-- 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 print("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