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tilemap.lua
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370 lines (315 loc) · 8.72 KB
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game.tilemap = {}
game.tiles = {}
require("game.state")
require("game.conf")
require("game.tiles.door")
require("game.tiles.spawn")
require("game.tiles.finish")
require("game.tiles.pit")
require("game.tiles.box")
require("game.tiles.mine")
require("game.tiles.bridge")
require("game.tiles.button")
require("game.tiles.key")
require("game.tiles.spike")
require("game.tiles.pressureplate")
require("game.tiles.lever")
require("game.tiles.keyhole")
require("game.tiles.background")
local json = require("game.json")
local mapping = {}
tilePresets = {
wall = { preset = "wall", asset = 1, walkable = false, overFlyable = false },
ground = { preset = "ground", asset = 2, walkable = true, overFlyable = true },
}
local assets = {
"assets/tiles/tile_wall.png",
"assets/tiles/tile_ground.png",
}
local interactFunctions = {}
local stepOnFunctions = {}
local stepOffFunctions = {}
local updateFunctions = {}
--local game.conf.level.tileSize = game.conf.level.tileSize
local LEVEL_WIDTH = game.conf.level.width
local LEVEL_HEIGHT = game.conf.level.height
local map = game.state.level.map
function game.tilemap.load()
game.tiles.door.register()
game.tiles.finish.register()
game.tiles.spawn.register()
game.tiles.pit.register()
game.tiles.box.register()
game.tiles.mine.register()
game.tiles.button.register()
game.tiles.key.register()
game.tiles.spike.register()
game.tiles.pressureplate.register()
game.tiles.lever.register()
game.tiles.bridge.register()
game.tiles.keyhole.register()
game.tiles.background.register()
game.tilemap.loadAssets(assets)
for y = 1, LEVEL_HEIGHT do
map[y] = {}
game.state.level.standingOn[y] = {}
for x = 1, LEVEL_WIDTH do
--if x == 1 or x == LEVEL_WIDTH or y == 1 or y == LEVEL_HEIGHT then
-- game.tilemap.setTileWithPreset(x, y, tilePresets.wall)
--else
-- game.tilemap.setTileWithPreset(x, y, tilePresets.ground)
--end
--
--if x == 5 and y == math.floor(LEVEL_HEIGHT / 2) then
-- game.tilemap.setTileWithPreset(x, y, game.tiles.door.doorTilePresets.door_hor)
--end
--
--if x == math.floor(LEVEL_WIDTH / 2) and y == 5 then
-- game.tilemap.setTileWithPreset(x, y, game.tiles.door.doorTilePresets.door_vert)
--end
game.state.level.standingOn[y][x] = false
end
end
game.tilemap.loadSave(game.conf.level_sequence[1].filename)
--game.tilemap.save("save.json")
end
function game.tilemap.update(dt)
for y = 1, #map do
for x = 1, #map[y] do
local tile = map[y][x]
if updateFunctions[tile.update] then
updateFunctions[tile.update](x, y, dt)
end
end
end
end
function game.tilemap.draw()
love.graphics.setColor(1, 1, 1)
for y = 1, #map do
for x = 1, #map[y] do
love.graphics.draw(
game.tilemap.getAsset(x, y),
(x - 1) * game.conf.level.tileSize,
(y - 1) * game.conf.level.tileSize,
0,
game.conf.level.tileSize / 32,
game.conf.level.tileSize / 32,
0,
0
)
end
end
end
function game.tilemap.loadAssets(assets)
for i, asset in ipairs(assets) do
mapping[i] = love.graphics.newImage(asset)
end
end
function game.tilemap.getTile(x, y)
return map[y][x]
end
function game.tilemap.getAsset(x, y)
return mapping[map[y][x].asset]
end
function game.tilemap.getAssetById(id)
return mapping[id]
end
function game.tilemap.setTile(x, y, tile)
map[y][x] = tile
end
function game.tilemap.setTileWithPreset(x, y, tilePreset)
local tile = {}
for k, v in pairs(tilePreset) do
tile[k] = v
end
map[y][x] = tile
end
function game.tilemap.getValue(x, y, key)
if not map[y] or not map[y][x] then
return nil
end
return map[y][x][key]
end
function game.tilemap.setValue(x, y, key, value)
map[y][x][key] = value
end
function game.tilemap.setAsset(x, y, asset)
map[y][x].asset = asset
end
function game.tilemap.getTileSize()
return game.conf.level.tileSize
end
function game.tilemap.screenToWorldPos(x, y)
return math.floor(x / game.conf.level.tileSize) + 1, math.floor(y / game.conf.level.tileSize) + 1
end
function game.tilemap.tilemapToScreen(x, y)
return (x - 1) * game.conf.level.tileSize + (game.conf.level.tileSize / 2),
(y - 1) * game.conf.level.tileSize + (game.conf.level.tileSize / 2)
end
function game.tilemap.interact(x, y, minion)
local tile = game.tilemap.getTile(x, y)
if tile.interact then
interactFunctions[tile.interact](x, y, minion)
