Compare commits
7 commits
master
...
new-locati
Author | SHA1 | Date | |
---|---|---|---|
|
766dfd9f73 | ||
|
2a8cb9e94b | ||
|
eb6b6f0d92 | ||
|
2b22586c6f | ||
|
faa0a55b4d | ||
|
966d3d48cc | ||
|
e959267060 |
21
.vscode/settings.json
vendored
|
@ -1,21 +0,0 @@
|
|||
{
|
||||
"Lua.diagnostics.globals": [
|
||||
"love",
|
||||
"unpack",
|
||||
"loadstring",
|
||||
"game",
|
||||
"core",
|
||||
"scenes",
|
||||
"utils",
|
||||
"birb",
|
||||
"enum"
|
||||
],
|
||||
"Lua.runtime.version": "LuaJIT",
|
||||
"Lua.workspace.library": [
|
||||
"${3rd}/love2d/library"
|
||||
],
|
||||
"Lua.workspace.checkThirdParty": false,
|
||||
"Lua.diagnostics.disable": [
|
||||
"redundant-parameter"
|
||||
]
|
||||
}
|
|
@ -2,13 +2,19 @@
|
|||
|
||||
## 1. Niveaux de Shadow Shoot
|
||||
|
||||
En bon jeu de flemmard, je reprend les 7 niveaux de Shadow Shoot :D Ces jeux serviront comme base aux jeux, et les niveaux supplémentaires à les améliorer.
|
||||
En bon jeu de flemmard, je reprend les 6 niveaux de Shadow Shoot :D Ces jeux serviront comme base aux jeux, et les niveaux supplémentaires à les améliorer.
|
||||
|
||||
### Jadeite Forest
|
||||
|
||||
Un premier niveau sylvestre mélangeant forêt et "GHZ-like" histoire d'éviter d'en avoir un.
|
||||
|
||||
**Gimmicks** : Hautes herbes (qui ralenti)
|
||||
|
||||
### Diamound Highway
|
||||
|
||||
Un niveau de ville, à la manière de City Escape et Mission Street (ainsi que l'act 3/Knuckles de Speed Highway). Il représente une ville pleine d'énergie et de vitalité.
|
||||
Un niveau de ville lumineuse et "joyeuse", à la manière de City Escape (ainsi que l'act 3/Knuckles de Speed Highway). Il représente une ville pleine d'énergie et de vitalité. Quelques éléments de villes "modernes" tel que des zones d'acceleration et de "retour en arrière" pourront être présent.
|
||||
|
||||
**Gimmicks** : Barre de grinds
|
||||
**Gimmicks** : Barre de grinds, zone d'acceleration, zone de "retour arrière".
|
||||
|
||||
### Peridot Tunnel
|
||||
|
||||
|
@ -16,25 +22,12 @@ Un niveau de base sous-marine, à la manière de Ocean et Aquatic Bases (SAdv3 e
|
|||
|
||||
**Gimmicks** : Espace sous-marin(?)
|
||||
|
||||
### Jadeite Forest
|
||||
|
||||
Un niveau de forêt, à la manière de Green Forest. Sert de premier niveau dans le monde inspiré de Neo Sonic Boom.
|
||||
|
||||
**Gimmicks** : Hautes herbes (qui ralenti)
|
||||
|
||||
|
||||
### Pearl Mountain
|
||||
|
||||
Un niveau de neige, à la manière de ceux qu'on trouve dans les Advances.
|
||||
|
||||
**Gimmicks** : Glace (le personnage glisse sur les côté), snowboard(?)
|
||||
|
||||
### Calcite Hill
|
||||
|
||||
Un niveau de collines vertes, à la manière de Green Hill Zone.
|
||||
|
||||
**Gimmicks** : Eau
|
||||
|
||||
### Carnelian Bridge
|
||||
|
||||
Un nouveau de pont/route, à la manière de Radical et Speed Highway de SA et SA2. Aura quelques inspirations aussi de Starlight Zone.
|
||||
|
@ -43,12 +36,18 @@ Un nouveau de pont/route, à la manière de Radical et Speed Highway de SA et SA
|
|||
|
||||
### Ametist Castle
|
||||
|
||||
Le niveau de ruine du jeu, sera ici plus un chateau que des ruines "classic". Aura tout l'attirail des ruines : les trucs qui se cassent sous vos pieds, etc.
|
||||
Le niveau hanté du jeu, sera ici plus un chateau avec quelques éléments de niveaux de "lave" : visiblement ce chateau hanté de Eggman est construit sur un volcan. Heureusement qu'il est génie du mal et pas promoteur immobilié...
|
||||
|
||||
**Gimmicks** : Colonne (obstacle haut, indestructible), sol qui s'effondre
|
||||
**Gimmicks** : Fantômes, Grilles d'où sort du feu, boules de piques, lave.
|
||||
|
||||
## 2. Niveaux supplémentaires
|
||||
Le but des niveaux complémentaires va être de contenir les tropes qui ne sont pas présents dans les niveaux de bases du jeu. Il y aura 9 niveaux, pour atteindre un total de 16 niveaux (4×4 pour le mode "tournois).
|
||||
Le but des niveaux complémentaires va être de contenir les tropes qui ne sont pas présents dans les niveaux de bases du jeu. Il y aura 6+1 niveaux, pour atteindre un total de 12 niveaux principaux, plus 1 "special" (Crystal Realm).
|
||||
|
||||
### Olivine Coast
|
||||
|
||||
Un immense pont au dessus de l'eau, inspiré aussi bien d'Emerald Coast que de Bridge Zone.
|
||||
|
||||
**Gimmicks** : Eau
|
||||
|
||||
### Zircon Desert
|
||||
|
||||
|
@ -62,23 +61,17 @@ Une base d'Eggman classic, à la Secret Base, Chemical Plant.
|
|||
|
||||
**Gimmicks** :
|
||||
|
||||
### Silicon Matrix
|
||||
### Moonstone Relics
|
||||
|
||||
Un niveau numérique, à la manière de Mad Matrix, Digital Circuit, Cyber Track and Techno Base.
|
||||
Un niveau de ruines/canyon venteux, à la manière de Windy Valley, Angel Island et Sky Canyon. Aura également tout l'attirail des ruines : les trucs qui se cassent sous vos pieds, etc.
|
||||
|
||||
**Gimmicks** :
|
||||
**Gimmicks** : Vents (ralentissant ou poussant tout les ennemis, s'activent ou se désactivent avec des boutons), ventilateurs sur le sol, colonne (obstacle haut, indestructible), sol qui s'effondre
|
||||
|
||||
### Moonstone Canyon
|
||||
### Obsidian Gadgets
|
||||
|
||||
Un niveau de ruines/canyon venteux, à la manière de Windy Valley, Angel Island et Sky Canyon.
