Ajout des derniers développement #1
3 changed files with 69 additions and 131 deletions
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@ -1,24 +1,26 @@
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local Map = Object:extend()
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local ParallaxBackground = Object:extend()
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local maputils = require "scenes.battlesystem.utils"
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local HEIGHT = 5
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local BOTTOM_BORDER = 1
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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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function ParallaxBackground:new(scene, height, bottomBorder, type)
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self.scene = scene
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self.assets = self.scene.assets
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self.datas = {}
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self.datas.type = type or "forest"
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self.height = height
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self.bottomBorder = bottomBorder
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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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self.assets:addTileset("normaltiles", "assets/backgrounds/normaltile")
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self.assets:addTileset("borders", "assets/backgrounds/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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@ -31,27 +33,27 @@ end
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-- GET FUNCTIONS
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-- Get information from the map
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function Map:getTotalHeight()
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return HEIGHT + BOTTOM_BORDER;
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function ParallaxBackground:getTotalHeight()
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return self.height + self.bottomBorder;
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end
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function Map:getTerrain(x, y)
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if (y <= HEIGHT) then
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function ParallaxBackground:getTerrain(x, y)
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if (y <= self.height) then
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return 0
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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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function ParallaxBackground:isInGrid(x, y)
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return ( self:getTerrain(x, y) ~= nil )
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end
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function Map:getStartY()
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function ParallaxBackground:getStartY()
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return 240 - (self:getTotalHeight() * 20) - 10
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end
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function Map:gridToPixel(x, y, center)
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function ParallaxBackground:gridToPixel(x, y, center)
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local pixelx, pixely
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local center = center or false
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local x, y = x, y
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@ -70,7 +72,7 @@ end
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-- DRAW FUNCTIONS
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-- Draw the battle map
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function Map:generateFloor(tile)
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function ParallaxBackground:generateFloor(tile)
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local canvas = love.graphics.newCanvas(31*16, self:getTotalHeight() * 20)
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local tile = tile or 1
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@ -99,14 +101,24 @@ function Map:generateFloor(tile)
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return texture
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end
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function Map:draw()
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self:drawBackgrounds()
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self:drawBorders()
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love.graphics.draw(self.texture.floor, maputils.CONST.STARTX, self:getStartY())
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function ParallaxBackground:draw()
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self:drawParallax(0, -self:getStartY(), 424, 240)
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end
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function Map:drawBackgrounds()
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function ParallaxBackground:drawParallax(x, y, w, h)
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self:drawBackground(x, y, w, h)
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self:drawForeground(x, y, w, h)
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--love.graphics.draw(self.texture.floor, maputils.CONST.STARTX, self:getStartY())
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local w2, _ = self.texture.floor:getDimensions()
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for i=1, 2 do
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local x2 = x % w2
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love.graphics.draw(self.texture.floor, ((i-1)*31*16)-x2, -y)
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end
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self:drawBorders(x, y, w, h)
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end
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function ParallaxBackground: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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@ -123,12 +135,31 @@ function Map:drawBackgrounds()
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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, self:getStartY()-10 , 0, 1, 1)
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self.assets.tileset["borders"]:drawTile(border, (i-1)*80, 240-10, 0, 1, 1)
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function ParallaxBackground:drawBackground(x, y, w, h)
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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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local x1 = (x / 5) % w2
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self.assets.images["back1"]:draw((i-1)*w2 - x1, 0, 0, 1, 1, 0, 0)
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end
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end
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return Map
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function ParallaxBackground:drawForeground(x, y, w, h)
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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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local x1 = (x / 2) % w2
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self.assets.images["back2"]:draw((i-1)*w2 - x1, -y, 0, 1, 1, 0, h2)
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end
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end
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function ParallaxBackground:drawBorders(x, y)
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local border = self.datas.borders + 1
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for i=1, 7 do
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local x2 = x % 80
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self.assets.tileset["borders"]:drawTile(border, (i-1)*80 - x2, -y, 0, 1, 1, 0, 10)
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self.assets.tileset["borders"]:drawTile(border, (i-1)*80 - x2, -(y-self:getTotalHeight()*20), 0, 1, 1)
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end
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end
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return ParallaxBackground
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@ -5,12 +5,14 @@ local TILESIZE = 31
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local TESTZONE = "forest"
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local zoneDatas = require "datas.gamedata.maps.shoot.zones"
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local Background = require "game.modules.drawing.parallaxBackground"
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function ShootMap:new(world, maptype, mapname)
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ShootMap.super.new(self, world)
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self:setPadding(0, 0, 0, 0)
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self:generateTextures(2, "tunnel")
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self.parallaxBackground = Background(world.scene, 5, 1, "tunnel")
