improvement: rework layer drawing code
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9d589dba8f
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3 changed files with 60 additions and 14 deletions
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@ -398,12 +398,15 @@ function BaseWorld:draw(dt)
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local camNumber = self.cameras:getViewNumber()
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if (camNumber == 0) then
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self:drawMap()
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self:drawLowerLayers()
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self:drawActors()
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self:drawUpperLayers()
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else
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for i=1, camNumber do
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self.cameras:attachView(i)
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self:drawMap(i)
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self:drawLowerLayers(i)
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self:drawActors(i)
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self:drawUpperLayers(i)
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self.cameras:detachView(i)
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end
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end
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@ -417,6 +420,18 @@ function BaseWorld:drawActors(id)
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end
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end
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function BaseWorld:drawUpperLayers()
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if (self.map ~= nil) then
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self.map:drawUpperLayers()
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end
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end
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function BaseWorld:drawLowerLayers()
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if (self.map ~= nil) then
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self.map:drawLowerLayers()
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end
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end
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function BaseWorld:drawMap(id)
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if (self.map ~= nil) then
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self.map:draw()
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@ -85,6 +85,10 @@ function ParentMap:getDimensions()
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return core.screen:getDimensions()
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end
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function ParentMap:drawLowerLayers()
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self:draw()
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end
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function ParentMap:getBox()
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local x1, y1, x2, y2 = self:getPadding()
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local w, h = self:getDimensions()
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@ -10,6 +10,26 @@ function StiMap:new(world, mapfile)
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StiMap.super.new(self, world)
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self:setBackgroundColorFromTable(self.sti.backgroundcolor)
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self.mapname = self:getMapName(mapfile)
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self.objectlayer = 0
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end
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function StiMap:loadObjects()
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self:loadCollisions()
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self:loadPlayers()
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self:loadActors()
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self.objectlayer = self:getObjectLayer()
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end
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function StiMap:getObjectLayer()
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local objectlayer = 0
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for i, layer in ipairs(self.sti.layers) do
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if (layer.name == "objects") then
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objectlayer = i
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end
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self.nbrLayer = i
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end
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return objectlayer
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end
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function StiMap:getMapName(mapfile)
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@ -224,20 +244,27 @@ end
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-- DRAW FUNCTIONS
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-- Draw the map
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function StiMap:draw(i)
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local haveDrawnObjects = false
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for _, layer in ipairs(self.sti.layers) do
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if layer.visible and layer.opacity > 0 and (layer.type == "tilelayer") then
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self.sti:drawLayer(layer)
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else
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if (layer.name == "objects") then
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haveDrawnObjects = true
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self.world:drawActors(i)
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end
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function StiMap:drawUpperLayers()
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if (self.objectlayer > 0) then
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for i = self.objectlayer, self.nbrLayer, 1 do
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self:drawLayer(i)
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end
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end
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if (not haveDrawnObjects) then
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self.world:drawActors(i)
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end
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function StiMap:drawLowerLayers()
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for i = 1, self.objectlayer, 1 do
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self:drawLayer(i)
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end
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end
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function StiMap:drawLayer(id)
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local layer = self.sti.layers[id]
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if (layer ~= nil) then
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if layer.visible and layer.opacity > 0 and (layer.type == "tilelayer") then
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print("upper " .. id)
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self.sti:drawLayer(layer)
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end
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end
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end
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