|
||||
Une centrale chaotique, avec des éléments inspirés aussi bien du Death Egg et de l'ARK que de niveaux "numériques" à la manière de Mad Matrix, Digital Circuit, Cyber Track and Techno Base.
|
||||
|
||||
**Gimmicks** : Vents (ralentissant ou poussant tout les ennemis, s'activent ou se désactivent avec des boutons), ventilateurs sur le sol
|
||||
|
||||
### Obsidian Station
|
||||
|
||||
Une station spatiale, à la manière du Death Egg et de l'ARK.
|
||||
|
||||
**Gimmicks** :
|
||||
**Gimmicks** : Liquide drainant la vie (corruption), laser, etc.
|
||||
|
||||
### Agate Park
|
||||
|
||||
|
@ -86,39 +79,26 @@ Un park/cirque/casino. Mélange des éléments des trois dans un éclat d'amusem
|
|||
|
||||
**Gimmicks** : Jetons de Bingo/Série de 5 trucs à avoir
|
||||
|
||||
### Garnet Crater
|
||||
### Crystal Realm
|
||||
|
||||
De la lave. Du magma. Un peu comme Hot Crater et tout les niveaux du genre.
|
||||
Une route "hors de ce monde", pleine de lumière et d'énergie. Inspirée de la [Milky Way](https://www.youtube.com/watch?v=JhI9H_S85WE), des niveaux espaces des jeux Sonic et de la special zone. Peut avoir aussi bien un background abstrait qu'un type "dans l'espace".
|
||||
|
||||
**Gimmicks** : Magma
|
||||
**Gimmicks** : Astéroides de couleurs différentes avec différents effets, blue/red sphere (en mode special stage)
|
||||
|
||||
## Correspondance de niveaux (mode classique/Boom)
|
||||
|
||||
### Lithium Metropolis
|
||||
|
||||
La ville moderne "lumineuse", à la manière de Grand Metropolis et Monopole. Aura quelques inspirations aussi de Metropolis de Sonic Forces. Ce sera une ville blanche, de lumière.
|
||||
|
||||
**Gimmicks** :
|
||||
|
||||
### Crystal Cosmos
|
||||
|
||||
Une route dans l'espace, pleine de lumière et d'énergie. Inspirée de la [Milky Way](https://www.youtube.com/watch?v=JhI9H_S85WE) et des niveaux espaces des jeux Sonic.
|
||||
|
||||
**Gimmicks** : Astéroides de couleurs différentes avec différents effets
|
||||
|
||||
## Correspondance de niveaux (mode classique)
|
||||
|
||||
- Niveau 1 : **Jadeite Forest** / **Calcite Hill**
|
||||
- Niveau 2 : **Diamound Highway** / **Citrine Park**
|
||||
- Niveau 3 : **Peridot Tunnel** / **Zircon Desert**
|
||||
- Niveau 4 : **Pearl Mountain** / **Carnelian Bridge**
|
||||
- Niveau 5 : **Graphit Mechanics** / **Moonstone Canyon**
|
||||
- Niveau 6 : **Garnet Crater** / **Silicon Matrix**
|
||||
- Niveau 7 : **Obsidian Station** / **Ametist Castle**
|
||||
- Niveau Bonus : **Crystal Cosmos**
|
||||
- Niveau 1 : **Jadeite Forest** / **Olivine Coast**
|
||||
- Niveau 2 : **Graphite Mechanics** / **Diamound Highway**
|
||||
- Niveau 3 : **Agate Park**
|
||||
- Niveau 4 : **Zircon Desert** / **Pearl Mountain**
|
||||
- Niveau 5 : **Carnelian Bridge**
|
||||
- Niveau 6 : **Moonstone Relics** / **Peridot Tunnel**
|
||||
- Niveau 7 : **Obsidian Gadgets** / **Amethist Castle**
|
||||
- Niveau Bonus : **Crystal Realm**
|
||||
|
||||
## Coupes (mode tournoi)
|
||||
|
||||
- Chao Cup : Calcite Hill - ????? - ????? - ?????
|
||||
- Ring Cup : ????? - ????? - ????? - ?????
|
||||
- Emerald Cup : ????? - ????? - ????? - ?????
|
||||
- Master Cup : ????? - ????? - ????? - **Crystal Cosmos**
|
||||
- Chao Cup : **Jadeite Forest 1** - **Olivine Coast 1** - **Agate Park** - **Zircon Desert**
|
||||
- Ring Cup : **Diamound Highway** - **Jadeite Forest 2** - **Olivine Coast 2** - **Graphit Mechanics**
|
||||
- Emerald Cup : **Pearl Mountain** - **Carnelian Bridge** - **Moonstone Relic 1** - **Ametist Castle**
|
||||
- Master Cup : **Peridot Tunnel** - **Moonstone Relic 2** - **Obsidian Gadget** - **Crystal Cosmos**
|
||||
|
|
|
@ -19,7 +19,6 @@ Le but est de pouvoir proposer plusieurs types d'objectif
|
|||
- Arènes (Sonic Battle)
|
||||
- Map Tiled
|
||||
- Mode Tornado ? (Shooter 2D + classique... Peut-être le hardcoder comme un truc totalement différent)
|
||||
- World Map ? (grande map avec vue de plus loin, où on pourrait booster librement à travers une map à la Adventure of Link, avec combat aléatoire, endroit caché, grand lieux, etc)
