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authorAki <nthirtyone@gmail.com>2017-09-07 05:15:35 +0200
committerAki <nthirtyone@gmail.com>2017-09-07 05:15:35 +0200
commit58e6962593cadd4cfc1dd4028ce3b272814fe3f3 (patch)
tree14af991da26595a4d961acf6f2af7bef4bedb918 /not
parent41a20f87015d1cc3eaa33e936c9dc1fac19246a9 (diff)
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Initial layering for drawing
Diffstat (limited to 'not')
-rw-r--r--not/Ray.lua4
-rw-r--r--not/World.lua116
2 files changed, 63 insertions, 57 deletions
diff --git a/not/Ray.lua b/not/Ray.lua
index 3c80440..536ed05 100644
--- a/not/Ray.lua
+++ b/not/Ray.lua
@@ -26,7 +26,9 @@ function Ray:update (dt)
return false
end
+-- TODO: Whole Ray is dated but `draw` require a lot attention due to layering in World. See `World@new`.
function Ray:draw (offset_x, offset_y, scale)
+ local canvas = love.graphics.getCanvas()
love.graphics.setCanvas(self.canvas)
love.graphics.clear()
love.graphics.setColor(255, 247, 228, 247)
@@ -40,7 +42,7 @@ function Ray:draw (offset_x, offset_y, scale)
end
love.graphics.line(-x+offset_x,-y+offset_y-dy*0.7,x+offset_x,y+dy*0.7+offset_y)
-- reset
- love.graphics.setCanvas()
+ love.graphics.setCanvas(canvas)
love.graphics.setLineWidth(1)
love.graphics.setColor(255,255,255,255)
-- draw on screen
diff --git a/not/World.lua b/not/World.lua
index 782c32f..5f3ece2 100644
--- a/not/World.lua
+++ b/not/World.lua
@@ -8,6 +8,7 @@ require "not.Player"
require "not.Effect"
require "not.Decoration"
require "not.Ray"
+require "not.Cloud"
require "not.CloudGenerator"
--- ZA WARUDO!
@@ -26,6 +27,18 @@ function World:new (map, nauts)
self.Decorations = {}
self.Rays = {}
+ -- TODO: Clean layering. This is prototype. Seriously don't use it in production.
+ self.entities = {}
+ local width, height = love.graphics.getDimensions()
+ self.layers = {
+ love.graphics.newCanvas(width, height), -- back
+ love.graphics.newCanvas(width, height), -- cloud
+ love.graphics.newCanvas(width, height), -- deco
+ love.graphics.newCanvas(width, height), -- nauts
+ love.graphics.newCanvas(width, height), -- plats
+ love.graphics.newCanvas(width, height), -- front
+ }
+
self.map = map
self:buildMap()
self:initClouds()
@@ -63,6 +76,7 @@ function World:buildMap ()
local image = love.graphics.newImage(op.background)
local bg = self:createDecoration(0, 0, op.background) -- TODO: Decoration does not allow Image instead of filePath!
bg.ratio = op.ratio
+ bg.layer = 1
end
end
end
@@ -91,33 +105,45 @@ end
-- TODO: Standardize `create*` methods with corresponding constructors. Pay attention to both params' order and names.
function World:createPlatform (x, y, polygon, sprite, animations)
- table.insert(self.Platforms, Platform(animations, polygon, x, y, self, sprite))
+ local p = Platform(animations, polygon, x, y, self, sprite)
+ table.insert(self.Platforms, p)
+ table.insert(self.entities, p)
+ return p
end
function World:createNaut (x, y, name)
local naut = Player(name, x, y, self)
table.insert(self.Nauts, naut)
+ table.insert(self.entities, naut)
return naut
end
function World:createDecoration (x, y, sprite)
local deco = Decoration(x, y, self, sprite)
table.insert(self.Decorations, deco)
+ table.insert(self.entities, deco)
return deco
end
function World:createEffect (name, x, y)
- table.insert(self.Effects, Effect(name, x, y, self))
+ local e = Effect(name, x, y, self)
+ table.insert(self.Effects, e)
+ table.insert(self.entities, e)
+ return e
end
function World:createRay (naut)
- table.insert(self.Rays, Ray(naut, self))
+ local r = Ray(naut, self)
+ table.insert(self.Rays, r)
+ table.insert(self.entities, r)
+ return r
end
-- TODO: Sprites' in general don't take actual Image in constructor. That is not only case of Decoration.
