135 lines
3.3 KiB
Lua
135 lines
3.3 KiB
Lua
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local Map = Object:extend()
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local maputils = require "scenes.battlesystem.utils"
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function Map:new(world, type, terrain)
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self.world = world
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self.assets = self.world.assets
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self.scene = self.world.scene
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self.datas = {}
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self.datas.type = type or "city"
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self.datas.terrains = terrain or maputils.newEmptyMap()
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local zones = require "datas.gamedata.maps.shoot.zones"
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local datas = zones[self.datas.type]
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self.datas.background = datas.background
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self.datas.tiles = datas.tiles
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self.datas.borders = datas.borders
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local backpath = "assets/backgrounds/parallax/" .. self.datas.background
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self.assets:addImage("back1", backpath .. "-back.png")
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self.assets:addImage("back2", backpath .. "-fore.png")
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self.assets:addImage("cliff", backpath .. "-cliff.png")
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end
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-- GET FUNCTIONS
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-- Get information from the map
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function Map:getTerrain(x, y)
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if self.datas.terrains[y] ~= nil then
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return self.datas.terrains[y][x]
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else
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return nil
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end
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end
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function Map:isInGrid(x, y)
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return ( self:getTerrain(x, y) ~= nil )
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end
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-- DRAW FUNCTIONS
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-- Draw the battle map
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function Map:draw(activeGrid, effectGrid)
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self:drawBackgrounds()
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self:drawBorders()
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self:drawTerrains(activeGrid)
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if (effectGrid ~= nil) then
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self:drawEffectGrid(effectGrid)
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end
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end
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function Map:drawBackgrounds()
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local w, _ = core.screen:getDimensions()
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local w2, h2 = self.assets.images["back1"]:getDimensions()
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local imax = math.ceil(w / w2) + 1
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for i=1, imax do
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self.assets.images["back1"]:draw((i-1)*w2, 0, 0, 1, 1)
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end
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local w2, h2 = self.assets.images["back2"]:getDimensions()
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local imax = math.ceil(w / w2) + 1
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for i=1, imax do
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self.assets.images["back2"]:draw((i-1)*w2, maputils.CONST.STARTY-h2, 0, 1, 1)
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end
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end
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function Map:drawBorders()
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local border = self.datas.borders + 1
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for i=1, 7 do
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self.assets.tileset["borders"]:drawTile(border, (i-1)*80, maputils.CONST.STARTY-10 , 0, 1, 1)
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self.assets.tileset["borders"]:drawTile(border, (i-1)*80, maputils.CONST.STARTY+20*7, 0, 1, 1)
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end
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end
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function Map:drawTerrains(activeGrid)
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local vl, vhd, vd = 1, .7, .5
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local isActive = (activeGrid ~= nil)
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for i=1, 7 do
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for j= -2, 17 do
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local k = 1 + ((i + j) % 2)
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local terrain = self:getTerrain(j, i)
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local x, y = maputils.gridToPixel(j, i, false)
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if (terrain ~= nil) then
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if (isActive) then
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if (activeGrid[i][j] == 1) then
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love.graphics.setColor(vl, vl, vl, 1)
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else
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love.graphics.setColor(vhd, vhd, vhd, 1)
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end
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else
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love.graphics.setColor(vl, vl, vl, 1)
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end
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self:drawTile(x, y, terrain, k)
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else
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love.graphics.setColor(vd, vd, vd, 1)
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self:drawTile(x, y, 0, k)
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end
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end
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end
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love.graphics.setColor(1, 1, 1, 1)
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end
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function Map:drawTile(x, y, type, variant)
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if type == 0 then
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local tiles = self.datas.tiles*2 + variant
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self.assets.tileset["normaltiles"]:drawTile(tiles, x, y)
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else
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self.assets.tileset["sptiles"]:drawTile(type, x, y)
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end
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end
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function Map:drawEffectGrid(effectGrid)
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for i=1,12 do
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for j=1,7 do
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if (effectGrid[i][j] == true) then
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local x, y = maputils.gridToPixel(i, j)
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self.assets.images["emptytile"]:draw(x, y)
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end
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end
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end
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end
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return Map
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