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end
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function ShootMap:loadCollisions()
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@ -34,112 +36,14 @@ function ShootMap:loadActors()
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-- Empty Placeholder function
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end
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function ShootMap:generateTextures(tile, background)
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self.texture = {}
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self.texture.floor = self:generateFloor(tile)
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self.texture.border = love.graphics.newImage("assets/backgrounds/borders.png")
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self.quads = {}
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local w, h = self.texture.border:getDimensions()
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self.quads.borders = love.graphics.newQuad(0, tile*10, 80, 10, w, h)
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self:addParallax(background)
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end
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function ShootMap:generateFloor(tile)
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local canvas = love.graphics.newCanvas(31*16, 100)
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local tile = tile or 1
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local tileTexture = love.graphics.newImage("assets/backgrounds/normaltile.png")
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local tileQuad = {}
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local w, h = tileTexture:getDimensions()
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tileQuad[1] = love.graphics.newQuad( 0, tile*24, 40, 24, w, h)
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tileQuad[2] = love.graphics.newQuad(40, tile*24, 40, 24, w, h)
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love.graphics.setCanvas( canvas )
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for i=1, 5 do
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for j=0, 18 do
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local tiley = (i-1)*20 - 4
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local tilex = (j-2)*31 + (i-1)*10
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local variant = 1 + ((i + j) % 2)
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love.graphics.draw(tileTexture, tileQuad[variant], tilex, tiley)
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end
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end
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love.graphics.setCanvas( )
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local imagedata = canvas:newImageData()
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local texture = love.graphics.newImage( imagedata )
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imagedata:release()
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canvas:release()
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return texture
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end
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function ShootMap:draw()
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for i=1, 10 do
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--love.graphics.draw(self.texture.floor, ((i-1)*31*16), 0)
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end
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end
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function ShootMap:addParallax(filename)
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-- Empty Placeholder function
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local filename = filename or "forest"
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local backfolder = "assets/backgrounds/parallax/"
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filename = backfolder .. filename
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self.texture.back1 = love.graphics.newImage(filename .. "-back.png")
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self.texture.back2 = love.graphics.newImage(filename .. "-fore.png")
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self.texture.cliff = love.graphics.newImage(filename .. "-cliff.png")
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end
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function ShootMap:drawParallax(x, y, w, h)
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self:drawBackground(x, y, w, h)
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self:drawForeground(x, y + 10, w, h)
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local w2, _ = self.texture.floor:getDimensions()
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for i=1, 2 do
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local x2 = x % w2
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love.graphics.draw(self.texture.floor, ((i-1)*31*16)-x2, -y)
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end
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self:drawBorder(x, y + 10)
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self:drawBorder(x, y - 100)
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self:drawCliff(x, y - 110, w, h)
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self.parallaxBackground:drawParallax(x, y, w, h)
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end
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function ShootMap:drawBackground(x, y, w, h)
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local w2, h2 = self.texture.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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local x1 = (x / 5) % w2
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love.graphics.draw(self.texture.back1, (i-1)*w2 - x1, 0, 0, 1, 1, 0, 0)
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end
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end
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function ShootMap:drawForeground(x, y, w, h)
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local w2, h2 = self.texture.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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local x1 = (x / 2) % w2
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love.graphics.draw(self.texture.back2, (i-1)*w2 - x1, -y, 0, 1, 1, 0, h2)
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end
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end
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function ShootMap:drawBorder(x, y)
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for i=1, 7 do
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local x2 = x % 80
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love.graphics.draw(self.texture.border, self.quads.borders, (i-1)*80 - x2, -y, 0, 1, 1)
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end
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end
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function ShootMap:drawCliff(x, y, w, h)
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local w2, h2 = self.texture.cliff: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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local x1 = (x) % w2
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love.graphics.draw(self.texture.cliff, (i-1)*w2 - x1, -y, 0, 1, 1, 0, 0)
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end
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end
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return ShootMap
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@ -1,7 +1,7 @@
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local World = Object:extend()
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local maputils = require "scenes.battlesystem.utils"
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local Map = require "scenes.battlesystem.map"
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local Map = require "game.modules.drawing.parallaxBackground"
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local TweenManager = require "game.modules.tweenmanager"
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@ -11,6 +11,9 @@ local POSITIONS = {
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{x = 2, y = 6},
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}
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local HEIGHT = 5
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local BORDER_BOTTOM = 2
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local gui = require "game.modules.gui"
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-- INIT FUNCTIONS
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@ -25,7 +28,7 @@ function World:new(scene, battlefile)
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self.actors = {}
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self.globalID = 0
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self.map = Map(self, "city")
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self.map = Map(scene, HEIGHT, BORDER_BOTTOM, "city")
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self.isBattleActive = false
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end
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