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|
local Tilemap = require("tilemap")
local Entity = require("entity")
local Player = require("player")
local Camera = require("camera")
local Textbox = require("textbox")
local Enemy = require("enemy")
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.liquidPolygons = {}
self.liquidSurfaces = {}
self.liquidSurfaceFixtures = {}
self.spikes = {}
self.refractionCanvas = nil
self.liquidShader = nil
self.activeSplashes = {}
self.camera = nil
self.groundContacts = {}
self.waterContacts = {}
self.contactCounts = {}
self.contactEntity = {}
self.contactKind = {}
self.pendingPlayerDeath = nil
self.playerTextbox = Textbox:new()
return self
end
function World:load(mapPath, tilesets)
if self.physicsWorld then
self.groundEntities = {}
end
self.physicsWorld = love.physics.newWorld(0, GRAVITY)
self.physicsWorld:setCallbacks(
function(fa, fb, contact)
local udA, udB = fa:getUserData(), fb:getUserData()
local nx, ny = contact:getNormal()
self:_onBeginContact(udA, udB, nx, ny, contact)
end,
function(fa, fb, contact)
local udA, udB = fa:getUserData(), fb:getUserData()
self:_onEndContact(udA, udB, contact)
end
)
self.tilemap = Tilemap:new(mapPath, tilesets)
self.mapData = self.tilemap:getMapData()
if not self.mapData then
error("World:load - no map data from " .. tostring(mapPath))
end
local groundDims = self.tilemap:getLayerTileDimensions("ground")
local tileWidth = groundDims.tilewidth
local tileHeight = groundDims.tileheight
local groundLayer = self.tilemap:getGroundLayer()
if groundLayer and groundLayer.data then
local mapW = self.mapData.width or 0
local mapH = self.mapData.height or 0
local data = groundLayer.data
local solid = {}
for row = 0, mapH - 1 do
solid[row] = {}
for col = 0, mapW - 1 do
local idx = row * mapW + col + 1
local gid = data[idx]
solid[row][col] = (gid and gid ~= 0)
end
end
for row = 0, mapH - 1 do
local col = 0
while col < mapW do
if solid[row][col] then
local startCol = col
while col < mapW and solid[row][col] do
col = col + 1
end
local stripWidth = (col - startCol) * tileWidth
local x = startCol * tileWidth
local y = row * tileHeight
local strip = Entity:new(x, y, stripWidth, tileHeight)
strip:enablePhysics(self.physicsWorld, "static")
strip.fixture:setUserData("ground")
table.insert(self.groundEntities, strip)
else
col = col + 1
end
end
end
end
local ok, shader = pcall(love.graphics.newShader, "shaders/missing_texture.glsl")
self.missingShader = ok and shader or nil
if not ok then
print("Warning: missing_texture.glsl not loaded, using fallback (no missing texture)")
end
self.player = nil
self.enemies = {}
self.entities = {}
self.liquidPolygons = self.tilemap:getEntitiesLiquidPolygons() or {}
self.liquidSurfaces = self.tilemap:getEntitiesLiquidSurfaces() or {}
self.liquidSurfaceFixtures = {}
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 = Player.new(self.physicsWorld, spawn.x, spawn.y)
self.player.isPlayer = true
table.insert(self.entities, self.player)
elseif entityType == "Enemy" then
local e = Enemy.new(spawn.x, spawn.y, spawn.width, spawn.height)
e:setWorldContext(self)
e:setPropertiesFromOptions({ properties = spawn.properties or {}, name = spawn.name, type = spawn.type })
table.insert(self.entities, e)
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
for _, surface in ipairs(self.liquidSurfaces) do
local cx = (surface.x or 0) + (surface.width or 0) * 0.5
local cy = (surface.y or 0) + (surface.height or 0) * 0.5
local body = love.physics.newBody(self.physicsWorld, cx, cy, "static")
local shape = love.physics.newRectangleShape(surface.width or 0, surface.height or 0)
local fixture = love.physics.newFixture(body, shape, 1)
fixture:setSensor(true)