end
end
function game.tilemap.stepOn(x, y, minion)
game.state.level.standingOn[y][x] = minion
local tile = game.tilemap.getTile(x, y)
if tile.step_on then
stepOnFunctions[tile.step_on](x, y, minion)
end
end
function game.tilemap.stepOff(x, y, minion)
if game.state.level.standingOn[y][x] == minion then
game.state.level.standingOn[y][x] = false
end
local tile = game.tilemap.getTile(x, y)
if tile.step_off then
stepOffFunctions[tile.step_off](x, y)
end
end
function game.tilemap.registerTilePreset(name, preset)
tilePresets[name] = preset
end
function game.tilemap.registerInteractFunction(name, func)
interactFunctions[name] = func
end
function game.tilemap.registerStepOnFunction(name, func)
stepOnFunctions[name] = func
end
function game.tilemap.registerStepOffFunction(name, func)
stepOffFunctions[name] = func
end
function game.tilemap.registerUpdateFunction(name, func)
updateFunctions[name] = func
end
function game.tilemap.registerAsset(asset)
table.insert(assets, asset)
end
function game.tilemap.getAssetCount()
return #assets
end
function game.tilemap.save(filename)
local json_data = json.encode(map)
local file = io.open(filename, "w")
file:write(json_data)
file:close()
end
function game.tilemap.loadSave(filename)
local contents, size = love.filesystem.read(filename)
if contents then
map = json.decode(contents)
for i = 1, #map do
for j = 1, #map[i] do
game.state.level.standingOn[i][j] = false
--
local preset = tilePresets[map[i][j].preset]
if preset then
for k, v in pairs(preset) do
if map[i][j][k] == nil then
map[i][j][k] = v
end
end
end
end
end
--game.tilemap.resizeLevel(35, 20)
end
end
function game.tilemap.nextLevel()
if (game.state.level.current + 1) > #game.conf.level_sequence then
game.state.level.current = 1
else
game.state.level.current = game.state.level.current + 1
end
game.tilemap.loadSave(game.conf.level_sequence[game.state.level.current].filename)
end
function game.tilemap.previousLevel()
if (game.state.level.current - 1) < 1 then
game.state.level.current = #game.conf.level_sequence
else
game.state.level.current = game.state.level.current - 1
end
game.tilemap.loadSave(game.conf.level_sequence[game.state.level.current].filename)
end
function game.tilemap.loadLevel(id)
game.tilemap.loadSave(game.conf.level_sequence[id].filename)
end
function game.tilemap.setLevel(level)
game.state.level.current = level
end
function game.tilemap.getCurrentLevel()
return game.state.level.current
end
function game.tilemap.getCurrentLevelPath()
return game.conf.level_sequence[game.state.level.current].filename
end
function game.tilemap.getTilePresets()
return tilePresets
end
function game.tilemap.getSpawn()
for y = 1, #map do
for x = 1, #map[y] do
if map[y][x].preset == "spawn" then
return x, y
end
end
end
return 100, 100
end
function game.tilemap.resetLevel()
game.tilemap.loadSave(game.conf.level_sequence[game.state.level.current].filename)
end
function game.tilemap.getStandingOn(x, y)
return game.state.level.standingOn[y][x]
end
function game.tilemap.resizeLevel(width, height)
local newMap = {}
for y = 1, height do
newMap[y] = {}
for x = 1, width do
newMap[y][x] = { preset = "ground", asset = 2, walkable = true, overFlyable = true }
end
end
--find the center of the new map
local centerX = math.floor(width / 2)
local centerY = math.floor(height / 2)
--find the center of the old map
local oldCenterX = math.floor(LEVEL_WIDTH / 2)
local oldCenterY = math.floor(LEVEL_HEIGHT / 2)
--copy the old map to the new map
for y = 1, LEVEL_HEIGHT do
for x = 1, LEVEL_WIDTH do
local newX = x + (centerX - oldCenterX)
local newY = y + (centerY - oldCenterY)
if newX >= 1 and newX <= width and newY >= 1 and newY <= height then
newMap[newY][newX] = map[y][x]
end
end
end
--fix needs_redstone property
for y = 1, height do
for x = 1, width do
if newMap[y][x].needs_redstone then
local redstoneNeeded = newMap[y][x].needs_redstone
for i = 1, #redstoneNeeded do
local redstoneX = redstoneNeeded[i].x
local redstoneY = redstoneNeeded[i].y
local newX = redstoneX + (centerX - oldCenterX)
local newY = redstoneY + (centerY - oldCenterY)
redstoneNeeded[i].x = newX
redstoneNeeded[i].y = newY
end
end
end
end
--fix the standingOn table
local newStandingOn = {}
for y = 1, height do
newStandingOn[y] = {}
for x = 1, width do
newStandingOn[y][x] = game.state.level.standingOn[y][x]
end
end
map = newMap
end