-- baseworld.lua :: the base world object, that contain just a fast implementation -- of a 2D world. It doesn't support collision and stuff. --[[ 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 cwd = (...):gsub('%.baseworld$', '') .. "." local BaseWorld = Object:extend() local Sti = require(cwd .. "libs.sti") local CameraSystem = require(cwd .. "camera") local PADDING_VALUE = 10/100 -- INIT FUNCTIONS -- All functions to init the world and the map function BaseWorld:new(scene, actorlist, mapfile) self.scene = scene self.actorlist = actorlist self.mapfile = mapfile self.cameras = CameraSystem(self) self:initActors() self:initPlayers() self:setActorList(self.actorlist) self:initMap(self.mapfile) self:setGravity() self:register() self.isActive = true end function BaseWorld:setActorList(actorlist) if actorlist == nil then error("FATAL: You must set an actorlist to your world") else self.obj = require(actorlist) end end function BaseWorld:initMap(mapfile) self.haveMap = false self.haveBackgroundColor = false self.backcolor = {128, 128, 128} self.mapfile = mapfile end function BaseWorld:setGravity(xgrav, ygrav, isDefault) local xgrav = xgrav or 0 local ygrav = ygrav or 0 local isDefault = isDefault or 0 self.gravity = {} self.gravity.xgrav, self.gravity.ygrav = xgrav, ygrav self.gravity.isDefault = isDefault end function BaseWorld:register() self.scene:registerWorld(self) end function BaseWorld:reset() self:initActors() self:initPlayers() self:initMap(self.mapfile) self.cameras:initViews() collectgarbage() self:loadMap() end -- ACTOR MANAGEMENT FUNCTIONS -- Basic function to handle actors function BaseWorld:initActors( ) self.actors = {} self.currentCreationID = 0 end function BaseWorld:newActor(name, x, y) self.obj.index[name](self, x, y) end function BaseWorld:newCollision(name, x, y, w, h) self.obj.collisions[name](self, x, y, w, h) end function BaseWorld:registerActor(actor) actor.creationID = self.currentCreationID self.currentCreationID = self.currentCreationID + 1 table.insert(self.actors, actor) end function BaseWorld:removeActor(actor) for i,v in ipairs(self.actors) do if v == actor then table.remove(self.actors, i) end end end function BaseWorld:moveActor(actor, x, y, filter) -- as the baseworld have no collision function, we return empty collision -- datas, but from the same type than bump2D will return return x, y, {}, 0 end function BaseWorld:checkCollision(actor, x, y, filter) -- as the baseworld have no collision function, we return empty collision -- datas, but from the same type than bump2D will return return x, y, {}, 0 end function BaseWorld:queryRect(x, y, w, h) local query = {} local x2, y2 = x + w, y + h for i,v in ipairs(self.actors) do if (v.x >= x) and (v.x + v.w >= x1) and (v.y >= y) and (v.y + v.h >= y1) then table.insert(query, v) end end return v end function BaseWorld:countActors() return #self.actors end function BaseWorld:getActors() return self.actors end function BaseWorld:getVisibleActors(id) local camx, camy, camw, camh = self.cameras:getViewCoordinate(id) local paddingw = camw * PADDING_VALUE local paddingh = camh * PADDING_VALUE local x = camx - paddingw local y = camy - paddingh local w = camw + paddingw * 2 local h = camh + paddingh * 2 return self:queryRect(x, y, w, h) end -- INFO FUNCTIONS -- Give infos about the world function BaseWorld:isActorIndexed(name) return (self.obj.index[name] ~= nil) end function BaseWorld:isCollisionIndexed(name) return (self.obj.collisions[name] ~= nil) end -- PLAYER MANAGEMENT FUNCTIONS -- Basic function to handle player actors function BaseWorld:loadMap() local mapfile = self.mapfile if mapfile == nil then self.haveMap = false self.haveBackgroundColor = false self.backcolor = {128, 128, 128} else self.haveMap = true self.map = Sti(mapfile) self.haveBackgroundColor = true self.backcolor = self.map.backgroundcolor or {128, 128, 128} self:loadMapObjects() end end function BaseWorld:initPlayers() self.players = {} self.playerNumber = 1 end function BaseWorld:setPlayerNumber(playerNumber) self.playerNumber = playerNumber or 1 end function BaseWorld:addPlayer(actor, sourceid, haveCam) local player = {} player.actor = actor player.sourceid = sourceid or 1 table.insert(self.players, player) if (haveCam) then local xx, yy = player.actor:getViewCenter() self.cameras:addView(xx, yy, player.actor) end end function BaseWorld:sendInputToPlayers(actor) for i,v in ipairs(self.players) do --TODO: make the player get from a selected source inputs local keys = self.scene.sources[v.sourceid].keys