fixture:setUserData({ type = "water", water = surface })
table.insert(self.liquidSurfaceFixtures, { body = body, fixture = fixture })
end
for _, spike in ipairs(self.tilemap:getEntitiesSpikes()) do
spike:setWorldPhysics(self.physicsWorld)
table.insert(self.spikes, spike)
table.insert(self.entities, spike)
end
local ok, shader = pcall(love.graphics.newShader, "shaders/liquid.glsl")
self.liquidShader = ok and shader or nil
if not self.liquidShader then
print("Warning: liquid.glsl not loaded, using fallback (no refraction)")
end
end
function World:_addContact(entity, kind)
self.contactCounts[entity] = self.contactCounts[entity] or { floor = 0, wall = 0, ceiling = 0 }
self.contactCounts[entity][kind] = (self.contactCounts[entity][kind] or 0) + 1
entity.contact = entity.contact or { floor = 0, wall = 0, ceiling = 0 }
entity.contact[kind] = 1
end
function World:_removeContact(entity, kind)
self.contactCounts[entity] = self.contactCounts[entity] or { floor = 0, wall = 0, ceiling = 0 }
self.contactCounts[entity][kind] = math.max(0, (self.contactCounts[entity][kind] or 0) - 1)
entity.contact = entity.contact or { floor = 0, wall = 0, ceiling = 0 }
entity.contact[kind] = (self.contactCounts[entity][kind] > 0) and 1 or 0
end
function World:_normalToContactType(nx, ny)
local ax, ay = math.abs(nx), math.abs(ny)
if ay >= ax then
if ny < -0.3 then return "floor" end
if ny > 0.3 then return "ceiling" end
else
if ax > 0.3 then return "wall" end
end
return nil
end
function World:_isTrackedEntity(ud)
return type(ud) == "table" and (ud.body ~= nil or ud.x ~= nil)
end
function World:_isPlayerLike(ud)
return type(ud) == "table" and ud.jump ~= nil
end
function World:_isHazard(ud)
return type(ud) == "table" and (ud.isSpike or ud.isEnemy)
end
function World:_onBeginContact(udA, udB, nx, ny, contact)
if udA == "ground" and self:_isTrackedEntity(udB) then
local kind = self:_normalToContactType(nx, ny)
if kind then
self:_addContact(udB, kind)
self.contactEntity[contact] = udB
self.contactKind[contact] = kind
end
self.groundContacts[udB] = (self.groundContacts[udB] or 0) + 1
if self:_isPlayerLike(udB) then udB.grounded = true end
elseif udB == "ground" and self:_isTrackedEntity(udA) then
local kind = self:_normalToContactType(-nx, -ny)
if kind then
self:_addContact(udA, kind)
self.contactEntity[contact] = udA
self.contactKind[contact] = kind
end
self.groundContacts[udA] = (self.groundContacts[udA] or 0) + 1
if self:_isPlayerLike(udA) then udA.grounded = true end
end
local function doWaterSplash(waterData, entity)
if not (waterData and waterData.water and waterData.water.splash) then return end
local centerX = 0
local centerY = waterData.water.y or 0
local ok, x1, y1, x2, y2 = pcall(function() return contact:getPositions() end)
if ok and x1 then
centerX = (x1 + (x2 or x1)) * 0.5
centerY = (y1 + (y2 or y1)) * 0.5
elseif entity and entity.body then
centerX = entity.body:getX()
centerY = entity.body:getY()
else
centerX = waterData.water.x or 0
end
waterData.water:splash(centerX, 2)
table.insert(self.activeSplashes, { x = centerX, y = centerY, t = 0 })
end
if type(udA) == "table" and udA.type == "water" and self:_isTrackedEntity(udB) then
self.waterContacts[udB] = (self.waterContacts[udB] or 0) + 1
doWaterSplash(udA, udB)
elseif type(udB) == "table" and udB.type == "water" and self:_isTrackedEntity(udA) then
self.waterContacts[udA] = (self.waterContacts[udA] or 0) + 1
doWaterSplash(udB, udA)
end
local playerEntity, hazardNx, hazardNy
if self:_isHazard(udA) and self:_isPlayerLike(udB) then
playerEntity = udB
hazardNx, hazardNy = nx, ny
elseif self:_isHazard(udB) and self:_isPlayerLike(udA) then
playerEntity = udA
hazardNx, hazardNy = -nx, -ny
end