|
||||
|
||||
## "Effet de niveaux" ?
|
||||
|
||||
|
|
Before Width: | Height: | Size: 238 KiB |
Before Width: | Height: | Size: 8.1 KiB After Width: | Height: | Size: 2.4 KiB |
Before Width: | Height: | Size: 19 KiB After Width: | Height: | Size: 3.7 KiB |
|
@ -1,18 +0,0 @@
|
|||
return {
|
||||
metadata = {
|
||||
height = 24,
|
||||
width = 32,
|
||||
defaultAnim = "default",
|
||||
oy = 12,
|
||||
ox = 20,
|
||||
},
|
||||
animations = {
|
||||
["default"] = {
|
||||
startAt = 1,
|
||||
endAt = 2,
|
||||
loop = 1,
|
||||
speed = 20,
|
||||
pauseAtEnd = false,
|
||||
},
|
||||
}
|
||||
}
|
Before Width: | Height: | Size: 599 B |
|
@ -1,16 +0,0 @@
|
|||
return {
|
||||
metadata = {
|
||||
height = 16,
|
||||
width = 16,
|
||||
defaultAnim = "default"
|
||||
},
|
||||
animations = {
|
||||
["default"] = {
|
||||
startAt = 1,
|
||||
endAt = 8,
|
||||
loop = 1,
|
||||
speed = 8,
|
||||
pauseAtEnd = false,
|
||||
},
|
||||
}
|
||||
}
|
Before Width: | Height: | Size: 9.9 KiB |
|
@ -164,7 +164,7 @@ function VirtualPad:checkKey(key)
|
|||
self.keys[key].isReleased = false
|
||||
else
|
||||
if (self.keys[key].isPressed) then
|
||||
--core.debug:print("virtualpad", "key " .. key .. " is Down")
|
||||
core.debug:print("virtualpad", "key " .. key .. " is Down")
|
||||
self.keys[key].isPressed = false
|
||||
end
|
||||
end
|
||||
|
|
|
@ -218,10 +218,7 @@ end
|
|||
-- Handle everything related to shadow
|
||||
|
||||
function Actor3D:castShadow()
|
||||
local SHADOW_CAST_AREA = 12
|
||||
local xshad, yshad = self.x-(SHADOW_CAST_AREA), self.y-(SHADOW_CAST_AREA)
|
||||
local wshad, dshad = self.w+(SHADOW_CAST_AREA*2), self.d+(SHADOW_CAST_AREA*2)
|
||||
local shadowTargets = self.world:getTerrainInRect(xshad, yshad, wshad, dshad)
|
||||
local shadowTargets = self.world:getTerrainInRect(self.x, self.y, self.w, self.d)
|
||||
-- initialize the shadowTargetsPrevious variable if it doesn't exist
|
||||
if (self.shadowTargetsPrevious == nil) then
|
||||
self.shadowTargetsPrevious = {}
|
||||
|
|
|
@ -45,7 +45,7 @@ function OptionsManager:reset()
|
|||
self.data.video.crtfilter = false
|
||||
self.data.video.resolution = 2
|
||||
self.data.video.border = true
|
||||
self.data.video.vsync = false
|
||||
self.data.video.vsync = true
|
||||
self.data.video.fullscreen = false
|
||||
|
||||
-- We load the default files
|
||||
|
|
|
@ -1,14 +0,0 @@
|
|||
return {
|
||||
datas = {
|
||||
zone = "forest",
|
||||
bypass_zone = true,
|
||||
bypass_data = {
|
||||
tiles = nil,
|
||||
background = nil
|
||||
}
|
||||
},
|
||||
layout = {{"self", {00}}, {"basics", {00, 00}},},
|
||||
parts = {
|
||||
[0] = { {"basics", {01}}, {"basics", {00}}, }
|
||||
}
|
||||
}
|
|
@ -1,6 +0,0 @@
|
|||
return {
|
||||
description="Test the world",
|
||||
music="1-01- Beyond The Speed Of.mp3",
|
||||
maptype="shoot",
|
||||
map="testlevel.test1",
|
||||
}
|
|
@ -1,20 +0,0 @@
|
|||
return {
|
||||
[1] = {
|
||||
name = "basic",
|
||||
launch = {{0, 0, 0}},
|
||||
zspeed = 0,
|
||||
xspeed = 360,
|
||||
color = {1, 1, 1},
|
||||
explode = false,
|
||||
bounce = false,
|
||||
},
|
||||
[2] = {
|
||||
name = "fire",
|
||||
launch = {{0, 0, 0}},
|
||||
zspeed = 360,
|
||||
xspeed = 360,
|
||||
color = {1, 0.2, 0.2},
|
||||
explode = false,
|
||||
bounce = false,
|
||||
},
|
||||
}
|
|
@ -0,0 +1,26 @@
|
|||
return {
|
||||
datas = {
|
||||
zone = "forest",
|
||||
bypass_zone = false,
|
||||
bypass_data = {
|
||||
name = nil,
|
||||
borders = 3,
|
||||
tiles = 3,
|
||||
background = nil,
|
||||
music = nil
|
||||
},
|
||||
missiondata = {
|
||||
leveltype = "loop",
|
||||
missiontype = "goal",
|
||||
turns = 4
|
||||
}
|
||||
},
|
||||
layout = {{"self", {00}}, {"basics", {00, 00}},},
|
||||
parts = {
|
||||
[0] = {{"basics", {01}}, {"basics", {00}}}
|
||||
},
|
||||
endless_parts = {
|
||||
{"basics", 00},
|
||||
{"self", 00}
|
||||
}
|
||||
}
|
|
@ -11,7 +11,6 @@ function Frame:draw()
|
|||
utils.graphics.resetColor()
|
||||
love.graphics.draw(self.guiborder, 424, 20, 0, -1, -1)
|
||||
love.graphics.draw(self.guiborder2, 424, 220, 0, 1, 1, 424, 0)
|
||||
love.graphics.print(love.timer.getFPS(), 200, 8)
|
||||
end
|
||||
|
||||
return Frame
|
||||
|
|
|
@ -8,9 +8,7 @@ return {
|
|||
{"hudring", "assets/gui/hud/ring.png"}
|
||||
},
|
||||
["sprites"] = {
|
||||
{"ring", "assets/sprites/items/ring"},
|
||||
{"ringweapon", "assets/sprites/items/ringweapon"},
|
||||
{"ringtoss", "assets/sprites/items/ringtoss"}
|
||||
{"ring", "assets/sprites/items/ring"}
|
||||
},
|
||||
["imagefonts"] = {
|
||||
{"menu", "assets/gui/fonts/SA2font"},
|
||||
|
@ -23,7 +21,6 @@ return {
|
|||
{"cancel", "assets/sfx/menu/cancel.wav"},
|
||||
},
|
||||
["tilesets"] = {
|
||||
{"weapons", "assets/gui/status/weapons"},
|
||||
{"sptiles", "assets/backgrounds/specialtile"}
|
||||
{"weapons", "assets/gui/status/weapons"}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -5,13 +5,12 @@ local PauseMenu = require("game.modules.playstyle.pause")
|
|||
local TestWorld = require("game.modules.world.parent")
|
||||
|
||||
|
||||
function PlayStyle:new(supportedLevels, missionfile, playerList)
|
||||
function PlayStyle:new(playerList)
|
||||
local playerList = playerList or {"sonic"}
|
||||
|
||||
PlayStyle.super.new(self)
|
||||
self.timer = 0
|
||||
self.assets:batchImport("game.modules.playstyle.assets")
