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-rw-r--r--not/World.lua48
1 files changed, 16 insertions, 32 deletions
diff --git a/not/World.lua b/not/World.lua
index 6833d87..2cb6bb8 100644
--- a/not/World.lua
+++ b/not/World.lua
@@ -71,8 +71,7 @@ function World:buildMap ()
local x = image:getWidth() / -2
local y = image:getHeight() / -2
local bg = self:createDecoration(x, y, op.background) -- TODO: Decoration does not allow Image instead of filePath!
- bg.ratio = op.ratio
- bg.layer = 1
+ bg.layer = self.layers[1]
end
end
end
@@ -103,30 +102,35 @@ end
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]
return p
end
function World:createNaut (x, y, name)
- local naut = Player(name, x, y, self)
- table.insert(self.entities, naut)
- return naut
+ local h = Player(name, x, y, self)
+ table.insert(self.entities, h)
+ h.layer = self.layers[4]
+ return h
end
function World:createDecoration (x, y, sprite)
- local deco = Decoration(x, y, self, sprite)
- table.insert(self.entities, deco)
- return deco
+ local d = Decoration(x, y, self, sprite)
+ table.insert(self.entities, d)
+ d.layer = self.layers[3]
+ 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]
return e
end
function World:createRay (naut)
local r = Ray(naut, self)
table.insert(self.entities, r)
+ r.layer = self.layers[6]
return r
end
@@ -134,6 +138,7 @@ end
-- TODO: Once entities are stored inside single table create single `insertEntity` method for World.
function World:insertCloud (cloud)
table.insert(self.entities, cloud)
+ cloud.layer = self.layers[2]
return cloud
end
@@ -252,30 +257,9 @@ function World:draw ()
-- TODO: Prototype of layering. See `World@new`.
-- TODO: Camera rewrite in progress.
for _,entity in pairs(self.entities) do
- local layer
- if entity:is(Decoration) then
- if entity.layer == 1 then
- layer = self.layers[1]
- else
- layer = self.layers[3]
- end
- end
- if entity:is(Cloud) then
- layer = self.layers[2]
- end
- if entity:is(Player) then
- layer = self.layers[4]
- end
- if entity:is(Platform) or entity:is(Effect) then
- layer = self.layers[5]
- end
- if entity:is(Ray) then
- layer = self.layers[6]
- end
-
- if layer then
- self.camera:translate(layer.ratio)
- layer:renderTo(entity.draw, entity, 0, 0, scale, debug)
+ if entity.draw and entity.layer then
+ self.camera:translate(entity.layer.ratio)
+ entity.layer:renderTo(entity.draw, entity, 0, 0, scale, debug)
self.camera:pop()
end
end