if playerEntity and not playerEntity.isDead then
self.pendingPlayerDeath = { nx = hazardNx, ny = hazardNy }
end
end
function World:_onEndContact(udA, udB, contact)
local ent = self.contactEntity[contact]
local kind = ent and self.contactKind[contact]
if ent and kind then
self:_removeContact(ent, kind)
self.contactEntity[contact] = nil
self.contactKind[contact] = nil
end
if type(udA) == "table" and udA.type == "water" and self:_isTrackedEntity(udB) then
self.waterContacts[udB] = math.max(0, (self.waterContacts[udB] or 0) - 1)
elseif type(udB) == "table" and udB.type == "water" and self:_isTrackedEntity(udA) then
self.waterContacts[udA] = math.max(0, (self.waterContacts[udA] or 0) - 1)
end
if udA == "ground" and self:_isTrackedEntity(udB) then
self.groundContacts[udB] = math.max(0, (self.groundContacts[udB] or 0) - 1)
if self:_isPlayerLike(udB) then
udB.grounded = (self.groundContacts[udB] or 0) > 0
end
elseif udB == "ground" and self:_isTrackedEntity(udA) then
self.groundContacts[udA] = math.max(0, (self.groundContacts[udA] or 0) - 1)
if self:_isPlayerLike(udA) then
udA.grounded = (self.groundContacts[udA] or 0) > 0
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
function World:isTileSolidAtPixel(x, y)
local groundLayer = self.tilemap:getGroundLayer()
if not groundLayer or not groundLayer.data then return false end
local dims = self.tilemap:getLayerTileDimensions("ground")
local tw = dims.tilewidth or self.tilemap:getTileWidth()
local th = dims.tileheight or self.tilemap:getTileHeight()
local mapW = self.mapData.width or 0
local mapH = self.mapData.height or 0
local col = math.floor(x / tw)
local row = math.floor(y / th)
if col < 0 or col >= mapW or row < 0 or row >= mapH then return false end
local idx = row * mapW + col + 1
local gid = groundLayer.data[idx]
return gid and gid ~= 0
end
local function drawTileLayer(layer, mapTileW, mapTileH, tileGidInfo, viewMinX, viewMinY, viewMaxX, viewMaxY)
if not layer or not layer.visible or not layer.data then return end
local w = layer.width or 0
local h = layer.height or 0
if w == 0 or h == 0 then return end
local minCol, maxCol, minRow, maxRow
if viewMinX and viewMaxX and viewMinY and viewMaxY then
minCol = math.max(0, math.floor(viewMinX / mapTileW))
maxCol = math.min(w - 1, math.floor(viewMaxX / mapTileW))
minRow = math.max(0, math.floor(viewMinY / mapTileH))
maxRow = math.min(h - 1, math.floor(viewMaxY / mapTileH))
else
minCol, maxCol = 0, w - 1
minRow, maxRow = 0, h - 1
end
local batches = {}
local fallbacks = {}
local data = layer.data
for ty = minRow, maxRow do
for tx = minCol, maxCol do
local idx = ty * w + tx + 1
local gid = data[idx]
if gid and gid ~= 0 then
local x = tx * mapTileW
local y = ty * mapTileH
local info = tileGidInfo and tileGidInfo[gid]
if info then
local img = info.image
batches[img] = batches[img] or {}
table.insert(batches[img], { quad = info.quad, x = x, y = y })
else
table.insert(fallbacks, { x = x, y = y, gid = gid })
end
end
end
end
for img, tiles in pairs(batches) do
local batch = love.graphics.newSpriteBatch(img, #tiles, "static")
for _, t in ipairs(tiles) do
batch:add(t.quad, t.x, t.y)
end
love.graphics.draw(batch)
end
for _, t in ipairs(fallbacks) do
local r = ((t.gid * 17) % 256) / 255
local g = ((t.gid * 31 + 50) % 256) / 255
local b = ((t.gid * 47 + 100) % 256) / 255
love.graphics.setColor(r, g, b, 1)
love.graphics.rectangle("fill", t.x, t.y, mapTileW, mapTileH)
love.graphics.setColor(1, 1, 1, 1)
end
end
function World:draw()
local mapTileW = self.tilemap:getTileWidth()
local mapTileH = self.tilemap:getTileHeight()
local tileGidInfo = self.tilemap:getTileGidInfo()
local viewMinX, viewMinY, viewMaxX, viewMaxY
if self.camera then
