src/core: add Assets module from Imperium Porcorum
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7 changed files with 614 additions and 0 deletions
63
sonic-radiance.love/core/modules/assets/animator.lua
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63
sonic-radiance.love/core/modules/assets/animator.lua
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local Animator = Object:extend()
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function Animator:new(sprite)
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self.sprite = sprite
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self.frame = 1
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self.frameTimer = 0
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self.currentAnimation = ""
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self.animationData = {}
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self.customSpeed = 0
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self:changeToDefaultAnimation()
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end
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function Animator:setCustomSpeed(customSpeed)
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self.customSpeed = customSpeed or 0
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end
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function Animator:update(dt)
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if (self.currentAnimation == "") then
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print("warning: no current animation data")
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return 0
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end
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local speed = self.animationData.speed
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if (self.animationData.speed) == -1 then
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speed = self.customSpeed --math.abs(self.xsp / 16)
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end
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self.frameTimer = self.frameTimer + (speed * dt)
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if self.frameTimer > 1 then
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self.frameTimer = 0
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if self.frame == self.animationData.endAt then
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self.frame = self.animationData.loop
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else
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self.frame = self.frame + 1
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end
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end
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end
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function Animator:getFrame()
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return self.frame
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end
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function Animator:draw(x, y, r, sx, sy, ox, oy, kx, ky)
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self.sprite:drawFrame(self.frame, x, y, r, sx, sy, ox, oy, kx, ky)
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end
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function Animator:changeAnimation(name, restart)
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self.currentAnimation = name
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self.animationData = self.sprite.data.animations[self.currentAnimation]
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local restart = restart or true
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if (restart) then
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self.frame = self.animationData.startAt
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self.frameTimer = 0
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end
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end
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function Animator:changeToDefaultAnimation(restart)
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self:changeAnimation(self.sprite.data.metadata.defaultAnim, restart)
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end
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return Animator
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85
sonic-radiance.love/core/modules/assets/autotile.lua
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85
sonic-radiance.love/core/modules/assets/autotile.lua
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local Tileset = require "core.modules.assets.tileset"
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local Autotile = Object:extend()
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function Autotile:new(filepath)
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self.tileset = Tileset(filepath)
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self.data = require(filepath .. ".lua")
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self.metadata = self.data.metadata
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self.tilesize = self.metadata.width
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end
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function Autotile:drawtile(i, j, x, y, r, sx, sy, ox, oy, kx, ky)
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local i = i or 1
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local j = j or 1
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local tilesize = self.tilesize / 2
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i = (i - 1) * 2 + 1
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j = (j - 1) * 2 + 1
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self.tileset:drawTile_Grid(i , j , x , y , r, sx, sy, ox, oy, kx, ky)
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self.tileset:drawTile_Grid(i + 1, j , x + tilesize, y , r, sx, sy, ox, oy, kx, ky)