|
||||
self:loadMissionFile(supportedLevels, missionfile)
|
||||
|
||||
PauseMenu(self)
|
||||
|
||||
|
@ -22,11 +21,6 @@ function PlayStyle:new(supportedLevels, missionfile, playerList)
|
|||
self:startLevel()
|
||||
end
|
||||
|
||||
function PlayStyle:loadMissionFile(supportedLevels, missionfile)
|
||||
self.mission = require("datas.gamedata.missions." .. missionfile)
|
||||
self.assets:setMusic("assets/music/" .. self.mission.music)
|
||||
end
|
||||
|
||||
function PlayStyle:initWorld()
|
||||
TestWorld(self)
|
||||
end
|
||||
|
@ -79,7 +73,6 @@ end
|
|||
|
||||
function PlayStyle:startLevel()
|
||||
self.world:loadMap()
|
||||
self.assets:playMusic()
|
||||
end
|
||||
|
||||
function PlayStyle:restartLevel()
|
||||
|
|
|
@ -1,29 +0,0 @@
|
|||
local Base = require "core.modules.world.actors.actor3D"
|
||||
local FakeFloor = Base:extend()
|
||||
|
||||
function FakeFloor:new(world, x, y, z, w, h, d)
|
||||
FakeFloor.super.new(self, world, "fakefloor", x, y, z, w, h, d, false)
|
||||
self:setDebugColor(0,0,0)
|
||||
self.boxes.Base(self, w, h, d, false)
|
||||
end
|
||||
|
||||
function FakeFloor:update(dt)
|
||||
|
||||
end
|
||||
|
||||
function FakeFloor:draw()
|
||||
local drawx, drawy, drawz = self.x, self.y, self.z
|
||||
if (self.world.maptype == "shoot") then
|
||||
drawx = drawx + math.floor(drawy/2)
|
||||
end
|
||||
self:drawStart()
|
||||
if (self.box ~= nil) then
|
||||
self.box:draw(drawx, drawy, drawz)
|
||||
else
|
||||
local x, y = math.floor(drawx), math.floor(drawy - drawz - self.d + (self.h/2))
|
||||
self:drawSprite(x, y)
|
||||
end
|
||||
self:drawEnd()
|
||||
end
|
||||
|
||||
return FakeFloor
|
|
@ -1,29 +0,0 @@
|
|||
local Base = require "core.modules.world.actors.actor3D"
|
||||
local Floor = Base:extend()
|
||||
|
||||
function Floor:new(world, x, y, z, w, h, d)
|
||||
Floor.super.new(self, world, "wall", x, y, z, w, h, d, true)
|
||||
self:setDebugColor(0,0,0)
|
||||
self.boxes.Base(self, w, h, d, false)
|
||||
end
|
||||
|
||||
function Floor:update(dt)
|
||||
|
||||
end
|
||||
|
||||
function Floor:draw()
|
||||
local drawx, drawy, drawz = self.x, self.y, self.z
|
||||
if (self.world.maptype == "shoot") then
|
||||
drawx = drawx + math.floor(drawy/2)
|
||||
end
|
||||
self:drawStart()
|
||||
if (self.box ~= nil) then
|
||||
self.box:draw(drawx, drawy, drawz)
|
||||
else
|
||||
local x, y = math.floor(drawx), math.floor(drawy - drawz - self.d + (self.h/2))
|
||||
self:drawSprite(x, y)
|
||||
end
|
||||
self:drawEnd()
|
||||
end
|
||||
|
||||
return Floor
|
|
@ -1,6 +0,0 @@
|
|||
local Parent = require "game.modules.world.actors.ennemies.parent"
|
||||
local Motobug = Parent:extend()
|
||||
|
||||
|
||||
|
||||
return Motobug
|
|
@ -1,18 +0,0 @@
|
|||
local Parent = require "game.modules.world.actors.parent"
|
||||
local EnnemyParent = Parent:extend()
|
||||
|
||||
function EnnemyParent:new(world, x, y, z, w, h, d)
|
||||
EnnemyParent.super.new(self, world, "ennemy", x, y, z, w, h, d, true)
|
||||
end
|
||||
|
||||
function EnnemyParent:getHurt(hp)
|
||||
if (self.hp <= hp) then
|
||||
self:die()
|
||||
else
|
||||
self.hp = self.hp - hp;
|
||||
end
|
||||
end
|
||||
|
||||
function EnnemyParent:die()
|
||||
self:destroy()
|
||||
end
|
14
sonic-bluestreak.love/game/modules/world/actors/floor.lua
Normal file
|
@ -0,0 +1,14 @@
|
|||
local Base = require "core.modules.world.actors.actor3D"
|
||||
local Floor = Base:extend()
|
||||
|
||||
function Floor:new(world, x, y, z, w, h, d)
|
||||
Floor.super.new(self, world, "wall", x, y, z, w, h, d, true)
|
||||
self:setDebugColor(0,0,0)
|
||||
self.boxes.Base(self, w, h, d, false)
|
||||
end
|
||||
|
||||
function Floor:update(dt)
|
||||
|
||||
end
|
||||
|
||||
return Floor
|
|
@ -3,21 +3,14 @@ local Obj = {}
|
|||
-- On charge toutes les différentes types d'acteurs
|
||||
local cwd = (...):gsub('%.init$', '') .. "."
|
||||
Obj.Player = require(cwd .. "player")
|
||||
Obj.Ring = require(cwd .. "items.ring")
|
||||
Obj.Weapon = require(cwd .. "weapons.parent")
|
||||
|
||||
Obj.index = {}
|
||||
Obj.index["player"] = Obj.Player
|
||||
|
||||
Obj.collisions = {}
|
||||
Obj.collisions["wall"] = require(cwd .. "collisions.wall")
|
||||
Obj.collisions["invisible"] = require(cwd .. "collisions.invisible")
|
||||
Obj.collisions["floor"] = require(cwd .. "collisions.floor")
|
||||
Obj.collisions["textured"] = require(cwd .. "collisions.textured")
|
||||
Obj.collisions["fakefloor"] = require(cwd .. "collisions.fakefloor")
|
||||
|
||||
Obj.index = {}
|
||||
Obj.index[01] = Obj.Ring
|
||||
Obj.index[02] = Obj.Ring
|
||||
Obj.collisions["wall"] = require(cwd .. "wall")
|
||||
Obj.collisions["invisible"] = require(cwd .. "invisible")
|
||||
Obj.collisions["floor"] = require(cwd .. "floor")
|
||||
Obj.collisions["textured"] = require(cwd .. "textured")
|
||||
|
||||
return Obj
|
||||
|
|
|
@ -1,12 +0,0 @@
|
|||
local Parent = require "game.modules.world.actors.parent"
|
||||
local Collectible = Parent:extend()
|
||||
|
||||
function Collectible:new(world, x, y, z, w, h, d)
|
||||
Collectible.super.new(self, world, "collectible", x, y, z, w, h, d, false)
|
||||
end
|
||||
|
||||
function Collectible:getPicked(player)
|
||||
self:destroy()
|
||||
end
|
||||
|
||||
return Collectible
|
|
@ -1,17 +0,0 @@
|
|||
local cwd = (...):gsub('%.ring$', '') .. "."