v.actor:getInput(keys) end end function BaseWorld:removePlayer(actor) for i,v in ipairs(self.players) do if (v.actor == actor) then table.remove(self.players, i) end end end -- MAP FUNCTIONS -- All map wrappers function BaseWorld:loadMapObjects() self:loadMapCollisions() self:loadMapPlayers() self:loadMapActors() end function BaseWorld:loadMapCollisions() for k, objectlayer in pairs(self.map.layers) do if self:isCollisionIndexed(objectlayer.name) then print("DEBUG: loading actors in " .. objectlayer.name .. " collision layer") for k, object in pairs(objectlayer.objects) do self:newCollision(objectlayer.name, object.x, object.y, object.width, object.height) end self.map:removeLayer(objectlayer.name) end end end function BaseWorld:loadMapActors() for k, objectlayer in pairs(self.map.layers) do if self:isActorIndexed(objectlayer.name) then print("DEBUG: loading actors in " .. objectlayer.name .. " actor layer") for k, object in pairs(objectlayer.objects) do if (object.properties.batchActor) then self:batchActor(objectlayer.name, object) else self:newActor(objectlayer.name, object.x, object.y) end end self.map:removeLayer(objectlayer.name) end end end function BaseWorld:batchActor(name, object) local gwidth = object.properties.gwidth or self.map.tilewidth local gheight = object.properties.gheight or self.map.tileheight local x = object.x local y = object.y local w = object.width local h = object.height local cellHor = math.ceil(w / gwidth) local cellVert = math.ceil(h / gheight) for i=1, cellHor do for j=1, cellVert do self:newActor(name, x + (i-1)*gwidth, y + (j-1)*gheight) end end end function BaseWorld:loadMapPlayers() for k, objectlayer in pairs(self.map.layers) do if (objectlayer.name == "player") then print("DEBUG: loading actors in player layer") local i = 1 for k, object in pairs(objectlayer.objects) do if (i <= self.playerNumber) then -- TODO: don't hardcode camera handling self:addPlayer(self.obj.Player(self, object.x, object.y), i, true) end i = i + 1 end self.map:removeLayer(objectlayer.name) end end end function BaseWorld:getDimensions() if self.haveMap then return self.map.width * self.map.tilewidth, self.map.height * self.map.tileheight else return core.screen:getDimensions() end end function BaseWorld:setBackgroundColor(r, g, b) self.backcolor = {r, g, b} self.haveBackgroundColor = true end function BaseWorld:removeBackgroundColor() self.haveBackgroundColor = false end function BaseWorld:getBackgroundColor() return self.backcolor[1]/256, self.backcolor[2]/256, self.backcolor[3]/256 end -- Lock MANAGEMENT FUNCTIONS -- Basic function to handle the lock function BaseWorld:setActivity(activity) self.isActive = activity end function BaseWorld:switchActivity() self.isActive = (self.isActive == false) end function BaseWorld:getActivity() return self.isActive end -- UPDATE FUNCTIONS -- All update functions function BaseWorld:update(dt) self:updateMap(dt) self:sendInputToPlayers(dt) self:updateActors(dt) self.cameras:update(dt) end function BaseWorld:updateActors(dt) local actors = self:getActors() for i,v in ipairs(actors) do v:update(dt) end end function BaseWorld:updateMap(dt) if self.haveMap then self.map:update(dt) end end -- DRAW FUNCTIONS -- All function to draw the map, world and actors function BaseWorld:draw(dt) self:drawBackgroundColor() local camNumber = self.cameras:getViewNumber() if (camNumber == 0) then self:drawMap() self:drawActors() else for i=1, camNumber do self.cameras:attachView(i) self:drawMap(i) self:drawActors(i) self.cameras:detachView(i) self.cameras:drawHUD(i) end end end function BaseWorld:drawActors(id) local actors if (id == nil) then actors = self:getActors() else actors = self:getVisibleActors(id) end table.sort(actors, function(a,b) if (a.depth == b.depth) then return a.creationID < b.creationID else return a.depth > b.depth end end) for i,v in ipairs(actors) do v:draw() end end function BaseWorld:drawMap(id) local tx, ty, scale = 0, 0, 1 if id ~= nil then -- Du à la manière dont fonctionne STI, on est obligé de récupérer les info -- de position de camera pour afficher la carte par rapport à ces infos tx, ty = self.cameras:getViewCoordinate(id) scale = self.cameras:getViewScale(id) or 1 local vx, vy = self.cameras:getOnScreenViewRelativePosition(id) tx = math.floor(tx - math.abs(vx)) ty = math.floor(ty - math.abs(vy)) end if self.haveMap then self.map:draw(-tx, -ty, scale, scale) end end function BaseWorld:drawBackgroundColor() if self.haveBackgroundColor then 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 end return BaseWorld