scenes/levels: merge controller and scene object

This commit is contained in:
Kazhnuz 2019-03-03 17:06:02 +01:00
parent 6c45a92d83
commit 85fbc7d51d
2 changed files with 90 additions and 107 deletions

View File

@ -1,94 +0,0 @@
local Level = Object:extend() -- On créer la classe des entitées, c'est la classe de base
local World = require "scenes.levels.controller.world"
local Camera = require "scenes.levels.controller.camera"
local PlayerManager = require "scenes.levels.controller.players"
local leveldatas = require "datas.levels"
-- INIT FUNCTIONS
-- Initialize and launch the level
function Level:new()
self:reset()
end
function Level:reset()
self.datas = {}
self.pause = false
self.map = nil
self.backcolor = {0, 0, 0}
end
function Level:loadMission(levelID, missionID)
local datas, missiondatas
self.datas = {}
datas = leveldatas[levelID]
self.datas.realm = datas.realm
self.datas.level = datas.name
missiondatas = datas.missions[missionID]
self.datas.missions = {}
self.datas.missions.name = missiondatas.missionName
self.datas.missions.desc = missiondatas.description
self.datas.missions.map = missiondatas.mapfile
self.datas.missions.gravity = missiondatas.gravity
self.datas.missions.autorun = missiondatas.autorun
self.datas.missions.objectiveID = missiondatas.objectiveID
self.datas.missions.startx = missiondatas.startx
self.datas.missions.starty = missiondatas.starty
self.datas.missions.music = missiondatas.music
self.world = World(self, self.datas.missions.map)
self.world:load()
assets:setMusic(self.datas.missions.music)
self:launchMission()
end
function Level:launchMission()
self.playermanager = PlayerManager(self)
--self:resetSpawnAndEntities()
assets:silence()
assets:playMusic()
self.playermanager:addPlayer(1)
self.playermanager:spawnPlayer(1)
self.camera = Camera(self, self.playermanager.startx, self.playermanager.starty)
self.score = 0
self.gold = 0
end
-- UPDATE FUNCTIONS
-- Update the level
function Level:update(dt)
self.keys = core.input.keys
if (self.pause == false) then
self.playermanager:update(dt)
self.world:update(dt)
assets:update(dt)
self.camera:update(dt)
end
end
-- DRAW FUNCTIONS
-- draw level elements
function Level:draw(dt)
utils.graphics.resetColor()
self.camera:floorCoord()
self.world:draw()
if (self.pause == false) then
self.playermanager:drawHUD()
end
end
return Level

View File

@ -2,33 +2,110 @@
require "scenes.levels.sounds"
require "scenes.levels.sprites"
local Level = require "scenes.levels.controller"
-- On charge le module de scene et créer l'objet de scene des niveaux
local Scene = require "core.modules.scenes"
local LevelScene = Scene:extend()
local Level = Scene:extend()
function LevelScene:new(levelID, missionID)
self.controller = Level()
LevelScene.super.new(self)
-- Chargement des controllers
local World = require "scenes.levels.controller.world"
local Camera = require "scenes.levels.controller.camera"
local PlayerManager = require "scenes.levels.controller.players"
local leveldatas = require "datas.levels"
-- INIT FUNCTIONS
-- Initialize and launch the level
function Level:new(levelID, missionID)
self:reset()
Level.super.new(self)
level_loadSounds()
loadSprites()
previousMenu = previous
self.controller:loadMission(levelID, missionID)
self:loadMission(levelID, missionID)
self:register()
end
function LevelScene:update(dt)
self.controller:update(dt)
function Level:reset()
self.datas = {}
self.pause = false
self.map = nil
self.backcolor = {0, 0, 0}
end
function LevelScene:draw(dt)
self.controller:draw(dt)
function Level:loadMission(levelID, missionID)
local datas, missiondatas
self.datas = {}
datas = leveldatas[levelID]
self.datas.realm = datas.realm
self.datas.level = datas.name
missiondatas = datas.missions[missionID]
self.datas.missions = {}
self.datas.missions.name = missiondatas.missionName
self.datas.missions.desc = missiondatas.description
self.datas.missions.map = missiondatas.mapfile
self.datas.missions.gravity = missiondatas.gravity
self.datas.missions.autorun = missiondatas.autorun
self.datas.missions.objectiveID = missiondatas.objectiveID
self.datas.missions.startx = missiondatas.startx
self.datas.missions.starty = missiondatas.starty
self.datas.missions.music = missiondatas.music
self.world = World(self, self.datas.missions.map)
self.world:load()
assets:setMusic(self.datas.missions.music)
self:launchMission()
end
function LevelScene:exit()
function Level:launchMission()
self.playermanager = PlayerManager(self)
--self:resetSpawnAndEntities()
assets:silence()
assets:playMusic()
self.playermanager:addPlayer(1)
self.playermanager:spawnPlayer(1)
self.camera = Camera(self, self.playermanager.startx, self.playermanager.starty)
self.score = 0
self.gold = 0
end
-- UPDATE FUNCTIONS
-- Update the level
function Level:update(dt)
if (self.pause == false) then
self.playermanager:update(dt)
self.world:update(dt)
assets:update(dt)
self.camera:update(dt)
end
end
-- DRAW FUNCTIONS
-- draw level elements
function Level:draw(dt)
utils.graphics.resetColor()
self.camera:floorCoord()
self.world:draw()
if (self.pause == false) then
self.playermanager:drawHUD()
end
end
function Level:exit()
self.controller:reset()
end
return LevelScene
return Level