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local Tilemap = require("tilemap")
local Entity = require("entity")
local Camera = require("camera")
local World = {}
World.__index = World
local GRAVITY = 9.81 * 64
local PHYSICS_DT = 1 / 60
function World:new()
local self = setmetatable({}, World)
self.physicsWorld = nil
self.tilemap = nil
self.mapData = nil
self.groundEntities = {}
self.player = nil
self.enemies = {}
self.entities = {}
self.camera = nil
return self
end
function World:load(levelPath)
if self.physicsWorld then
self.groundEntities = {}
end
self.physicsWorld = love.physics.newWorld(0, GRAVITY)
self.physicsWorld:setCallbacks(nil, nil, nil, nil)
self.tilemap = Tilemap:new(levelPath)
self.mapData = self.tilemap:getMapData()
if not self.mapData then
error("World:load - no map data from " .. tostring(levelPath))
end
local tileWidth = self.tilemap:getTileWidth()
local tileHeight = self.tilemap:getTileHeight()
local groundLayer = self.tilemap:getGroundLayer()
if groundLayer and groundLayer.data then
local w = self.mapData.width or 0
local data = groundLayer.data
for i, gid in ipairs(data) do
if gid and gid ~= 0 then
local idx = i - 1
local tx = idx % w
local ty = math.floor(idx / w)
local x = tx * tileWidth
local y = ty * tileHeight
local tileEntity = Entity:new(x, y, tileWidth, tileHeight)
tileEntity:enablePhysics(self.physicsWorld, "static")
table.insert(self.groundEntities, tileEntity)
end
end
end
self.player = nil
self.enemies = {}
self.entities = {}
local spawns = self.tilemap:getEntitiesSpawns()
for _, spawn in ipairs(spawns) do
local entityType = spawn:get("entity", "")
if entityType == "Player" and not self.player then
self.player = Entity:new(spawn.x, spawn.y, spawn.width, spawn.height)
self.player:enablePhysics(self.physicsWorld, "dynamic")
self.player.isPlayer = true
table.insert(self.entities, self.player)
else
local e = Entity:new(spawn.x, spawn.y, spawn.width, spawn.height)
e:setPropertiesFromOptions({ properties = spawn.properties or {}, name = spawn.name, type = spawn.type })
if entityType ~= "" then
table.insert(self.enemies, e)
end
table.insert(self.entities, e)
end
end
end
function World:setCamera(camera)
self.camera = camera
self.camera:setLimits(self.tilemap:getCameraLimits())
end
function World:getPlayer()
return self.player
end
function World:getPhysicsWorld()
return self.physicsWorld
end
function World:getMapData()
return self.mapData
end
local function drawTileLayer(layer, tileWidth, tileHeight, tilesetImage, tileQuads)
if not layer or not layer.visible or not layer.data then return end
local w = layer.width or 0
local data = layer.data
for i, gid in ipairs(data) do
if gid and gid ~= 0 then
local idx = i - 1
local tx = idx % w
local ty = math.floor(idx / w)
local x = tx * tileWidth
local y = ty * tileHeight
if tilesetImage and tileQuads and tileQuads[gid] then
love.graphics.draw(tilesetImage, tileQuads[gid], x, y)
else
local r = ((gid * 17) % 256) / 255
local g = ((gid * 31 + 50) % 256) / 255
local b = ((gid * 47 + 100) % 256) / 255
love.graphics.setColor(r, g, b, 1)
love.graphics.rectangle("fill", x, y, tileWidth, tileHeight)
love.graphics.setColor(1, 1, 1, 1)
end
end
end
end
function World:draw()
local tw = self.tilemap:getTileWidth()
local th = self.tilemap:getTileHeight()
local tilesetImage = self.tilemap:getTilesetImage()
local tileQuads = self.tilemap:getTileQuads()
drawTileLayer(self.tilemap:getBackgroundLayer(), tw, th, tilesetImage, tileQuads)
drawTileLayer(self.tilemap:getGroundLayer(), tw, th, tilesetImage, tileQuads)
for _, e in ipairs(self.entities) do
if e.draw then e:draw() else World.drawEntityDefault(e) end
end
drawTileLayer(self.tilemap:getForegroundLayer(), tw, th, tilesetImage, tileQuads)
end
-- TODO remove. draw method handled by each entity
function World.drawEntityDefault(entity)
love.graphics.setColor(0.2, 0.6, 1, 1)
if entity.isPlayer then
love.graphics.setColor(1, 0.3, 0.2, 1)
end
love.graphics.rectangle("fill", entity.x, entity.y, entity.width, entity.height)
love.graphics.setColor(1, 1, 1, 1)
end
function World:update(dt)
if not self.physicsWorld then return end
self.physicsWorld:update(PHYSICS_DT)
if self.camera then
self.camera:setTarget(self.player)
self.camera:update(dt)
end
for _, e in ipairs(self.entities) do
if e.body then
e:syncFromPhysicsBody()
end
if e.update then e:update(dt) end
end
end
return World
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