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path: root/world.lua
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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