191 lines
4.4 KiB
Lua
191 lines
4.4 KiB
Lua
-- modules/assets :: a simple assets manager, aim to put every assets in a simple
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-- serie of table in order to find them easily.
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--[[
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Copyright © 2019 Kazhnuz
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Permission is hereby granted, free of charge, to any person obtaining a copy of
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this software and associated documentation files (the "Software"), to deal in
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the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
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FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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]]
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local Assets = Object:extend()
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local Sprite = require "core.modules.assets.sprites"
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local Font = require "core.modules.assets.fonts"
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local Tileset = require "core.modules.assets.tileset"
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local Autotile = require "core.modules.assets.autotile"
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local Background = require "core.modules.assets.background"
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function Assets:new()
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self.sprites = {}
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self.sfx = {}
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self.fonts = {}
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self.music = nil
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self:clearBackgrounds()
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self:clearFonts()
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self:clearAutotile()
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self:clearTileset()
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self.images = {}
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self.isActive = true
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end
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function Assets:init()
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self.sprites = {}
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self.sfx = {}
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self.fonts = {}
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self.music = nil
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self.backgrounds= {}
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self:clearFonts()
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self.images = {}
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end
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function Assets:clear()
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-- TODO: destroy individually each texture/image when assets are cleared
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self.sprites = {}
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self.sfx = {}
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self.fonts = {}
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self.music = nil
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self.backgrounds= {}
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self:clearFonts()
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self.images = {}
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end
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function Assets:update(dt)
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if (self.isActive) then
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self:animationsUpdate(dt)
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end
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end
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-- SFX et Musique
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function Assets:addSFX(name, filepath)
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self:newSFX(name, filepath)
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end
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function Assets:newSFX(name, filepath)
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self.sfx[name] = love.audio.newSource( filepath, "static" )
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end
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function Assets:clearSFX()
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love.audio.stop( )
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self.sfx = {}
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end
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function Assets:setMusic(filename)
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if filename ~= nil then
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love.audio.stop( )
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self.music = love.audio.newSource(filename, "stream" )
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self.music:setVolume(core.options.data.audio.music / 100)
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end
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end
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function Assets:playSFX(filename)
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if not (self.sfx[filename] == nil) then
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self.sfx[filename]:stop()
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self.sfx[filename]:setVolume(game.options.data.audio.sfx / 100)
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love.audio.play( self.sfx[filename] )
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end
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end
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function Assets:playMusic()
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if not (self.music == nil) then
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love.audio.play(self.music)
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end
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end
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function Assets:silence()
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love.audio.stop()
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end
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-- Background --
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function Assets:addImage(name, filename)
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self.images[name] = love.graphics.newImage(filename)
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end
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function Assets:drawImage(name, x, y, r, sx, sy, ox, oy, kx, ky)
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love.graphics.draw(self.images[name], x, y, r, sx, sy, ox, oy, kx, ky)
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end
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-- Images --
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function Assets:clearBackgrounds()
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self.backgrounds = {}
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end
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function Assets:addBackground(name, filepath)
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self.backgrounds[name] = Background(filepath)
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end
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-- SPRITES --
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function Assets:addSprite(name, filepath)
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self.sprites[name] = Sprite(filepath)
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end
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function Assets:clearSprites()
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self.sprites = {}
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end
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function Assets:animationsUpdate(dt)
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for i,v in pairs(self.sprites) do
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v:update(dt)
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end
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end
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-- FONTS --
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function Assets:clearFonts()
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self.fonts = {}
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end
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function Assets:addFont(key, filename, size)
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local font = Font(filename, size)
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self.fonts[key] = font
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end
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function Assets:getFont(filename)
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return self.fonts[filename]
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end
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-- Tileset
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function Assets:addTileset(name, filepath)
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self.tileset[name] = Tileset(filepath)
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end
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function Assets:clearTileset()
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self.tileset = {}
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end
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-- Autotile
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function Assets:addAutotile(name, tilesize)
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self.autotile[name] = Autotile(name, tilesize)
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end
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function Assets:clearAutotile()
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self.autotile = {}
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end
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return Assets
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