--- Used to manage physical world and everything inside it: clouds, platforms, nauts, background etc. -- TODO: Possibly move common parts of `World` and `Menu` to abstract class `Scene`. World = require "not.Scene":extends() require "not.Platform" require "not.Player" require "not.Effect" require "not.Decoration" require "not.Ray" require "not.Cloud" require "not.CloudGenerator" require "not.Layer" --- ZA WARUDO! -- TODO: Missing documentation on most of World's methods. function World:new (map, nauts) love.physics.setMeter(64) self.world = love.physics.newWorld(0, 9.81*64, true) self.world:setCallbacks(self:getContactCallbacks()) self.lastNaut = false -- TODO: Clean layering. This is prototype. Seriously don't use it in production. self.entities = {} local width, height = love.graphics.getDimensions() self.layers = { Layer(width, height), -- back Layer(width, height), -- cloud Layer(width, height), -- deco Layer(width, height), -- nauts Layer(width, height), -- plats Layer(width, height), -- front } self.map = map self:buildMap() self:initClouds() self:spawnNauts(nauts) self.camera = Camera(self) musicPlayer:play(self.map.theme) end -- The end of the world function World:delete () for _,entity in pairs(self.entities) do entity:delete() end for _,layer in pairs(self.layers) do layer:delete() end self.world:destroy() collectgarbage() end --- Builds map using one of tables frin config files located in `config/maps/` directory. function World:buildMap () for _,op in pairs(self.map.create) do if op.platform then local path = string.format("config/platforms/%s.lua", op.platform) local config = love.filesystem.load(path)() self:createPlatform(op.x, op.y, config.shape, config.sprite, config.animations) end if op.decoration then self:createDecoration(op.x, op.y, op.decoration) end if op.background then 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 function World:initClouds () if self.map.clouds then self.cloudGenerator = CloudGenerator(self) self.cloudGenerator:run(6, true) end end -- Spawn all the nauts for the round function World:spawnNauts (nauts) for _,naut in pairs(nauts) do local x,y = self:getSpawnPosition() local spawn = self:createNaut(x, y, naut[1]) spawn:assignControllerSet(naut[2]) end end -- Get respawn location function World:getSpawnPosition () local n = love.math.random(1, #self.map.respawns) return self.map.respawns[n].x, self.map.respawns[n].y 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) return p end function World:createNaut (x, y, name) local naut = Player(name, x, y, self) table.insert(self.entities, naut) return naut end function World:createDecoration (x, y, sprite) local deco = Decoration(x, y, self, sprite) table.insert(self.entities, deco) return deco end function World:createEffect (name, x, y) local e = Effect(name, x, y, self) table.insert(self.entities, e) return e end function World:createRay (naut) local r = Ray(naut, self) 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.entities, cloud) return cloud end function World:getCloudsCount () local count = 0 for i,entity in ipairs(self.entities) do if entity:is(Cloud) then count = count + 1 end end return count end function World:getNautsAll () local nauts = {} for i,entity in ipairs(self.entities) do if entity:is(require("not.Hero")) then table.insert(nauts, entity) end end return nauts end function World:getNautsPlayable () local nauts = {} for i,entity in ipairs(self.entities) do if entity:is(require("not.Hero")) then if entity.lives > -1 then table.insert(nauts, entity) end end end return nauts end function World:getNautsAlive () local nauts = {} for i,entity in ipairs(self.entities) do if entity:is(require("not.Hero")) then if entity.isAlive then table.insert(nauts, entity) end end end return nauts end -- get Map name function World:getMapName () return self.map.name end -- Event: when player is killed function World:onNautKilled (naut) self.camera:startShake() self:createRay(naut) local nauts = self:getNautsPlayable() if self.lastNaut then sceneManager:removeTopScene() sceneManager:changeScene(Menu()) elseif #nauts < 2 then self.lastNaut = true naut:playSound(5, true) sceneManager:addScene(Menu("win")) end end -- LÖVE2D callbacks -- Update ZU WARUDO function World:update (dt) self.world:update(dt) self.camera:update(dt) if self.cloudGenerator then self.cloudGenerator:update(dt) end for key,entity in pairs(self.entities) do if entity:update(dt) then table.remove(self.entities, key):delete() end end -- Some additional debug