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self.tileset:drawTile_Grid(i , j + 1, x , y + tilesize, r, sx, sy, ox, oy, kx, ky)
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self.tileset:drawTile_Grid(i + 1, j + 1, x + tilesize, y + tilesize, r, sx, sy, ox, oy, kx, ky)
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end
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function Autotile:draw(x, y, w, h)
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local w = w or self.tilesize
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local h = h or self.tilesize
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w = math.max(math.floor(w / self.tilesize), 1)
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h = math.max(math.floor(h / self.tilesize), 1)
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local halfsize = self.tilesize / 2
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local tilesize = self.tilesize
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if (w == 1) then
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self.tileset:drawtile_Grid(1, 1, x , y)
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self.tileset:drawtile_Grid(1, 6, x , y + (h*2 - 1) * halfsize)
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self.tileset:drawtile_Grid(6, 1, x + (w*2 - 1) * halfsize, y)
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self.tileset:drawtile_Grid(6, 6, x + (w*2 - 1) * halfsize, y + (h*2 - 1) * halfsize)
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if (h > 1) then
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h = h - 1
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for i = 1, h do
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self.tileset:drawtile_Grid(1, 3, x, y + (i * tilesize) - halfsize)
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self.tileset:drawtile_Grid(6, 3, x + halfsize, y + (i * tilesize) - halfsize)
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self.tileset:drawtile_Grid(1, 4, x , y + (i * tilesize))
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self.tileset:drawtile_Grid(6, 4, x + halfsize, y + (i * tilesize))
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end
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end
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-- draw just one stuff
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else
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if (h == 1) then
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self.tileset:drawtile_Grid(1, 1, x , y)
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self.tileset:drawtile_Grid(1, 6, x , y + (h*2 - 1) * halfsize)
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self.tileset:drawtile_Grid(6, 1, x + (w*2 - 1) * halfsize, y)
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self.tileset:drawtile_Grid(6, 6, x + (w*2 - 1) * halfsize, y + (h*2 - 1) * halfsize)
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w = w - 1
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for i = 1, w do
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self.tileset:drawtile_Grid(3, 1, x + (i * tilesize) - halfsize, y)
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self.tileset:drawtile_Grid(3, 6, x + (i * tilesize) - halfsize, y + halfsize)
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self.tileset:drawtile_Grid(4, 1, x + (i * tilesize) , y )
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self.tileset:drawtile_Grid(4, 6, x + (i * tilesize), y +halfsize)
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end
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else
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self:drawtile(1, 1, x , y)
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self:drawtile(1, 3, x , y + (h - 1) * tilesize)
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self:drawtile(3, 1, x + (w - 1) * tilesize, y)
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self:drawtile(3, 3, x + (w - 1) * tilesize, y + (h - 1) * tilesize)
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w = w - 2
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h = h - 2
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for i=1, w do
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self:drawtile(2, 1, i * tilesize, y)
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self:drawtile(2, 3, i * tilesize, y + (h + 1) * tilesize)
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for j=1, h do
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self:drawtile(2, 2, i * tilesize, j * tilesize)
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end
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end
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for i=1, h do
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self:drawtile(1, 2, x , i * tilesize)
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self:drawtile(3, 2, x + (w + 1) * tilesize, i * tilesize)
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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 Autotile
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26
sonic-radiance.love/core/modules/assets/background.lua
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26
sonic-radiance.love/core/modules/assets/background.lua
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local Background = Object:extend()
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function Background:new(filepath)
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self.image = love.graphics.newImage(filepath)
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self.batch = love.graphics.newSpriteBatch(self.image , 1000 )
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self.width, self.height = self.image:getDimensions()
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local w = math.floor(424 / self.width) * self.width + 1
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local h = math.floor(240 / self.height) * self.height + 1