local cx, cy = self.camera.x, self.camera.y
local cw = self.camera.width or 0
local ch = self.camera.height or 0
local pad = math.max(mapTileW, mapTileH) * 2
viewMinX = cx - pad
viewMinY = cy - pad
viewMaxX = cx + cw + pad
viewMaxY = cy + ch + pad
end
local hasLiquid = (#self.liquidPolygons > 0 or #self.liquidSurfaces > 0)
local useRefraction = hasLiquid and self.liquidShader
if useRefraction then
local mainCanvas = love.graphics.getCanvas()
local cw, ch = mainCanvas:getDimensions()
if not self.refractionCanvas or self.refractionCanvas:getWidth() ~= cw or self.refractionCanvas:getHeight() ~= ch then
if self.refractionCanvas then self.refractionCanvas:release() end
self.refractionCanvas = love.graphics.newCanvas(cw, ch)
self.refractionCanvas:setFilter("linear", "linear")
end
love.graphics.push()
love.graphics.setCanvas(self.refractionCanvas)
love.graphics.clear(0, 0, 0, 1)
drawTileLayer(self.tilemap:getFargroundLayer(), mapTileW, mapTileH, tileGidInfo, viewMinX, viewMinY, viewMaxX, viewMaxY)
drawTileLayer(self.tilemap:getDecorationBackgroundLayer(), mapTileW, mapTileH, tileGidInfo, viewMinX, viewMinY, viewMaxX, viewMaxY)
drawTileLayer(self.tilemap:getBackgroundLayer(), mapTileW, mapTileH, tileGidInfo, viewMinX, viewMinY, viewMaxX, viewMaxY)
drawTileLayer(self.tilemap:getGroundLayer(), mapTileW, mapTileH, tileGidInfo, viewMinX, viewMinY, viewMaxX, viewMaxY)
for _, spike in ipairs(self.tilemap:getEntitiesSpikes()) do
spike:draw()
end
for _, e in ipairs(self.entities) do
if e.draw then e:draw() else World.drawEntityDefault(self, e) end
end
drawTileLayer(self.tilemap:getForegroundLayer(), mapTileW, mapTileH, tileGidInfo, viewMinX, viewMinY, viewMaxX, viewMaxY)
drawTileLayer(self.tilemap:getDecorationForegroundLayer(), mapTileW, mapTileH, tileGidInfo, viewMinX, viewMinY, viewMaxX, viewMaxY)
love.graphics.setCanvas(mainCanvas)
love.graphics.pop()
love.graphics.push()
love.graphics.origin()
love.graphics.draw(self.refractionCanvas, 0, 0)
love.graphics.pop()
local splash = self.activeSplashes[#self.activeSplashes]
local splashCenterX, splashCenterY = 0.5, 0.5
local splashTime = 0
if splash and self.camera then
local snapX = math.floor(self.camera.x)
local snapY = math.floor(self.camera.y)
local scale = self.camera._lastScale or 2
splashCenterX = ((splash.x - snapX) * scale) / cw
splashCenterY = ((splash.y - snapY) * scale) / ch
splashTime = splash.t
end
self.liquidShader:send("scene", self.refractionCanvas)
self.liquidShader:send("time", love.timer.getTime())
self.liquidShader:send("resolution", { cw, ch })
self.liquidShader:send("splashCenter", { splashCenterX, splashCenterY })
self.liquidShader:send("splashTime", splashTime)
love.graphics.setShader(self.liquidShader)
love.graphics.setColor(0.25, 0.5, 0.9, 0.5)
for _, liquid in ipairs(self.liquidPolygons) do
if liquid.triangles then
for _, tri in ipairs(liquid.triangles) do
love.graphics.polygon("fill", tri)
end
end
end
for _, surface in ipairs(self.liquidSurfaces) do
if surface.drawFill then
surface:drawFill()
end
end
love.graphics.setShader()
else
drawTileLayer(self.tilemap:getBackgroundLayer(), mapTileW, mapTileH, tileGidInfo, viewMinX, viewMinY, viewMaxX, viewMaxY)
drawTileLayer(self.tilemap:getDecorationBackgroundLayer(), mapTileW, mapTileH, tileGidInfo, viewMinX, viewMinY, viewMaxX, viewMaxY)
drawTileLayer(self.tilemap:getGroundLayer(), mapTileW, mapTileH, tileGidInfo, viewMinX, viewMinY, viewMaxX, viewMaxY)
drawTileLayer(self.tilemap:getFargroundLayer(), mapTileW, mapTileH, tileGidInfo, viewMinX, viewMinY, viewMaxX, viewMaxY)
drawTileLayer(self.tilemap:getDecorationBackgroundLayer(), mapTileW, mapTileH, tileGidInfo, viewMinX, viewMinY, viewMaxX, viewMaxY)
love.graphics.setColor(0.25, 0.5, 0.9, 0.6)
