local Chunk = Object:extend() function Chunk:new(map, data) self.map = map self.data = data 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) for i=1, 5 do for j=1, 8 do if (self.data.terrain[i][j] ~= 3) then self.map.world:newCollision("floor", x+(j-1)*31, (i-1)*20, -48, 31, 20, 48) end end end 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