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for i=-1, w do
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for j=-1, h do
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self.batch:add(i * self.width, j * self.height)
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j = j + 1
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end
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i = i + 1
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end
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end
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function Background:draw(ox, oy)
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love.graphics.setColor(1, 1, 1)
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love.graphics.draw(self.batch, ox, oy)
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end
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return Background
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153
sonic-radiance.love/core/modules/assets/fonts.lua
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153
sonic-radiance.love/core/modules/assets/fonts.lua
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local Font = Object:extend()
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-- Initilizing and configuring option
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function Font:new(filename, size)
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local filename = filename
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self.font = love.graphics.newFont(filename, size)
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self.filter = ""
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self:setColor(1, 1, 1, 1)
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self:setSpacing(false, 0)
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self.align = "left"
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end
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function Font:set()
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love.graphics.setFont(self.font)
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end
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function Font:setColor(r, g, b, a)
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self.color = {}
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self.color.r = r
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self.color.g = g
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self.color.b = b
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self.color.a = a
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end
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function Font:setColorFromTable(color)
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self.color = color
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end
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function Font:setSpacing(use_custom, size)
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self.spacing = {}
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self.spacing.active = use_custom
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self.spacing.size = size
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end
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function Font:setAlign(align)
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self.align = align
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end
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function Font:setFilter(filter)
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self.filter = filter
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end
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function Font:setLineHeight(height)
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self.font:setLineHeight(height)
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end
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-- get information functions
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function Font:getHeight()
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local font = self.font
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return font:getHeight()
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end
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function Font:getWidth(string)
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local spacing = 0
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if (self.spacing.active == true) then
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local charNumber = string.len(string)
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spacing = self.spacing.size * charNumber
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end
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local width = self.font:getWidth(string) + spacing
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return width
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end
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function Font:getColor()
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return self.color
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end
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-- print functions
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function Font:draw(text, x, y, limit, align, r, sx, sy, ox, oy, kx, ky)
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-- draw text with color and effect applied
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local limit = limit or 0
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local align = align or self.align
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self:applyFilter(text, x, y, limit, align, r, sx, sy, ox, oy, kx, ky)
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love.graphics.setColor(self.color.r, self.color.g, self.color.b, self.color.a)
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self:printf(text, x, y, limit, align, r, sx, sy, ox, oy, kx, ky)