|
||||
local Collectible = require(cwd .. "collectible")
|
||||
local Ring = Collectible:extend()
|
||||
|
||||
function Ring:new(world, x, y, z)
|
||||
Ring.super.new(self, world, x, y, z+6, 16, 10, 16)
|
||||
self:setSprite("ring", 0, 0)
|
||||
end
|
||||
|
||||
function Ring:getPicked(player)
|
||||
player:setRing(1, true)
|
||||
player:setScore(10, true)
|
||||
|
||||
self:destroy()
|
||||
end
|
||||
|
||||
return Ring
|
|
@ -16,13 +16,7 @@ function Parent:draw()
|
|||
self.box:draw(drawx, drawy, drawz)
|
||||
else
|
||||
local x, y = math.floor(drawx), math.floor(drawy - drawz - self.d + (self.h/2))
|
||||
if (math.floor(drawz) < -2) and (self.world.maptype == "shoot") then
|
||||
core.screen:setScissor(0, 0, 424, 58+drawy/2)
|
||||
self:drawSprite(x, y)
|
||||
core.screen:resetScissor()
|
||||
else
|
||||
self:drawSprite(x, y)
|
||||
end
|
||||
end
|
||||
self:drawEnd()
|
||||
end
|
||||
|
|
|
@ -5,22 +5,15 @@ local Player = Parent:extend()
|
|||
local Frame = require("game.modules.gui.frame")
|
||||
local Statusbar = require("game.modules.gui.status")
|
||||
|
||||
local Weapons = require(cwd .. "player.weapons")
|
||||
|
||||
function Player:new(world, x, y, z, id)
|
||||
Player.super.new(self, world, "player", x, y, 0, 16, 16, 24, false)
|
||||
Player.super.new(self, world, "player", x, y, 0, 16, 12, 24, true)
|
||||
self:setGravity(480*2)
|
||||
|
||||
self:init(id)
|
||||
|
||||
self.frame = Frame()
|
||||
|
||||
self.weapons = Weapons(self)
|
||||
|
||||
self.action = "normal"
|
||||
|
||||
self.rings = 0
|
||||
self.score = 0
|
||||
end
|
||||
|
||||
function Player:init(id)
|
||||
|
@ -29,46 +22,31 @@ function Player:init(id)
|
|||
self:setSprite(self.charName, 8, 10)
|
||||
self:cloneSprite()
|
||||
self.statusbar = Statusbar(self, "speed", 50)
|
||||
self.statusbar:setWeapon(2)
|
||||
end
|
||||
|
||||
function Player:updateStart(dt)
|
||||
self.xfrc, self.yfrc = 480*3, 480*3
|
||||
|
||||
self:basicMovements()
|
||||
|
||||
if self.keys["A"].isPressed and (self.onGround) then
|
||||
self.zsp = 280*1.33
|
||||
end
|
||||
|
||||
if self.keys["B"].isPressed then
|
||||
self.weapons:shoot(self.x, self.y+1, self.z+8, 1)
|
||||
end
|
||||
end
|
||||
|
||||
function Player:basicMovements()
|
||||
|
||||
if self.keys["up"].isDown then
|
||||
self.ysp = -160
|
||||
end
|
||||
if self.keys["down"].isDown then
|
||||
self.ysp = 160
|
||||
end
|
||||
if (self.world.autorun == true) then
|
||||
self.xsp = 160
|
||||
else
|
||||
if self.keys["left"].isDown then
|
||||
self.xsp = -160
|
||||
end
|
||||
if self.keys["right"].isDown then
|
||||
self.xsp = 160
|
||||
end
|
||||
|
||||
if self.keys["A"].isPressed and (self.onGround) then
|
||||
self.zsp = 280*1.33
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
function Player:collisionResponse(collision)
|
||||
if collision.other.type == "collectible" then
|
||||
collision.other.owner:getPicked(self)
|
||||
if self.keys["B"].isPressed and (self.onGround) then
|
||||
-- Nothing for the moment
|
||||
end
|
||||
end
|
||||
|
||||
|
@ -126,19 +104,4 @@ function Player:drawHUD(id)
|
|||
self.statusbar:draw(8, 12)
|
||||
end
|
||||
|
||||
function Player:setRing(value, isRelative)
|
||||
if (isRelative == false) then
|
||||
self.rings = 0
|
||||
end
|
||||
self.rings = self.rings + value
|
||||
self.statusbar.rings = self.rings
|
||||
end
|
||||
|
||||
function Player:setScore(value, isRelative)
|
||||
if (isRelative == false) then
|
||||
self.score = 0
|
||||
end
|
||||
self.score = self.score + value
|
||||
end
|
||||
|
||||
return Player
|
|
@ -1,25 +0,0 @@
|
|||
local WeaponManager = Object:extend()
|
||||
|
||||
local weaponList = require("datas.gamedata.weapons")
|
||||
|
||||
function WeaponManager:new(player)
|
||||
self.player = player
|
||||
self:switch(1)
|
||||
end
|
||||
|
||||
function WeaponManager:switch(newWeapon)
|
||||
if (weaponList[newWeapon] ~= nil) then
|
||||
self.currentWeapon = newWeapon;
|
||||
self.player.statusbar:setWeapon(self.currentWeapon);
|
||||
end
|
||||
end
|
||||
|
||||
function WeaponManager:shoot(x, y, z, dir)
|
||||
weaponData = weaponList[self.currentWeapon]
|
||||
|
||||
for i,coord in ipairs(weaponData.launch) do
|
||||
self.player.obj.Weapon(self.player.world, x + coord[1], y + coord[2], z + coord[3], dir, weaponData)
|
||||
end
|
||||
end
|
||||
|
||||
return WeaponManager
|
|
@ -1,33 +0,0 @@
|
|||
local Parent = require "game.modules.world.actors.parent"
|
||||
local WeaponShot = Parent:extend()
|
||||
|
||||
function WeaponShot:new(world, x, y, z, direction, data)
|
||||
WeaponShot.super.new(self, world, "shot", x, y, z, 16, 8, 16, false)
|
||||
self:setSprite("ringweapon", 0, 0)
