-- baseworld.lua :: the base world object, that contain just a fast implementation -- of a 2D world. It doesn't support collision and stuff. --[[ Copyright © 2019 Kazhnuz Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ]] local cwd = (...):gsub('%.baseworld$', '') .. "." local BaseWorld = Object:extend() local mapObjects = require(cwd .. "maps") local CameraSystem = require(cwd .. "camera") local PADDING_VALUE = 10/100 -- INIT FUNCTIONS -- All functions to init the world and the map function BaseWorld:new(scene, actorlist, mapfile, maptype) self.scene = scene self.actorlist = actorlist self.mapfile = mapfile self.mapObjects = mapObjects self.cameras = CameraSystem(self) self:initActors() self:initPlayers() self:setActorList(self.actorlist) self:initMap(self.mapfile, maptype) self:setGravity() self:register() self.isActive = true end function BaseWorld:setActorList(actorlist) if actorlist == nil then error("FATAL: You must set an actorlist to your world") else self.obj = require(actorlist) end end function BaseWorld:initMap(mapfile, maptype) if (mapfile ~= nil) then self.maptype = maptype or "sti" else self.maptype = "empty" end self.mapfile = mapfile end function BaseWorld:setGravity(grav, isDefault) local grav = grav or 0 local isDefault = isDefault or false self.gravity = {} self.gravity.grav = grav self.gravity.isDefault = isDefault end function BaseWorld:register() self.scene:registerWorld(self) end function BaseWorld:reset() self:initActors() self:initPlayers() self:initMap(self.mapfile, self.maptype) self.cameras:initViews() collectgarbage() self:loadMap() end -- ACTOR MANAGEMENT FUNCTIONS -- Basic function to handle actors function BaseWorld:initActors( ) self.actors = {} self.currentCreationID = 0 end function BaseWorld:newActor(name, x, y, z, properties, mapname) local debugstring = " at (" .. x .. ";" .. y .. ")." core.debug:print("world2D", "adding actor " .. name .. debugstring) local actor = self.obj.index[name](self, x, y) if (mapname ~= nil) then actor.mapname = mapname end if (properties ~= nil) then actor:setProperties(properties) end end function BaseWorld:newCollision(name, x, y, z, w, h, d) local debugstringpos = "at (" .. x .. ";" .. y .. ")" local debugstringsize = "size is (" .. w .. ";" .. h .. ")" local debugstring = " " .. debugstringpos .. ". " .. debugstringsize .. "." core.debug:print("world2D", "creating collision " .. name .. debugstring) self.obj.collisions[name](self, x, y, w, h) end function BaseWorld:registerActor(actor) actor.creationID = self.currentCreationID self.currentCreationID = self.currentCreationID + 1 table.insert(self.actors, actor) end function BaseWorld:removeActor(actor) for i,v in ipairs(self.actors) do if v == actor then table.remove(self.actors, i) end end end function BaseWorld:countActors() return #self.actors end function BaseWorld:getActors() return self.actors end function BaseWorld:getActorsInRect(x, y, w, h) local query = {} local x2, y2 = x + w, y + h for i,v in ipairs(self.actors) do if (v.x >= x) and (v.x + v.w <= x2) and (v.y >= y) and (v.y + v.h <= y2) then table.insert(query, v) end end return query end function BaseWorld:getVisibleActors(id) local actors = {} if (id ~= nil) then local camx, camy, camw, camh = self.cameras:getViewCoordinate(id) local paddingw = camw * PADDING_VALUE local paddingh = camh * PADDING_VALUE local x = camx - paddingw local y = camy - paddingh local w = camw + paddingw * 2 local h = camh + paddingh * 2 actors = self:getActorsInRect(x, y, w, h) else actors = self:getActors() end table.sort(actors, function(a,b) if (a.depth == b.depth) then return a.creationID < b.creationID else return a.depth > b.depth end end) return actors end -- BODIES MANAGEMENT FUNCTIONS -- Basic function to handle bodies. Empty function here as baseworld doesn't -- handle bodies function BaseWorld:registerBody(body) return nil end function BaseWorld:updateBody(body) return 0, 0, {}, 0 end function BaseWorld:removeBody(body) return nil end function BaseWorld:moveActor(actor, x, y, filter) -- as the baseworld have no collision function, we return empty collision -- datas, but from the same type than bump2D will return return x, y, {}, 0 end function BaseWorld:checkCollisionAtPoint(actor, x, y, filter) -- as the baseworld have no collision function, we return empty collision -- datas, but from the same type