2019-12-28 12:15:43 +01:00
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local BaseMap = require "core.modules.world.maps.parent"
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local ShootMap = BaseMap:extend()
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local TILESIZE = 31
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local TESTZONE = "forest"
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local zoneDatas = require "datas.gamedata.maps.shoot.zones"
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function ShootMap:new(world, maptype, mapname)
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ShootMap.super.new(self, world)
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self:setPadding(0, 0, 0, 0)
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2019-12-28 13:25:45 +01:00
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self.textureId = zoneDatas[mapname].tiles
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self.background = zoneDatas[mapname].background
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self:generateTextures(self.textureId, self.background)
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2019-12-28 12:15:43 +01:00
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end
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function ShootMap:loadCollisions()
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local w, h = self:getDimensions()
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self.world:newCollision("floor", 0, 0, -16, w, h, 16)
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end
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function ShootMap:addBlock(x, y, w, h, top, bottom)
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-- Empty Placeholder function
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end
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function ShootMap:getDimensions()
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return 3000, 100
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end
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function ShootMap:loadPlayers()
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self.world:addPlayer(16, 50, 0, 1)
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end
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function ShootMap:loadActors()
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-- Empty Placeholder function
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end
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function ShootMap:generateTextures(tile, background)
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self.texture = {}
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self.texture.floor = self:generateFloor(tile)
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self.texture.border = love.graphics.newImage("assets/backgrounds/borders.png")
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self.quads = {}
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local w, h = self.texture.border:getDimensions()
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self.quads.borders = love.graphics.newQuad(0, tile*10, 80, 10, w, h)
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self:addParallax(background)
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end
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function ShootMap:generateFloor(tile)
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local canvas = love.graphics.newCanvas(31*16, 100)
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local tile = tile or 1
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local tileTexture = love.graphics.newImage("assets/backgrounds/normaltile.png")
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local tileQuad = {}
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local w, h = tileTexture:getDimensions()
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tileQuad[1] = love.graphics.newQuad( 0, tile*24, 40, 24, w, h)
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tileQuad[2] = love.graphics.newQuad(40, tile*24, 40, 24, w, h)
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love.graphics.setCanvas( canvas )
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for i=1, 5 do
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for j=0, 18 do
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local tiley = (i-1)*20 - 4
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local tilex = (j-2)*31 + (i-1)*10
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local variant = 1 + ((i + j) % 2)
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love.graphics.draw(tileTexture, tileQuad[variant], tilex, tiley)
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end
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end
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love.graphics.setCanvas( )
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local imagedata = canvas:newImageData()
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local texture = love.graphics.newImage( imagedata )
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imagedata:release()
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canvas:release()
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return texture
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end
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function ShootMap:draw()
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for i=1, 10 do
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--love.graphics.draw(self.texture.floor, ((i-1)*31*16), 0)
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end
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end
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function ShootMap:addParallax(filename)
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-- Empty Placeholder function
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local filename = filename or "forest"
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local backfolder = "assets/backgrounds/parallax/"
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filename = backfolder .. filename
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self.texture.back1 = love.graphics.newImage(filename .. "-back.png")
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self.texture.back2 = love.graphics.newImage(filename .. "-fore.png")
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self.texture.cliff = love.graphics.newImage(filename .. "-cliff.png")
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end
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function ShootMap:drawParallax(x, y, w, h)
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self:drawBackground(x, y, w, h)
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self:drawForeground(x, y + 10, w, h)
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local w2, _ = self.texture.floor:getDimensions()
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for i=1, 2 do
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local x2 = x % w2
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love.graphics.draw(self.texture.floor, ((i-1)*31*16)-x2, -y)
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end
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self:drawBorder(x, y + 10)
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self:drawBorder(x, y - 100)
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self:drawCliff(x, y - 110, w, h)
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end
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function ShootMap:drawBackground(x, y, w, h)
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local w2, h2 = self.texture.back1:getDimensions()
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local imax = math.ceil(w / w2) + 1
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for i=1, imax do
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local x1 = (x / 5) % w2
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love.graphics.draw(self.texture.back1, (i-1)*w2 - x1, 0, 0, 1, 1, 0, 0)
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end
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end
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function ShootMap:drawForeground(x, y, w, h)
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local w2, h2 = self.texture.back2:getDimensions()
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local imax = math.ceil(w / w2) + 1
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for i=1, imax do
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local x1 = (x / 2) % w2
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love.graphics.draw(self.texture.back2, (i-1)*w2 - x1, -y, 0, 1, 1, 0, h2)
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end
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end
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function ShootMap:drawBorder(x, y)
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for i=1, 7 do
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local x2 = x % 80
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love.graphics.draw(self.texture.border, self.quads.borders, (i-1)*80 - x2, -y, 0, 1, 1)
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end
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end
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function ShootMap:drawCliff(x, y, w, h)
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local w2, h2 = self.texture.cliff:getDimensions()
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local imax = math.ceil(w / w2) + 1
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for i=1, imax do
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local x1 = (x) % w2
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love.graphics.draw(self.texture.cliff, (i-1)*w2 - x1, -y, 0, 1, 1, 0, 0)
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end
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end
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return ShootMap
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