|
||||
self.direction = direction
|
||||
self.data = data
|
||||
self.zsp = self.data.zspeed
|
||||
self.xsp = self.data.xspeed * direction
|
||||
self.xfrc, self.yfrc = 0, 0
|
||||
if (self.zsp ~= 0) then
|
||||
self:setGravity(480*2)
|
||||
end
|
||||
end
|
||||
|
||||
function WeaponShot:updateStart(dt)
|
||||
if (self.xsp == 0) then
|
||||
self:destroy()
|
||||
end
|
||||
end
|
||||
|
||||
function WeaponShot:draw()
|
||||
love.graphics.setColor(self.data.color[1], self.data.color[2], self.data.color[3], 1)
|
||||
WeaponShot.super.draw(self)
|
||||
love.graphics.setColor(self.data.color[1], self.data.color[2], self.data.color[3], 0.6)
|
||||
local x, y = self.x + self.y/2 + 8, self.y - self.z - 3
|
||||
local angle = utils.math.pointDirection(0, 0, self.xsp, self.zsp * -1)
|
||||
self.scene.assets.sprites["ringtoss"]:drawAnimation(x, y, angle)
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
end
|
||||
|
||||
return WeaponShot
|
|
@ -6,130 +6,18 @@ local TESTZONE = "forest"
|
|||
|
||||
local zoneDatas = require "datas.gamedata.maps.shoot.zones"
|
||||
|
||||
local Chunk = require "game.modules.world.maps.tools.chunk"
|
||||
|
||||
function ShootMap:new(world, maptype, mapname)
|
||||
ShootMap.super.new(self, world)
|
||||
|
||||
self:setPadding(0, 0, 0, 0)
|
||||
self:getLevelData(mapname)
|
||||
self:generateTextures(self.datas.tiles, self.datas.background)
|
||||
self.layout = {}
|
||||
self.chunklist = {}
|
||||
|
||||
self.width = 0
|
||||
end
|
||||
|
||||
function ShootMap:updateWidth()
|
||||
self.size = #self.layout * 8
|
||||
self.width = self.size * 31
|
||||
end
|
||||
|
||||
function ShootMap:getLevelData(mapname)
|
||||
local file = file or "testlevel.test1"
|
||||
local level = require("datas.gamedata.maps.shoot." .. file)
|
||||
|
||||
self.zone = level.datas.zone
|
||||
|
||||
local currentZone_datas = zoneDatas[self.zone]
|
||||
local bypass_data = level.datas.bypass_data
|
||||
|
||||
self.datas = {}
|
||||
|
||||
if (level.datas.bypass_zone) then
|
||||
self.datas.tiles = bypass_data.tiles or currentZone_datas.tiles
|
||||
self.datas.background = bypass_data.background or currentZone_datas.background
|
||||
else
|
||||
self.datas = currentZone_datas
|
||||
end
|
||||
|
||||
self.datas.layout = level.layout
|
||||
self.datas.parts = level.parts
|
||||
self.textureId = zoneDatas[mapname].tiles
|
||||
self.background = zoneDatas[mapname].background
|
||||
self:generateTextures(self.textureId, self.background)
|
||||
end
|
||||
|
||||
function ShootMap:loadCollisions()
|
||||
self:loadLayout();
|
||||
local w, h = self:getDimensions()
|
||||
--self.world:newCollision("floor", 0, 0, -16, w, h, 16)
|
||||
for i, chunkname in ipairs(self.layout) do
|
||||
|
||||
self.chunklist[chunkname]:spawnGrounds((i-1)*31*8)
|
||||
self.chunklist[chunkname]:spawnObjects((i-1)*31*8)
|
||||
end
|
||||
|
||||
local CHUNKSIZE = TILESIZE*8
|
||||
self.world:newCollision("fakefloor", -CHUNKSIZE, 0, -48, self.width+CHUNKSIZE*2, 200, 48)
|
||||
end
|
||||
|
||||
function ShootMap:loadLayout()
|
||||
self.layout = {}
|
||||
-- [ShootMap].datas.layout est un tableau composée d'une série de tableau,
|
||||
-- chacuns en deux partie : le premier (part[1]) contient le nom du fichier
|
||||
-- où se trouve des partie de niveau, et la seconde partie (part[2]) une liste
|
||||
-- d'identifiant de partie de niveau à rajouter.
|
||||
|
||||
-- Ce format permet de simplifier l'écriture de layout, si on a besoin de
|
||||
-- plusieur partie de niveau se trouvant dans le même fichier.
|
||||
for i, partContainer in ipairs(self.datas.layout) do
|
||||
for j, part in ipairs(partContainer[2]) do
|
||||
self:addPart(partContainer[1], part)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function ShootMap:addPart(source, partId)
|
||||
local source = source or "self"
|
||||
local partdata = {}
|
||||
|
||||
-- On recupère les données de chunks
|
||||
|
||||
-- Si le nom est "self", cela veut dire que fichier est le même que celui ou
|
||||
-- se trouve le layout, qui est forcément le fichier du niveau. Cela veut dire
|
||||
-- qu'il faut utiliser les parties de niveau du niveau actuel, localisée dans
|
||||
-- self.controller.parts
|
||||
if (source == "self") or (source == "") then
|
||||
partdata = self.datas.parts
|
||||
else
|
||||
-- Si c'est un autre nom, on charge dans "partdata" la liste des partie de niveau
|
||||
-- du fichier qu'on réfère.
|
||||
local chunkfile = require("datas.gamedata.maps.shoot.chunks." .. source)
|
||||
partdata = chunkfile.parts
|
||||
end
|
||||
|
||||
local chunklist = partdata[partId]
|
||||
|
||||
-- chunklist fonctionne de la même manière que partlist.
