refactor(levels): use World2D map loading functions.

This commit is contained in:
Kazhnuz 2019-06-16 18:30:26 +02:00
parent 91ce8ba9c0
commit 652771de5a
5 changed files with 40 additions and 60 deletions

View File

@ -0,0 +1,11 @@
local Entity = require "scenes.levels.entities.parent"
local Platform = Entity:extend()
function Platform:new(world, x, y, w, h)
Platform.super.new(self, world, "platform", x, y, w, h)
self:setDebugColor(.3,.3,.3)
end
return Platform

View File

@ -0,0 +1,11 @@
local Entity = require "scenes.levels.entities.parent"
local Wall = Entity:extend()
function Wall:new(world, x, y, w, h)
Wall.super.new(self, world, "wall", x, y, w, h)
self:setDebugColor(0,0,0)
end
return Wall

View File

@ -0,0 +1,11 @@
local Entity = require "scenes.levels.entities.parent"
local Water = Entity:extend()
function Water:new(world, x, y, w, h)
Water.super.new(self, world, "water", x, y, w, h)
self:setDebugColor(.1,.1,.9)
end
return Water

View File

@ -1,7 +1,6 @@
local Obj = {}
-- On charge toutes les différentes types d'entitées
Obj.Collision = require "scenes.levels.entities.collision"
Obj.Block = require "scenes.levels.entities.block"
Obj.Bullet = require "scenes.levels.entities.bullet"
Obj.Coin = require "scenes.levels.entities.loot.coin"
@ -24,9 +23,11 @@ Obj.index["coin10"] = Obj.Coin10
Obj.index["block"] = Obj.Block
Obj.index["ennemy"] = Obj.Ennemy
local collisions = "scenes.levels.entities.collision."
Obj.collisions = {}
Obj.collisions["wall"] = true
Obj.collisions["water"] = true
Obj.collisions["platform"] = true
Obj.collisions["wall"] = require(collisions .. "wall")
Obj.collisions["water"] = require(collisions .. "water")
Obj.collisions["platform"] = require(collisions .. "plateform")
return Obj

View File

@ -20,50 +20,8 @@ function World:new(scene, mapfile)
end
function World:load()
self:loadCollisions()
self:loadEntities()
end
function World:loadEntities()
for k, objectlayer in pairs(self.map.layers) do
if (self:isEntityLayer(objectlayer.name)) then
for k, object in pairs(objectlayer.objects) do
self:addEntityByNameOnGrid( objectlayer.name, object.x, object.y,
object.width, object.height )
end
self.map:removeLayer(objectlayer.name)
end
end
end
function World:isEntityLayer(layername)
return (self.obj.index[layername] ~= nil)
end
function World:addEntityByNameOnGrid(name, x, y, w, h)
local objWidth, objHeight = 16, 16
local cellHor = math.ceil(w / objWidth)
local cellVert = math.ceil(h / objHeight)
for i=1, cellHor do
for j=1, cellVert do
self:addEntityByName(name, x + (i-1)*objWidth, y + (j-1)*objHeight)
end
end
end
function World:addEntityByName(name, x, y)
self.obj.index[name](self, x, y)
end
function World:loadCollisions()
for k, objectlayer in pairs(self.map.layers) do
if self:isCollisionLayer(objectlayer.name) then
for k, object in pairs(objectlayer.objects) do
self:addCollision(object.x,object.y,object.width,object.height, objectlayer.name)
end
self.map:removeLayer(objectlayer.name)
end
end
self:loadMapCollisions()
self:loadMapActors()
end
function World:getStartPosition()
@ -80,18 +38,6 @@ function World:getStartPosition()
return startx, starty
end
function World:isCollisionLayer(layername)
return (self.obj.collisions[layername] == true)
end
function World:addCollision(x, y, w, h, name)
-- Rajouter un block solide dans le monde physique
if w == 0 then
w = 1
end
self.obj.Collision(self, x, y, w, h, name)
end
-- MAP FUNCTIONS
-- All map wrappers