sonic-radiance/sonic-radiance.love/game/modules/world/maps/tools/chunk.lua
Kazhnuz 70ed18202d feat: backport code from bluestreak
It'll give us the following features
- Support for autorun in shoot-style maps
- Pause menu in subgames
- Chunk in shoot maps
- Rings
2020-08-16 10:52:00 +02:00

134 lines
3 KiB
Lua

local Chunk = Object:extend()
local ChunkTerrain = require "game.modules.world.maps.tools.chunkterrain"
function Chunk:new(map, data)
self.map = map
self.data = data
self.grounds = {}
self.areGroundsPrepared = false
end
function Chunk:getFakeData()
local fakedata = {}
local emptyline = {00, 00, 00, 00, 00, 00, 00, 00}
fakedata.objects = {emptyline, emptyline, emptyline, emptyline, emptyline}
fakedata.terrain = {emptyline, emptyline, emptyline, emptyline, emptyline}
fakedata.grind = {emptyline, emptyline, emptyline, emptyline, emptyline}
return fakedata, false
end
function Chunk:update(dt)
end
function Chunk:spawnGrounds(x)
if (self.areGroundsPrepared == false) then
self:prepareGround()
end
self:generateGround(x)
end
function Chunk:prepareGround()
for i=1, 5 do
for j=1, 8 do
if (self.data.terrain[i][j] ~= 3) and (self:haveNoGround(j, i)) then
self:calculateGround(j, i)
--self.map.world:newCollision("floor", x+(j-1)*31, (i-1)*20, -48, 31, 20, 48)
end
end
end
self.areGroundsPrepared = true
end
function Chunk:generateGround(basex)
for i, ground in ipairs(self.grounds) do
local x, y = ground.x, ground.y
local w, h = ground.w, ground.h
self.map.world:newCollision("invisible", basex+(x-1)*31, (y-1)*20, -48, 31*w, 20*h, 48)
end
end
function Chunk:haveNoGround(x, y)
for i, ground in ipairs(self.grounds) do
if ground:isInside(x, y) then
return false
end
end
return true
end
function Chunk:addGround(x, y, w, h)
table.insert(self.grounds,ChunkTerrain(x, y, w, h))
end
function Chunk:calculateGround(x, y)
local groundHeight = 1
local groundWidth = 1
local maxHeight = 5-y
local maxWidth = 8-x
-- Creation de la première ligne
local lineEmpty = true
for i=0, maxWidth do
if self:testTerrain(x + i, y) and (lineEmpty) then
groundWidth = i + 1
else
lineEmpty = false
end
end
-- Pour optimiser, on commence à la seconde ligne cette boucle
for i=1, maxHeight do
lineEmpty = true
for j=0, (groundWidth-1) do
if self:testTerrain(x + j, y + i) == false then
lineEmpty = false
end
end
if (lineEmpty) then
groundHeight = i + 1
else
break
end
end
self:addGround(x, y, groundWidth, groundHeight)
end
function Chunk:testTerrain(x, y)
return (self.data.terrain[y][x] ~= 3) and (self:haveNoGround(x, y))
end
function Chunk:spawnObjects(x)
for i=1, 5 do
for j=1, 8 do
local id = self.data.objects[i][j]
if (id ~= 0) then
self.map.world:newObjFromIndex(id, x+(j-1)*31+12, (i-1)*20, 0)
end
end
end
end
function Chunk:draw(x)
for i=1, 5 do
for j=1, 8 do
if (self.data.terrain[i][j] ~= 0) then
local tiley = (i-1)*20
local tilex = x + (j-1)*31 + (i-1)*10
local tileid = self.data.terrain[i][j]
self:drawTile(tilex, tiley, tileid)
end
end
end
end
function Chunk:drawTile(x, y, type)
self.map.world.scene.assets.tileset["sptiles"]:drawTile(type, x, y)
end
return Chunk