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authorAki <nthirtyone@gmail.com>2017-09-13 03:08:53 +0200
committerAki <nthirtyone@gmail.com>2017-09-13 03:08:53 +0200
commit5edb3063d1b1465a6b14c5731450c85b825f0f14 (patch)
tree1c087b0963c7b18c8cd973945821be105f66a7e3
parentbdf2675950e1c149b6fc3539f1c2a798e184b844 (diff)
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Added named layers for World, added layers iterator, layers are now drawn in reverse order
-rw-r--r--not/World.lua76
1 files changed, 53 insertions, 23 deletions
diff --git a/not/World.lua b/not/World.lua
index 9c90280..c18a54a 100644
--- a/not/World.lua
+++ b/not/World.lua
@@ -37,28 +37,42 @@ function World:delete ()
for _,entity in pairs(self.entities) do
entity:delete()
end
- for _,layer in pairs(self.layers) do
+ for layer in self.layers() do
layer:delete()
end
self.world:destroy()
collectgarbage()
end
--- TODO: Clean layering. This isn't for stable release, yet.
+--- Custom iterator for layers table.
+-- Iterates over elements in reversed order. Doesn't pay attention to any changes in table.
+local
+function layersIterator (layers)
+ local i = layers.n + 1
+ return function ()
+ i = i - 1
+ return layers[i]
+ end
+end
+
+--- Layers in World may exists as two references. Every reference is stored inside `instance.layers`.
+-- First reference is indexed with number, it exists for every layer.
+-- Second reference is indexed with string, it exists only for selected layers.
+-- Mentioned special layers are initialized in this method.
+-- Additionally layer count is stored inside `instance.layers.n`.
+-- Layers are drawn in reverse order, meaning that `instance.layers[1]` will be on the top.
+-- Calling `instance.layers` will return iterator.
function World:initLayers ()
local width, height = love.graphics.getDimensions()
- self.layers = {}
- for i=1,6 do
- table.insert(self.layers, Layer(width, height))
- end
- self.layers[1].ratio = 0
- -- TODO: Find a better way to create customized Layers.
- do
- local layer = Layer(320, 180)
- layer.ratio = 0
- layer.scale = 1
- table.insert(self.layers, layer) -- 7
- end
+ self.layers = setmetatable({}, {__call = layersIterator})
+ self.layers.n = 0
+ self.layers.rays = self:addLayer(320, 180, 0, 1)
+ self.layers.tags = self:addLayer(width, height)
+ self.layers.platforms = self:addLayer(width, height)
+ self.layers.effects = self:addLayer(width, height)
+ self.layers.heroes = self:addLayer(width, height)
+ self.layers.decorations = self:addLayer(width, height)
+ self.layers.clouds = self:addLayer(width, height)
end
--- Builds map using one of tables frin config files located in `config/maps/` directory.
@@ -73,6 +87,7 @@ function World:buildMap ()
self:createDecoration(op.x, op.y, op.decoration)
end
if op.background then
+ local width, height = love.graphics.getDimensions()
local image = love.graphics.newImage(op.background)
local x = image:getWidth() / -2
local y = image:getHeight() / -2
@@ -80,7 +95,7 @@ function World:buildMap ()
if op.animations then
bg:setAnimationsList(op.animations)
end
- bg.layer = self.layers[1]
+ bg.layer = self:addLayer(width, height, 0)
end
end
end
@@ -107,18 +122,33 @@ function World:getSpawnPosition ()
return self.map.respawns[n].x, self.map.respawns[n].y
end
+-- TODO: Possibly automate calculation of new layer's dimensions based on scale.
+function World:addLayer (width, height, ratio, scale)
+ local layer = Layer(width, height)
+ local n = self.layers.n + 1
+ if ratio then
+ layer.ratio = ratio
+ end
+ if scale then
+ layer.scale = scale
+ end
+ self.layers[n] = layer
+ self.layers.n = n
+ return layer
+end
+
-- TODO: Standardize `create*` methods with corresponding constructors. Pay attention to both params' order and names.
function World:createPlatform (x, y, polygon, sprite, animations)
local p = Platform(animations, polygon, x, y, self, sprite)
table.insert(self.entities, p)
- p.layer = self.layers[5]
+ p.layer = self.layers.platforms
return p
end
function World:createNaut (x, y, name)
local h = Player(name, x, y, self)
table.insert(self.entities, h)
- h.layer = self.layers[4]
+ h.layer = self.layers.heroes
return h
end
@@ -126,27 +156,27 @@ end
function World:createDecoration (x, y, sprite)
local d = Decoration(x, y, self, sprite)
table.insert(self.entities, d)
- d.layer = self.layers[3]
+ d.layer = self.layers.decorations
return d
end
function World:createEffect (name, x, y)
local e = Effect(name, x, y, self)
table.insert(self.entities, e)
- e.layer = self.layers[5]
+ e.layer = self.layers.effects
return e
end
function World:createRay (naut)
local r = Ray(naut, self)
table.insert(self.entities, r)
- r.layer = self.layers[7]
+ r.layer = self.layers.rays
return r
end
function World:insertCloud (cloud)
table.insert(self.entities, cloud)
- cloud.layer = self.layers[2]
+ cloud.layer = self.layers.clouds
return cloud
end
@@ -262,11 +292,11 @@ function World:draw ()
entity.layer:renderToWith(self.camera, entity.draw, entity, debug)
end
if entity.drawTag then
- self.layers[6]:renderToWith(self.camera, entity.drawTag, entity, debug)
+ self.layers.tags:renderToWith(self.camera, entity.drawTag, entity, debug)
end
end
- for _,layer in ipairs(self.layers) do
+ for layer in self.layers() do
layer:draw()
layer:clear()
end