89c5940116
Diminishe the number of chunks and floor generated. Level loading will be a bit slower, but we basically double fps on test level
133 lines
3 KiB
Lua
133 lines
3 KiB
Lua
local Chunk = Object:extend()
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local ChunkTerrain = require "game.modules.world.maps.tools.chunkterrain"
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function Chunk:new(map, data)
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self.map = map
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self.data = data
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self.grounds = {}
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self.areGroundsPrepared = false
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end
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function Chunk:getFakeData()
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local fakedata = {}
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local emptyline = {00, 00, 00, 00, 00, 00, 00, 00}
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fakedata.objects = {emptyline, emptyline, emptyline, emptyline, emptyline}
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fakedata.terrain = {emptyline, emptyline, emptyline, emptyline, emptyline}
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fakedata.grind = {emptyline, emptyline, emptyline, emptyline, emptyline}
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return fakedata, false
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end
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function Chunk:update(dt)
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end
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function Chunk:spawnGrounds(x)
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if (self.areGroundsPrepared == false) then
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self:prepareGround()
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end
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self:generateGround(x)
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end
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function Chunk:prepareGround()
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for i=1, 5 do
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for j=1, 8 do
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if (self.data.terrain[i][j] ~= 3) and (self:haveNoGround(j, i)) then
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self:calculateGround(j, i)
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--self.map.world:newCollision("floor", x+(j-1)*31, (i-1)*20, -48, 31, 20, 48)
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end
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end
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end
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self.areGroundsPrepared = true
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end
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function Chunk:generateGround(basex)
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for i, ground in ipairs(self.grounds) do
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local x, y = ground.x, ground.y
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local w, h = ground.w, ground.h
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self.map.world:newCollision("floor", basex+(x-1)*31, (y-1)*20, -48, 31*w, 20*h, 48)
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end
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end
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function Chunk:haveNoGround(x, y)
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for i, ground in ipairs(self.grounds) do
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if ground:isInside(x, y) then
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return false
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end
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end
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return true
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end
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function Chunk:addGround(x, y, w, h)
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table.insert(self.grounds,ChunkTerrain(x, y, w, h))
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end
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function Chunk:calculateGround(x, y)
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local groundHeight = 1
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local groundWidth = 1
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local maxHeight = 5-y
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local maxWidth = 8-x
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-- Creation de la première ligne
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local lineEmpty = true
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for i=0, maxWidth do
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if self:testTerrain(x + i, y) and (lineEmpty) then
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groundWidth = i + 1
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else
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lineEmpty = false
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end
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end
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-- Pour optimiser, on commence à la seconde ligne cette boucle
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for i=1, maxHeight do
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lineEmpty = true
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for j=0, (groundWidth-1) do
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if self:testTerrain(x + j, y + i) == false then
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lineEmpty = false
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end
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end
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if (lineEmpty) then
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groundHeight = i + 1
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else
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break
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end
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end
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self:addGround(x, y, groundWidth, groundHeight)
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end
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function Chunk:testTerrain(x, y)
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return (self.data.terrain[y][x] ~= 3) and (self:haveNoGround(x, y))
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end
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function Chunk:spawnObjects(x)
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for i=1, 5 do
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for j=1, 8 do
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local id = self.data.objects[i][j]
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if (id ~= 0) then
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self.map.world:newObjFromIndex(id, x+(j-1)*31+12, (i-1)*20, 0)
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end
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end
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end
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end
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function Chunk:draw(x)
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for i=1, 5 do
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for j=1, 8 do
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if (self.data.terrain[i][j] ~= 0) then
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local tiley = (i-1)*20
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local tilex = x + (j-1)*31 + (i-1)*10
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local tileid = self.data.terrain[i][j]
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self:drawTile(tilex, tiley, tileid)
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end
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end
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end
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end
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function Chunk:drawTile(x, y, type)
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self.map.world.scene.assets.tileset["sptiles"]:drawTile(type, x, y)
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end
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return Chunk
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