70ed18202d
It'll give us the following features - Support for autorun in shoot-style maps - Pause menu in subgames - Chunk in shoot maps - Rings
74 lines
1.8 KiB
Lua
74 lines
1.8 KiB
Lua
local World3D = require "core.modules.world.world3D"
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local ParentWorld = World3D:extend()
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local customMap = require "game.modules.world.maps"
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function ParentWorld:new(scene, maptype, mapname)
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local mappath = game.utils.getMapPath("test", "test")
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self.customMap = customMap
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ParentWorld.super.new(self, scene, "game.modules.world.actors", mappath, maptype)
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self.mapname = mapname
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self.autorun = false
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end
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function ParentWorld:createMapController()
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customMap.Test(self)
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end
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function ParentWorld:loadMapObjects()
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ParentWorld.super.loadMapObjects(self)
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self:addInvisibleWalls()
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end
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function ParentWorld:newObjFromIndex(id, x, y, z)
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self.obj.index[id](self, x, y, z)
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end
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function ParentWorld:addInvisibleWalls()
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local w, h = self:getDimensions()
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print(w, h)
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self.obj.collisions["invisible"](self, 0, -16, 0, w, 16, 1000)
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self.obj.collisions["invisible"](self, 0, h, 0, w, 16, 1000)
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self.obj.collisions["invisible"](self, w, 0, 0, 16, h, 1000)
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self.obj.collisions["invisible"](self, -16, 0, 0, 16, h, 1000)
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end
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function ParentWorld:getViewCenter(x, y)
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return x, y-16
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end
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function ParentWorld:draw(dt)
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self:drawBackgroundColor()
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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:drawActors()
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else
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for i=1, camNumber do
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self:drawParallax(i)
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self.cameras:attachView(i)
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self:drawMap(i)
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self:drawActors(i)
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self.cameras:detachView(i)
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end
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end
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end
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function ParentWorld:drawMap(i)
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local x, y, w, h = self.cameras:getViewCoordinate(i)
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if (self.map ~= nil) then
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self.map:draw(x, y, w, h)
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end
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end
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function ParentWorld:drawParallax(i)
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local x, y, w, h = self.cameras:getViewCoordinate(i)
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if (self.map ~= nil) and (self.maptype ~= "sti") then
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self.map:drawParallax(x, y, w, h)
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end
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end
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return ParentWorld
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