sonic-radiance/sonic-radiance.love/game/modules/world/maps/battle.lua

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local BaseMap = require "core.modules.world.maps.parent"
local BattleMap = BaseMap:extend()
function BattleMap:new(world, maptype, mapname)
BattleMap.super.new(self, world)
2019-08-01 21:47:30 +02:00
self:setPadding(0, 128, 0, 0)
self.directory = game.utils.getMapDirectory(maptype, mapname)
self.mappath = game.utils.getMapPath(maptype, mapname)
self.background = love.graphics.newImage(self.directory .. "background.png")
self.data = require(self.mappath)
self.assets = world.scene.assets
self:addParallax()
end
function BattleMap:loadCollisions()
local w, h = self:getDimensions()
self.world:newCollision("floor", 0, 0, -16, w, h, 16)
for i, block in ipairs(self.data.blocks) do
self:addBlock(block[1], block[2], block[3], block[4], block[5], block[6])
end
end
function BattleMap:addBlock(x, y, w, h, top, bottom)
if (self.assets.images[top] == nil) then
self.assets:addImage(top, self.directory .. top .. ".png")
end
if (self.assets.images[bottom] == nil) then
self.assets:addImage(bottom, self.directory .. bottom .. ".png")
end
self.world.obj.collisions["textured"](self.world, x*2, y, 0, w*2, h, 48, top, bottom)
end
function BattleMap:getDimensions()
local w, h = self.background:getDimensions()
return w, (h/2)
end
function BattleMap:loadPlayers()
self.world:addPlayer(16, 16, 0, 1)
end
function BattleMap:loadActors()
-- Empty Placeholder function
end
function BattleMap:draw()
love.graphics.draw(self.background, 0, 0, 0, 1, 0.5)
end
function BattleMap:addParallax()
self.parallax = {}
for i,layerdata in ipairs(self.data.parallax) do
local layer = {}
layer.basex = layerdata[1]
layer.basey = layerdata[2]
layer.background = love.graphics.newImage(self.directory .. layerdata[7] .. ".png")
local w, h = layer.background:getDimensions()
layer.w = w
layer.h = h
if (layerdata[5]) then
layer.repeatx = math.ceil(424/w + 1)
else
layer.repeatx = 1
end
if (layerdata[6]) then
layer.repeaty = math.ceil(240/h + 1)
else
layer.repeaty = 1
end
layer.decalx = layerdata[3]
layer.decaly = layerdata[4]
table.insert(self.parallax, layer)
end
end
function BattleMap:drawParallax(x, y, w, h)
for i1, layer in ipairs(self.parallax) do
local x = math.floor((x)*layer.decalx) % layer.w
for i=1, layer.repeatx do
for j=1, layer.repeaty do
local xx = math.floor(layer.basex + (layer.w * (i-1)) - x)
local yy = math.floor(layer.basey + (layer.h * (j-1)) - (y+96)*layer.decaly)
love.graphics.draw(layer.background, xx, yy)
end
end
end
end
return BattleMap