-- TODO: Once entities are stored inside single table create single `insertEntity` method for World.
function World:insertCloud (cloud)
table.insert(self.Clouds, cloud)
+ table.insert(self.entities, cloud)
return cloud
end
@@ -181,28 +207,9 @@ function World:update (dt)
self.cloudGenerator:update(dt)
end
- for _,naut in pairs(self.Nauts) do
- naut:update(dt)
- end
- for _,platform in pairs(self.Platforms) do
- platform:update(dt)
- end
- for _,decoration in pairs(self.Decorations) do
- decoration:update(dt)
- end
- for key,effect in pairs(self.Effects) do
- if effect:update(dt) then
- table.remove(self.Effects, key)
- end
- end
- for key,cloud in pairs(self.Clouds) do
- if cloud:update(dt) then
- table.remove(self.Clouds, key)
- end
- end
- for key,ray in pairs(self.Rays) do
- if ray:update(dt) then
- table.remove(self.Rays, key)
+ for key,entity in pairs(self.entities) do
+ if entity:update(dt) then
+ table.remove(self.entities, key)
end
end
@@ -210,45 +217,43 @@ function World:update (dt)
dbg_msg = string.format("%sMap: %s\nClouds: %d\n", dbg_msg, self.map.filename, self:getCloudsCount())
end
--- Draw
function World:draw ()
- -- Camera stuff
local offset_x, offset_y = self.camera:getOffsets()
local scale = getScale()
local scaler = getRealScale()
- -- Draw decorations
- for _,decoration in pairs(self.Decorations) do
- decoration:draw(offset_x, offset_y, scale)
- end
-
- -- Draw clouds
- -- TODO: hotfix Clouds are drawn in front of decoration to make them in front of background.
- for _,cloud in pairs(self.Clouds) do
- cloud:draw(offset_x, offset_y, scale)
- end
-
- -- Draw effects
- for _,effect in pairs(self.Effects) do
- effect:draw(offset_x,offset_y, scale)
- end
-
- -- Draw player
- for _,naut in pairs(self.Nauts) do
- naut:draw(offset_x, offset_y, scale, debug)
- end
-
- -- Draw ground
- for _,platform in pairs(self.Platforms) do
- platform:draw(offset_x, offset_y, scale, debug)
+ -- TODO: Prototype of layering. See `World@new`.
+ for _,entity in pairs(self.entities) do
+ if entity:is(Decoration) then
+ if entity.layer == 1 then
+ love.graphics.setCanvas(self.layers[1])
+ else
+ love.graphics.setCanvas(self.layers[3])
+ end
+ end
+ if entity:is(Cloud) then
+ love.graphics.setCanvas(self.layers[2])
+ end
+ if entity:is(Player) then
+ love.graphics.setCanvas(self.layers[4])
+ end
+ if entity:is(Platform) or entity:is(Effect) then
+ love.graphics.setCanvas(self.layers[5])
+ end
+ if entity:is(Ray) then
+ love.graphics.setCanvas(self.layers[6])
+ end
+ entity:draw(offset_x, offset_y, scale, debug)
end
- -- Draw rays
- for _,ray in pairs(self.Rays) do
- ray:draw(offset_x, offset_y, scale)
+ love.graphics.setCanvas()
+ for _,layer in ipairs(self.layers) do
+ love.graphics.draw(layer)
+ love.graphics.setCanvas(layer)
+ love.graphics.clear()
+ love.graphics.setCanvas()
end
- -- draw center
if debug then
local c = self.camera
local w, h = love.graphics.getWidth(), love.graphics.getHeight()
@@ -279,7 +284,6 @@ function World:draw ()
naut:drawTag(offset_x, offset_y, scale)
end
- -- Draw HUDs
for _,naut in pairs(self.Nauts) do
-- I have no idea where to place them T_T
-- let's do: bottom-left, bottom-right, top-left, top-right