From 58e6962593cadd4cfc1dd4028ce3b272814fe3f3 Mon Sep 17 00:00:00 2001 From: Aki Date: Thu, 7 Sep 2017 05:15:35 +0200 Subject: Initial layering for drawing --- not/Ray.lua | 4 +- not/World.lua | 116 ++++++++++++++++++++++++++++++---------------------------- 2 files changed, 63 insertions(+), 57 deletions(-) (limited to 'not') 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 -- cgit v1.1