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end
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function Font:print(text, x, y, align, r, sx, sy, ox, oy, kx, ky)
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self:set()
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if (self.spacing.active) then
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utils.draw.printWithSpacing(text, self.spacing.size, align, x, y, r, sx, sy, ox, oy, kx, ky)
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else
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utils.draw.print(text, align, x, y, r, sx, sy, ox, oy, kx, ky)
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end
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end
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function Font:printf(text, x, y, limit, align, r, sx, sy, ox, oy, kx, ky)
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self:set()
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if (limit > 0) then
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love.graphics.printf(text, x, y, limit, align, r, sx, sy, ox, oy, kx, ky)
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else
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self:print(text, x, y, align, r, sx, sy, ox, oy, kx, ky)
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end
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end
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-- FILTER SYSTEM
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function Font:applyFilter(text, x, y, limit, align, r, sx, sy, ox, oy, kx, ky)
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if self.filter == "shadow" then
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self:applyFilterShadow(text, x, y, limit, align, r, sx, sy, ox, oy, kx, ky)
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elseif self.filter == "border" then
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self:applyFilterBorder(text, x, y, limit, align, r, sx, sy, ox, oy, kx, ky)
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elseif self.filter == "doubleborder" then
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self:applyFilterDoubleBorder(text, x, y, limit, align, r, sx, sy, ox, oy, kx, ky)
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end
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end
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function Font:applyFilterShadow(text, x, y, limit, align, r, sx, sy, ox, oy, kx, ky)
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love.graphics.setColor(0, 0, 0, 1)
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self:printf(text, x+1, y+1, limit, align, align, r, sx, sy, ox, oy, kx, ky)
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utils.draw.resetColor()
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end
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function Font:applyFilterBorder(text, x, y, limit, align, r, sx, sy, ox, oy, kx, ky)
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love.graphics.setColor(0, 0, 0, 1)
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self:printf(text, x-1, y-1, limit, align, r, sx, sy, ox, oy, kx, ky)
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self:printf(text, x , y-1, limit, align, r, sx, sy, ox, oy, kx, ky)
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self:printf(text, x+1, y-1, limit, align, r, sx, sy, ox, oy, kx, ky)
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self:printf(text, x+1, y , limit, align, r, sx, sy, ox, oy, kx, ky)
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self:printf(text, x-1, y , limit, align, r, sx, sy, ox, oy, kx, ky)
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self:printf(text, x-1, y+1, limit, align, r, sx, sy, ox, oy, kx, ky)
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self:printf(text, x , y+1, limit, align, r, sx, sy, ox, oy, kx, ky)
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self:printf(text, x+1, y+1, limit, align, r, sx, sy, ox, oy, kx, ky)
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utils.draw.resetColor()
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end
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function Font:applyFilterDoubleBorder(text, x, y, limit, align, r, sx, sy, ox, oy, kx, ky)
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love.graphics.setColor(0, 0, 0, 1)
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self:printf(text, x-2, y-2, limit, align, r, sx, sy, ox, oy, kx, ky)
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self:printf(text, x , y-2, limit, align, r, sx, sy, ox, oy, kx, ky)
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self:printf(text, x+2, y-2, limit, align, r, sx, sy, ox, oy, kx, ky)
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self:printf(text, x+2, y , limit, align, r, sx, sy, ox, oy, kx, ky)
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self:printf(text, x-2, y , limit, align, r, sx, sy, ox, oy, kx, ky)
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self:printf(text, x-2, y+2, limit, align, r, sx, sy, ox, oy, kx, ky)
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self:printf(text, x , y+2, limit, align, r, sx, sy, ox, oy, kx, ky)
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self:printf(text, x+2, y+2, limit, align, r, sx, sy, ox, oy, kx, ky)
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utils.draw.resetColor()
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end
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return Font
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162
sonic-radiance.love/core/modules/assets/init.lua
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162
sonic-radiance.love/core/modules/assets/init.lua