|
||||
-- chaque entrée dans la liste (chunkContainer) contient deux partie :
|
||||
-- chunkContainer[1]: l'identifiant du fichier où se trouve le chunk voulu
|
||||
-- chunkContainer[2]: la liste de chunks voulu. chaque entrée dedans est
|
||||
-- un nombre correspondant à un chunk
|
||||
for i, chunkContainer in ipairs(chunklist) do
|
||||
for j, chunk in ipairs(chunkContainer[2]) do
|
||||
self:addChunk(source, chunkContainer[1], chunk)
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
function ShootMap:addChunk(source, filename, chunkid)
|
||||
local filename = filename or "self"
|
||||
if (filename == "self") or (filename == "") then
|
||||
filename = source
|
||||
end
|
||||
|
||||
local chunkfile = require("datas.gamedata.maps.shoot.chunks." .. filename)
|
||||
local chunkdata = chunkfile.chunks
|
||||
local chunkpos = #self.layout
|
||||
local chunkname = filename .. chunkid
|
||||
if self.chunklist[chunkname] == nil then
|
||||
self.chunklist[chunkname] = Chunk(self, chunkdata[chunkid])
|
||||
end
|
||||
table.insert(self.layout, chunkname)
|
||||
self:updateWidth()
|
||||
end
|
||||
|
||||
function ShootMap:getChunk(id)
|
||||
return self.chunklist[self.layout[id]]
|
||||
self.world:newCollision("floor", 0, 0, -16, w, h, 16)
|
||||
end
|
||||
|
||||
function ShootMap:addBlock(x, y, w, h, top, bottom)
|
||||
|
@ -137,7 +25,7 @@ function ShootMap:addBlock(x, y, w, h, top, bottom)
|
|||
end
|
||||
|
||||
function ShootMap:getDimensions()
|
||||
return self.width, 100
|
||||
return 3000, 100
|
||||
end
|
||||
|
||||
function ShootMap:loadPlayers()
|
||||
|
@ -190,8 +78,10 @@ function ShootMap:generateFloor(tile)
|
|||
return texture
|
||||
end
|
||||
|
||||
function ShootMap:draw(x, y, w, h)
|
||||
self:drawChunks(x)
|
||||
function ShootMap:draw()
|
||||
for i=1, 10 do
|
||||
--love.graphics.draw(self.texture.floor, ((i-1)*31*16), 0)
|
||||
end
|
||||
end
|
||||
|
||||
function ShootMap:addParallax(filename)
|
||||
|
@ -251,17 +141,5 @@ function ShootMap:drawCliff(x, y, w, h)
|
|||
end
|
||||
end
|
||||
|
||||
function ShootMap:drawChunks(x)
|
||||
local x = x or 0
|
||||
local firstChunk = math.floor(x / (8*31)) - 2
|
||||
|
||||
for i=1, 6 do
|
||||
local chunkID = firstChunk + i
|
||||
local chunk = self:getChunk(chunkID)
|
||||
if (chunk ~= nil) then
|
||||
chunk:draw((chunkID-1) * (8*31))
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return ShootMap
|
||||
|
|
|
@ -3,18 +3,21 @@ local TestMap = BaseMap:extend()
|
|||
|
||||
function TestMap:new(world)
|
||||
TestMap.super.new(self, world)
|
||||
--self:setPadding(0, 0, 0, 0)
|
||||
self:setPadding(0, 96, 0, 0)
|
||||
|
||||
self.background = love.graphics.newImage("assets/backgrounds/dumbtestmap.png")
|
||||
self.background = love.graphics.newImage("assets/backgrounds/parallax/test-back.png")
|
||||
end
|
||||
|
||||
function TestMap:loadCollisions()
|
||||
local w, h = self:getDimensions()
|
||||
self.world:newCollision("floor", 0, 0, -16, w, h, 16)
|
||||
self.world:newCollision("wall", 0, 0, -16, 8*64, 8*32, 16)
|
||||
self.world:newCollision("wall", 64*1, 32*1, 0, 64*1, 32*3, 48)
|
||||
self.world:newCollision("wall", 64*4, 32*1, 0, 64*3, 32*1, 48)
|
||||
self.world:newCollision("wall", 64*6, 32*4, 0, 64*1, 32*3, 48)
|
||||
self.world:newCollision("wall", 64*1, 32*6, 0, 64*3, 32*1, 48)
|
||||
end
|
||||
|
||||
function TestMap:getDimensions()
|
||||
return self.background:getDimensions()
|
||||
return 8*64, 8*32
|
||||
end
|
||||
|
||||
function TestMap:loadPlayers()
|
||||
|
@ -27,20 +30,19 @@ end
|
|||
|
||||
function TestMap:draw()
|
||||
-- Empty Placeholder function
|
||||
love.graphics.draw(self.background, 0, 0)
|
||||
end
|
||||
|
||||
function TestMap:drawParallax(x, y, w, h)
|
||||
-- local imax, jmax = (w/32)+1, (h/32)+1
|
||||
-- local x, y = x or 0, y or 0
|
||||
-- local x = math.floor(x/4) % 32
|
||||
-- local y = math.floor((y+96)/6) % 32
|
||||
--
|
||||
-- for i=0, math.ceil(imax) do
|
||||
-- for j=0, math.ceil(jmax) do
|
||||
-- love.graphics.draw(self.background, (i-1)*32-x, (j-1)*32-y)
|
||||
-- end
|
||||
-- end
|
||||
local imax, jmax = (w/32)+1, (h/32)+1
|
||||
local x, y = x or 0, y or 0
|
||||
local x = math.floor(x/4) % 32
|
||||
local y = math.floor((y+96)/6) % 32
|
||||
|
||||
for i=0, math.ceil(imax) do
|
||||
for j=0, math.ceil(jmax) do
|
||||
love.graphics.draw(self.background, (i-1)*32-x, (j-1)*32-y)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return TestMap
|
||||
|
|
|
@ -1,133 +0,0 @@
|
|||
local Chunk = Object:extend()
|
||||
local ChunkTerrain = require "game.modules.world.maps.tools.chunkterrain"
|
||||
|
||||
function Chunk:new(map, data)
|
||||
self.map = map
|
||||
self.data = data
|
||||
|
||||
self.grounds = {}
|
||||
self.areGroundsPrepared = false
|
||||
end
|
||||
|
||||
function Chunk:getFakeData()
|
||||
local fakedata = {}
|
||||
local emptyline = {00, 00, 00, 00, 00, 00, 00, 00}
|
||||
fakedata.objects = {emptyline, emptyline, emptyline, emptyline, emptyline}
|
||||
fakedata.terrain = {emptyline, emptyline, emptyline, emptyline, emptyline}
|
||||
fakedata.grind = {emptyline, emptyline, emptyline, emptyline, emptyline}
|
||||
|
||||
return fakedata, false
|
||||
end
|
||||
|
||||
function Chunk:update(dt)
|