than bump2D will return return x, y, {}, 0 end function BaseWorld:getBodiesInRect(x, y, w, h) return {} end -- INFO FUNCTIONS -- Give infos about the world function BaseWorld:isActorIndexed(name) return (self.obj.index[name] ~= nil) end function BaseWorld:isCollisionIndexed(name) return (self.obj.collisions[name] ~= nil) end -- PLAYER MANAGEMENT FUNCTIONS -- Basic function to handle player actors function BaseWorld:initPlayers() self.players = {} self.playerNumber = 1 end function BaseWorld:setPlayerNumber(playerNumber) self.playerNumber = playerNumber or 1 end function BaseWorld:addPlayer(x, y, z, id) local player = {} if id <= self.playerNumber then player.actor = self:newPlayer(x, y, z) player.sourceid = id or 1 table.insert(self.players, player) self.cameras:addTarget(player.actor) end end function BaseWorld:newPlayer(x, y, z) return self.obj.Player(self, x, y) end function BaseWorld:sendInputToPlayers(actor) for i,v in ipairs(self.players) do --TODO: make the player get from a selected source inputs local keys = self.scene.sources[v.sourceid].keys v.actor:getInput(keys) end end function BaseWorld:removePlayer(actor) for i,v in ipairs(self.players) do if (v.actor == actor) then table.remove(self.players, i) end end end -- MAP FUNCTIONS -- All map wrappers function BaseWorld:loadMap() self:createMapController() self:loadMapObjects() end function BaseWorld:createMapController() if (self.maptype == "empty") then self.mapObjects.Base(self) elseif (self.maptype == "sti") then self.mapObjects.Sti(self, self.mapfile) end end function BaseWorld:loadMapObjects() if (self.map ~= nil) then self.map:loadObjects() end end function BaseWorld:getBox() if (self.map ~= nil) then return self.map:getBox() else local w, h = core.screen:getDimensions() return 0, 0, w, h end end function BaseWorld:getDimensions() if (self.map ~= nil) then return self.map:getDimensions() else return core.screen:getDimensions() end end function BaseWorld:setBackgroundColor(r, g, b) if (self.map ~= nil) then self.map:setBackgroundColor(r, g, b) end end function BaseWorld:removeBackgroundColor() if (self.map ~= nil) then self.map:setBackgroundColor() end end function BaseWorld:getBackgroundColor() if (self.map ~= nil) then return self.map:getBackgroundColor() else return 0, 0, 0 end end function BaseWorld:resizeMap(w, h) if (self.map ~= nil) then local w, h = utils.math.floorCoord(w, h) self.map:resize(w, h) end end -- Lock MANAGEMENT FUNCTIONS -- Basic function to handle the lock function BaseWorld:setActivity(activity) self.isActive = activity end function BaseWorld:switchActivity() self.isActive = (self.isActive == false) end function BaseWorld:getActivity() return self.isActive end -- UPDATE FUNCTIONS -- All update functions function BaseWorld:update(dt) if (core.screen:isActive()) then self:updateMap(dt) self:sendInputToPlayers(dt) self:updateActors(dt) end self.cameras:update(dt) end function BaseWorld:updateActors(dt) local actors = self:getActors() for i,v in ipairs(actors) do v:update(dt) end end function BaseWorld:updateMap(dt) if (self.map ~= nil) then self.map:update(dt) end end function BaseWorld:getTileTypeAtPoint(x, y) if (self.map.getTileTypeAtPoint ~= nil) then return self.map:getTileTypeAtPoint(x, y) end end function BaseWorld:haveTileTypeInRect(x, y, x2, y2, type) if (self.map.haveTileTypeInRect ~= nil) then return self.map:haveTileTypeInRect(x, y, x2, y2, type) end end -- DRAW FUNCTIONS -- All function to draw the map, world and actors function BaseWorld:draw(dt) self:drawBackgroundColor() local camNumber = self.cameras:getViewNumber() if (camNumber == 0) then self:drawLowerLayers() self:drawActors() self:drawUpperLayers() else for i=1, camNumber do self.cameras:attachView(i) self:drawLowerLayers(i) self:drawActors(i) self:drawUpperLayers(i) self.cameras:detachView(i) end end end function BaseWorld:drawActors(id) local actors = self:getVisibleActors(id) for i,v in ipairs(actors) do v:draw() end end function BaseWorld:drawUpperLayers() if (self.map ~= nil) then self.map:drawUpperLayers() end end function BaseWorld:drawLowerLayers() if (self.map ~= nil) then self.map:drawLowerLayers() end end function BaseWorld:drawMap(id) if (self.map ~= nil) then self.map:draw() end end function BaseWorld:drawBackgroundColor() if (self.map ~= nil) then self.map:drawBackgroundColor() end end return BaseWorld