sonic-radiance/sonic-radiance.love/scenes/battlesystem/map.lua

134 lines
3.3 KiB
Lua

local Map = Object:extend()
local maputils = require "scenes.battlesystem.utils"
function Map:new(world, type, terrain)
self.world = world
self.assets = self.world.assets
self.scene = self.world.scene
self.datas = {}
self.datas.type = type or "city"
self.datas.terrains = terrain or maputils.newEmptyMap()
local zones = require "datas.gamedata.maps.shoot.zones"
local datas = zones[self.datas.type]
self.datas.background = datas.background
self.datas.tiles = datas.tiles
self.datas.borders = datas.borders
local backpath = "assets/backgrounds/parallax/" .. self.datas.background
self.assets:addImage("back1", backpath .. "-back.png")
self.assets:addImage("back2", backpath .. "-fore.png")
self.assets:addImage("cliff", backpath .. "-cliff.png")
end
-- GET FUNCTIONS
-- Get information from the map
function Map:getTerrain(x, y)
if self.datas.terrains[y] ~= nil then
return self.datas.terrains[y][x]
else
return nil
end
end
function Map:isInGrid(x, y)
return ( self:getTerrain(x, y) ~= nil )
end
-- DRAW FUNCTIONS
-- Draw the battle map
function Map:draw(activeGrid, effectGrid)
self:drawBackgrounds()
self:drawBorders()
self:drawTerrains(activeGrid)
if (effectGrid ~= nil) then
self:drawEffectGrid(effectGrid)
end
end
function Map:drawBackgrounds()
local w, _ = core.screen:getDimensions()
local w2, h2 = self.assets.images["back1"]:getDimensions()
local imax = math.ceil(w / w2) + 1
for i=1, imax do
self.assets.images["back1"]:draw((i-1)*w2, 0, 0, 1, 1)
end
local w2, h2 = self.assets.images["back2"]:getDimensions()
local imax = math.ceil(w / w2) + 1
for i=1, imax do
self.assets.images["back2"]:draw((i-1)*w2, maputils.CONST.STARTY-h2, 0, 1, 1)
end
end
function Map:drawBorders()
local border = self.datas.borders + 1
for i=1, 7 do
self.assets.tileset["borders"]:drawTile(border, (i-1)*80, maputils.CONST.STARTY-10 , 0, 1, 1)
self.assets.tileset["borders"]:drawTile(border, (i-1)*80, maputils.CONST.STARTY+20*7, 0, 1, 1)
end
end
function Map:drawTerrains(activeGrid)
local vl, vhd, vd = 1, .7, .5
local isActive = (activeGrid ~= nil)
for i=1, 7 do
for j= -2, 17 do
local k = 1 + ((i + j) % 2)
local terrain = self:getTerrain(j, i)
local x, y = maputils.gridToPixel(j, i, false)
if (terrain ~= nil) then
if (isActive) then
if (activeGrid[i][j] == 1) then
love.graphics.setColor(vl, vl, vl, 1)
else
love.graphics.setColor(vhd, vhd, vhd, 1)
end
else
love.graphics.setColor(vl, vl, vl, 1)
end
self:drawTile(x, y, terrain, k)
else
love.graphics.setColor(vd, vd, vd, 1)
self:drawTile(x, y, 0, k)
end
end
end
love.graphics.setColor(1, 1, 1, 1)
end
function Map:drawTile(x, y, type, variant)
if type == 0 then
local tiles = self.datas.tiles*2 + variant
self.assets.tileset["normaltiles"]:drawTile(tiles, x, y)
else
self.assets.tileset["sptiles"]:drawTile(type, x, y)
end
end
function Map:drawEffectGrid(effectGrid)
for i=1,12 do
for j=1,7 do
if (effectGrid[i][j] == true) then
local x, y = maputils.gridToPixel(i, j)
self.assets.images["emptytile"]:draw(x, y)
end
end
end
end
return Map