||||
|
||||
end
|
||||
|
||||
function Chunk:spawnGrounds(x)
|
||||
if (self.areGroundsPrepared == false) then
|
||||
self:prepareGround()
|
||||
end
|
||||
self:generateGround(x)
|
||||
end
|
||||
|
||||
function Chunk:prepareGround()
|
||||
for i=1, 5 do
|
||||
for j=1, 8 do
|
||||
if (self.data.terrain[i][j] ~= 3) and (self:haveNoGround(j, i)) then
|
||||
self:calculateGround(j, i)
|
||||
--self.map.world:newCollision("floor", x+(j-1)*31, (i-1)*20, -48, 31, 20, 48)
|
||||
end
|
||||
end
|
||||
end
|
||||
self.areGroundsPrepared = true
|
||||
end
|
||||
|
||||
function Chunk:generateGround(basex)
|
||||
for i, ground in ipairs(self.grounds) do
|
||||
local x, y = ground.x, ground.y
|
||||
local w, h = ground.w, ground.h
|
||||
self.map.world:newCollision("invisible", basex+(x-1)*31, (y-1)*20, -48, 31*w, 20*h, 48)
|
||||
end
|
||||
end
|
||||
|
||||
function Chunk:haveNoGround(x, y)
|
||||
for i, ground in ipairs(self.grounds) do
|
||||
if ground:isInside(x, y) then
|
||||
return false
|
||||
end
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
function Chunk:addGround(x, y, w, h)
|
||||
table.insert(self.grounds,ChunkTerrain(x, y, w, h))
|
||||
end
|
||||
|
||||
function Chunk:calculateGround(x, y)
|
||||
local groundHeight = 1
|
||||
local groundWidth = 1
|
||||
local maxHeight = 5-y
|
||||
local maxWidth = 8-x
|
||||
|
||||
-- Creation de la première ligne
|
||||
local lineEmpty = true
|
||||
for i=0, maxWidth do
|
||||
if self:testTerrain(x + i, y) and (lineEmpty) then
|
||||
groundWidth = i + 1
|
||||
else
|
||||
lineEmpty = false
|
||||
end
|
||||
end
|
||||
|
||||
-- Pour optimiser, on commence à la seconde ligne cette boucle
|
||||
for i=1, maxHeight do
|
||||
lineEmpty = true
|
||||
for j=0, (groundWidth-1) do
|
||||
if self:testTerrain(x + j, y + i) == false then
|
||||
lineEmpty = false
|
||||
end
|
||||
end
|
||||
if (lineEmpty) then
|
||||
groundHeight = i + 1
|
||||
else
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
self:addGround(x, y, groundWidth, groundHeight)
|
||||
end
|
||||
|
||||
function Chunk:testTerrain(x, y)
|
||||
return (self.data.terrain[y][x] ~= 3) and (self:haveNoGround(x, y))
|
||||
end
|
||||
|
||||
function Chunk:spawnObjects(x)
|
||||
for i=1, 5 do
|
||||
for j=1, 8 do
|
||||
local id = self.data.objects[i][j]
|
||||
if (id ~= 0) then
|
||||
self.map.world:newObjFromIndex(id, x+(j-1)*31+12, (i-1)*20, 0)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function Chunk:draw(x)
|
||||
for i=1, 5 do
|
||||
for j=1, 8 do
|
||||
if (self.data.terrain[i][j] ~= 0) then
|
||||
local tiley = (i-1)*20
|
||||
local tilex = x + (j-1)*31 + (i-1)*10
|
||||
local tileid = self.data.terrain[i][j]
|
||||
|
||||
self:drawTile(tilex, tiley, tileid)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function Chunk:drawTile(x, y, type)
|
||||
self.map.world.scene.assets.tileset["sptiles"]:drawTile(type, x, y)
|
||||
end
|
||||
|
||||
return Chunk
|
|
@ -1,14 +0,0 @@
|
|||
local ChunkTerrain = Object:extend()
|
||||
|
||||
function ChunkTerrain:new(x, y, w, h)
|
||||
self.x = x
|
||||
self.y = y
|
||||
self.w = w
|
||||
self.h = h
|
||||
end
|
||||
|
||||
function ChunkTerrain:isInside(x, y)
|
||||
return ((x >= self.x) and (x < self.x+self.w) and (y >= self.y) and (y < self.y+self.h))
|
||||
end
|
||||
|
||||
return ChunkTerrain
|
|
@ -10,7 +10,6 @@ function ParentWorld:new(scene, maptype, mapname)
|
|||
ParentWorld.super.new(self, scene, "game.modules.world.actors", mappath, maptype)
|
||||
|
||||
self.mapname = mapname
|
||||
self.autorun = false
|
||||
end
|
||||
|
||||
function ParentWorld:createMapController()
|
||||
|
@ -22,10 +21,6 @@ function ParentWorld:loadMapObjects()
|
|||
self:addInvisibleWalls()
|
||||
end
|
||||
|
||||
function ParentWorld:newObjFromIndex(id, x, y, z)
|
||||
self.obj.index[id](self, x, y, z)
|
||||
end
|
||||
|
||||
function ParentWorld:addInvisibleWalls()
|
||||
local w, h = self:getDimensions()
|
||||
print(w, h)
|
||||
|
@ -57,13 +52,6 @@ function ParentWorld:draw(dt)
|
|||
end
|
||||
end
|
||||
|
||||
function ParentWorld:drawMap(i)
|
||||
local x, y, w, h = self.cameras:getViewCoordinate(i)
|
||||
if (self.map ~= nil) then
|
||||
self.map:draw(x, y, w, h)
|
||||
end
|
||||
end
|
||||
|
||||
function ParentWorld:drawParallax(i)
|
||||
local x, y, w, h = self.cameras:getViewCoordinate(i)
|
||||
if (self.map ~= nil) and (self.maptype ~= "sti") then
|
||||
|
|
|
@ -8,7 +8,6 @@ function ShootWorld:new(scene, mapname)
|
|||
ShootWorld.super.new(self, scene, "shoot", mapname)
|
||||
|
||||
self.mapname = mapname
|
||||
self.autorun = true
|
||||
end
|
||||
|
||||
function ShootWorld:getViewCenter(x, y)
|
||||
|
|
|
@ -29,13 +29,13 @@ local ShootWorld = require "game.modules.world.shoot"
|
|||
local BattleWorld = require "game.modules.world.battle"
|
||||
|
||||
function MovePlayer:new()
|
||||
MovePlayer.super.new(self, {"shoot", "test", "battle"}, "testmissions", {"sonic"})
|
||||
MovePlayer.super.new(self, {"sonic"})
|
||||
end
|
||||
|
||||
function MovePlayer:initWorld()
|
||||
ShootWorld(self, "testlevel.test1")
|
||||
--ShootWorld(self, "coast")
|
||||
--BattleWorld(self, "ebeach")
|
||||
--TestWorld(self)
|
||||
TestWorld(self)
|
||||
end
|
||||
|
||||
return MovePlayer
|
||||
|
|