas

View File

@ -1,3 +0,0 @@
return {
"wall", "platform", "water"
}

View File

@ -27,8 +27,7 @@ function Level:loadEntities()
end
function Level:addEntityByNameOnGrid(name, x, y, w, h)
local layerdata = datas.entities
local objWidth, objHeight = layerdata[name].w, layerdata[name].h
local objWidth, objHeight = 16, 16
local cellHor = math.ceil(w / objWidth)
local cellVert = math.ceil(h / objHeight)
for i=1, cellHor do
@ -40,23 +39,11 @@ function Level:addEntityByNameOnGrid(name, x, y, w, h)
end
function Level:addEntityByName(name, x, y)
if name == "coin" then
self.obj.Coin(self, x, y)
end
if name == "block" then
self.obj.Block(self, x, y, 0)
end
self.obj.index[name](self, x, y)
end
function Level:isEntityLayer(layername)
local layerdata = datas.entities
local isEntityLayer = false
if not (layerdata[layername] == nil) then
isEntityLayer = true
end
return isEntityLayer
return (self.obj.index[layername] ~= nil)
end
@ -96,16 +83,7 @@ function Level:addCollision(x, y, w, h, name) -- Rajouter un block solide dans l
end
function Level:isCollisionLayer(layername)
layerdata = datas.layers
local isCollisionLayer = false
for k, validname in pairs(layerdata) do
if (layername == validname) then
isCollisionLayer = true
end
end
return isCollisionLayer
return (self.obj.collisions[layername] == true)
end
function Level:addEntity(entity)

View File

@ -12,4 +12,16 @@ Obj.GFX = require "scenes.levels.entities.gfx"
Obj.Debris = require "scenes.levels.entities.debris"
Obj.Player = require "scenes.levels.entities.player"
Obj.index = {}
Obj.index["coin"] = Obj.Coin
Obj.index["coin5"] = Obj.Coin5
Obj.index["coin10"] = Obj.Coin10
Obj.index["block"] = Obj.Block
Obj.collisions = {}
Obj.collisions["wall"] = true
Obj.collisions["water"] = true
Obj.collisions["platform"] = true
return Obj