for _, liquid in ipairs(self.liquidPolygons) do
if liquid.triangles then
for _, tri in ipairs(liquid.triangles) do
end
end
end
for _, surface in ipairs(self.liquidSurfaces) do
if surface.drawFill then
end
end
end
for _, surface in ipairs(self.liquidSurfaces) do
if surface.drawLine then
surface:drawLine()
end
end
love.graphics.setColor(1, 1, 1, 1)
if not useRefraction then
for _, e in ipairs(self.entities) do
print(e)
if e.draw then e:draw() else World.drawEntityDefault(self, e) end
end
drawTileLayer(self.tilemap:getForegroundLayer(), mapTileW, mapTileH, tileGidInfo, viewMinX, viewMinY, viewMaxX, viewMaxY)
drawTileLayer(self.tilemap:getDecorationForegroundLayer(), mapTileW, mapTileH, tileGidInfo, viewMinX, viewMinY, viewMaxX, viewMaxY)
end
if DEBUG then
World.drawPhysicsBodyOutlines(self.entities)
World.drawPhysicsBodyOutlines(self.groundEntities)
end
self.playerTextbox:draw()
end
function World.drawPhysicsBodyOutlines(entityList)
if not entityList then return end
love.graphics.setColor(0, 1, 0, 1)
for _, e in ipairs(entityList) do
local body = e.body
if body and e.physicsWidth and e.physicsHeight then
local cx, cy = body:getX(), body:getY()
local x = math.floor(cx - e.physicsWidth / 2)
local y = math.floor(cy - e.physicsHeight / 2)
love.graphics.rectangle("line", x, y, e.physicsWidth, e.physicsHeight)
end
end
love.graphics.setColor(1, 1, 1, 1)
end
function World.drawEntityDefault(self, entity)
love.graphics.setColor(0.2, 0.6, 1, 1)
if entity.isPlayer then
love.graphics.setColor(1, 0.3, 0.2, 1)
end
if self.missingShader then
love.graphics.setShader(self.missingShader)
love.graphics.draw(entity.texture, math.floor(entity.x), math.floor(entity.y))
love.graphics.setShader()
else
love.graphics.rectangle("fill", math.floor(entity.x), math.floor(entity.y), entity.width, entity.height)
end
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.pendingPlayerDeath and self.player then
self.player:die(self.pendingPlayerDeath.nx, self.pendingPlayerDeath.ny)
self.pendingPlayerDeath = nil
end
for _, e in ipairs(self.entities) do
if e.body then
e:syncFromPhysicsBody()
end
end
if self.player then
self.player.isInLiquid = false
self.player.waterSurfaceContact = (self.waterContacts[self.player] or 0) > 0
for _, liquid in ipairs(self.liquidPolygons) do
if liquid:containsEntity(self.player) then self.player.isInLiquid = true break end
end
if self.player.isInLiquid and not self.player.wasInLiquid then
local px = self.player.x + (self.player.width or 16) / 2
local py = self.player.y - 20
--self.playerTextbox:show("Entered water!", { px, py, "center" }, "write", { life = 2, fontSize = 9, centeredText = true, wrapToFit = true })
end
end
for _, e in ipairs(self.entities) do
if e.update then e:update(dt) end
end
for _, liquid in ipairs(self.liquidPolygons) do
if liquid.update then liquid:update(dt) end
end
for _, surface in ipairs(self.liquidSurfaces) do
if surface.update then surface:update(dt) end
end
for _, spike in ipairs(self.tilemap:getEntitiesSpikes()) do
if spike.update then spike:update(dt) end
end
for i = #self.activeSplashes, 1, -1 do
self.activeSplashes[i].t = self.activeSplashes[i].t + dt * 2
if self.activeSplashes[i].t >= 1 then
table.remove(self.activeSplashes, i)
end
end
if #self.activeSplashes > 4 then
for _ = 1, #self.activeSplashes - 4 do
table.remove(self.activeSplashes, 1)
end
end
if self.camera then
self.camera:setTarget(self.player)
self.camera:update(dt)
end
if self.playerTextbox.active and self.player then
self.playerTextbox.x = self.player.x + (self.player.width or 16) / 2
self.playerTextbox.y = self.player.y - 20
end
self.playerTextbox:update(dt)
end
return World
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