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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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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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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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self:animationsUpdate(dt)
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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(game.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)
|
||||
self.backgrounds[name] = Background(filepath)
|
||||
end
|
||||
|
||||
-- SPRITES --
|
||||
|
||||
|
||||
function Assets:addSprite(name, filepath)
|
||||
self.sprites[name] = Sprite(filepath)
|
||||
end
|
||||
|
||||
function Assets:clearSprites()
|
||||
self.sprites = {}
|
||||
end
|
||||
|
||||
function Assets:animationsUpdate(dt)
|
||||
for i,v in pairs(self.sprites) do
|
||||
v:update(dt)
|
||||
end
|
||||
end
|
||||
|
||||
-- FONTS --
|
||||
|
||||
function Assets:clearFonts()
|
||||
self.fonts = {}
|
||||
end
|
||||
|
||||
function Assets:addFont(key, filename, size)
|
||||
local font = Font(filename, size)
|
||||
self.fonts[key] = font
|
||||
end
|
||||
|
||||
function Assets:getFont(filename)
|
||||
return self.fonts[filename]
|
||||
end
|
||||
|
||||
-- Tileset
|
||||
|
||||
function Assets:addTileset(name, filepath)
|
||||
self.tileset[name] = Tileset(filepath)
|
||||
end
|
||||
|
||||
function Assets:clearTileset()
|
||||
self.tileset = {}
|
||||
end
|
||||
|
||||
-- Autotile
|
||||
|
||||
function Assets:addAutotile(name, tilesize)
|
||||
self.autotile[name] = Autotile(name, tilesize)
|
||||
end
|
||||
|
||||
function Assets:clearAutotile()
|
||||
self.autotile = {}
|
||||
end
|
||||
|
||||
return Assets
|
56
sonic-radiance.love/core/modules/assets/sprites.lua
Normal file
56
sonic-radiance.love/core/modules/assets/sprites.lua
Normal file
|
@ -0,0 +1,56 @@
|
|||
-- Un sprite est un tileset animé par un animateur. Un animateur est nécessairement
|
||||
-- lié à un sprite, mais on peut en invoqué des différents, suivant les besoins.
|
||||
|
||||
local Sprite = Object:extend()
|
||||
local Animator = require("core.modules.assets.animator")
|
||||
local Tileset = require("core.modules.assets.tileset")
|
||||
|
||||
function Sprite:new(filepath)
|
||||
self.tileset = Tileset(filepath)
|
||||
self.data = require(filepath)
|
||||
|
||||
self.animator = Animator(self)
|
||||
|
||||
self.customSpeed = 0
|
||||
|
||||
self:changeToDefaultAnimation(true)
|
||||
end
|
||||
|
||||
function Sprite:update(dt)
|
||||
self.animator:update(dt)
|
||||
end
|
||||
|
||||
function Sprite:setCustomSpeed(customSpeed)
|
||||
self.animator:setCustomSpeed(customSpeed)
|
||||
end
|
||||
|
||||
function Sprite:changeToDefaultAnimation(restart)
|
||||
self.animator:changeToDefaultAnimation(restart)
|
||||
end
|
||||
|
||||
function Sprite:changeAnimation(name, restart)
|
||||
self.animator:changeAnimation(name, restart)
|
||||
end
|
||||
|
||||
function Sprite:drawAnimation(x, y, r, sx, sy, ox, oy, kx, ky)
|
||||
self.animator:draw(x, y, r, sx, sy, ox, oy, kx, ky)
|
||||
end
|
||||
|
||||
function Sprite:drawFrame(frame, x, y, r, sx, sy, ox, oy, kx, ky)
|
||||
self.tileset:drawTile(frame, x, y, r, sx, sy, ox, oy, kx, ky)
|
||||
end
|
||||
|
||||
function Sprite:drawPart(x, y, w, h, r, sx, sy, ox, oy, kx, ky)
|
||||
local w = math.floor(w)
|
||||
local h = math.floor(h)
|
||||
|
||||
if w >= 0 and h <= 0 then
|
||||
return 0
|
||||
end
|
||||
|
||||
love.graphics.setScissor(x - ox, y - oy, w, h)
|
||||
self:drawAnimation(x, y, r, sx, sy, ox, oy, kx, ky)
|
||||
love.graphics.setScissor( )
|
||||
end
|
||||
|
||||
return Sprite
|
69
sonic-radiance.love/core/modules/assets/tileset.lua
Normal file
69
sonic-radiance.love/core/modules/assets/tileset.lua
Normal file
|
@ -0,0 +1,69 @@
|
|||
-- Les tileset sont des découpages de texture automatique en quads. Ils ont
|
||||
-- l'aventage d'être automatisé, réduisant la quantité de code nécessaire à chaque fois
|
||||
-- qu'on veut des quads.
|
||||
|
||||
-- Ils ont deux façons d'être dessiné : avec leur identifiant de frame (en une dimension)
|
||||
-- ou en utilisant leur emplacement sur la "grille", en 2D.
|
||||
-- La grille est un poil plus long, parce que cela nécessite de faire une multiplication
|
||||
|
||||
local Tileset = Object:extend()
|
||||
|
||||
function Tileset:new(filepath)
|
||||
self.texture = love.graphics.newImage(filepath .. ".png")
|
||||
|
||||
local data = require(filepath)
|
||||
self.metadata = data.metadata
|
||||
|
||||
self:createQuads()
|
||||
end
|
||||
|
||||
function Tileset:createGrid()
|
||||
self.textureWidth, self.textureHeight = self.texture:getDimensions()
|
||||
self.width, self.height = self.metadata.width, self.metadata.height
|
||||
self.gridWidth, self.gridHeight = math.floor(self.textureWidth / self.width),
|
||||
math.floor(self.textureHeight / self.height)
|
||||
end
|
||||
|
||||
function Tileset:createQuads()
|
||||
self.quads = {}
|
||||
|
||||
|
||||
self:createGrid()
|
||||
|
||||
local quad, n
|
||||
|
||||
n = 1
|
||||
for i=0, (self.gridHeight-1) do
|
||||
for j=0, (self.gridWidth-1) do
|
||||
quad = love.graphics.newQuad(j * self.width, i * self.height, self.width, self.height, self.textureWidth, self.textureHeight)
|
||||
self.quads[n] = quad
|
||||
n = n + 1
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
function Tileset:getTileID_Grid(x, y)
|
||||
local n = (y - 1) * self.gridWidth + x
|
||||
|
||||
return n
|
||||
end
|
||||
|
||||
function Tileset:getTile_Grid(x, y)
|
||||
return self:getTile(self:getTileID_Grid(x, y))
|
||||
end
|
||||
|
||||
function Tileset:getTile(n)
|
||||
return self.quads[n]
|
||||
end
|
||||
|
||||
function Tileset:drawTile_Grid(i, j, x, y, r, sx, sy, ox, oy, kx, ky)
|
||||
local tileID = self:getTileID_Grid(i, j)
|
||||
love.graphics.draw(self.texture, self.quads[tileID], x, y, r, sx, sy, ox, oy, kx, ky)
|
||||
end
|
||||
|
||||
function Tileset:drawTile(id, x, y, r, sx, sy, ox, oy, kx, ky)
|
||||
love.graphics.draw(self.texture, self.quads[id], x, y, r, sx, sy, ox, oy, kx, ky)
|
||||
end
|
||||
|
||||
return Tileset
|
Loading…
Reference in a new issue