info. local stats = love.graphics.getStats() dbg_msg = string.format("%sMap: %s\nClouds: %d\nLoaded: %d\nMB: %.2f", dbg_msg, self.map.filename, self:getCloudsCount(), stats.images, stats.texturememory / 1024 / 1024) end function World:draw () -- TODO: Offests are here to keep compatibility. local offset_x, offset_y = 0, 0 local scale = getScale() local scaler = getRealScale() -- TODO: Prototype of layering. See `World@new`. -- TODO: Camera rewrite in progress. self.camera:translate() for _,entity in pairs(self.entities) do if entity:is(Decoration) then if entity.layer == 1 then self.layers[1]:setAsCanvas() else self.layers[3]:setAsCanvas() end end if entity:is(Cloud) then self.layers[2]:setAsCanvas() end if entity:is(Player) then self.layers[4]:setAsCanvas() end if entity:is(Platform) or entity:is(Effect) then self.layers[5]:setAsCanvas() end if entity:is(Ray) then self.layers[6]:setAsCanvas() end entity:draw(offset_x, offset_y, scale, debug) end self.camera:pop() love.graphics.setCanvas() for _,layer in ipairs(self.layers) do layer:draw() layer:clear() end -- TODO: Just move heroes' tags to front layer. self.camera:translate() for _,naut in pairs(self:getNautsAlive()) do naut:drawTag(offset_x, offset_y, scale) end self.camera:pop() if debug then local c = self.camera local w, h = love.graphics.getWidth(), love.graphics.getHeight() -- draw map center love.graphics.setColor(130,130,130) love.graphics.setLineWidth(1) love.graphics.setLineStyle("rough") local cx, cy = c:getPositionScaled() local x1, y1 = c:translatePosition(self.map.center.x, cy) local x2, y2 = c:translatePosition(self.map.center.x, cy+h) love.graphics.line(x1,y1,x2,y2) local x1, y1 = c:translatePosition(cx, self.map.center.y) local x2, y2 = c:translatePosition(cx+w, self.map.center.y) love.graphics.line(x1,y1,x2,y2) -- draw ox, oy love.graphics.setColor(200,200,200) love.graphics.setLineStyle("rough") local cx, cy = c:getPositionScaled() local x1, y1 = c:translatePosition(0, cy) local x2, y2 = c:translatePosition(0, cy+h) love.graphics.line(x1,y1,x2,y2) local x1, y1 = c:translatePosition(cx, 0) local x2, y2 = c:translatePosition(cx+w, 0) love.graphics.line(x1,y1,x2,y2) end for _,naut in pairs(self:getNautsAll()) do -- I have no idea where to place them T_T -- let's do: bottom-left, bottom-right, top-left, top-right local w, h = love.graphics.getWidth()/scale, love.graphics.getHeight()/scale local y, e = 1, 1 if _ < 3 then y, e = h-33, 0 end naut:drawHUD(1+(_%2)*(w-34), y, scale, e) end end --- Wraps World's beginContact and endContact to functions usable as callbacks for Box2D's world. -- Only difference in new functions is absence of self as first argument. -- @return wrapper for beginContact -- @return wrapper for endContact function World:getContactCallbacks () local b = function (a, b, coll) self:beginContact(a, b, coll) end local e = function (a, b, coll) self:endContact(a, b, coll) end return b, e end -- TODO: Review current state of Box2D callbacks (again). -- TODO: Stop using magical numbers in Box2D callbacks. -- [1] -> Platform -- [2] -> Hero -- [3] -> Punch sensor function World:beginContact (a, b, coll) if a:getCategory() == 1 then local x,y = coll:getNormal() if y < -0.6 then b:getUserData():land() end local vx, vy = b:getUserData().body:getLinearVelocity() if math.abs(x) == 1 or (y < -0.6 and x == 0) then b:getUserData():playSound(3) end end if a:getCategory() == 3 then if b:getCategory() == 2 then b:getUserData():damage(a:getUserData()[2]) end if b:getCategory() == 3 then a:getBody():getUserData():damage(b:getUserData()[2]) b:getBody():getUserData():damage(a:getUserData()[2]) local x1,y1 = b:getBody():getUserData():getPosition() local x2,y2 = a:getBody():getUserData():getPosition() local x = (x2 - x1) / 2 + x1 - 12 local y = (y2 - y1) / 2 + y1 - 15 self:createEffect("clash", x, y) end end if b:getCategory() == 3 then if a:getCategory() == 2 then a:getUserData():damage(b:getUserData()[2]) end end end function World:endContact (a, b, coll) if a:getCategory() == 1 then b:getUserData().inAir = true end end -- Controller callbacks function World:controlpressed (set, action, key) if key == "f6" and debug then local filename = self.map.filename local map = love.filesystem.load(filename)() map.filename = filename local nauts = {} for _,naut in pairs(self:getNautsAll()) do table.insert(nauts, {naut.name, naut:getControllerSet()}) end local new = World(map, nauts) sceneManager:changeScene(new) end if key == "escape" then sceneManager:addScene(Menu("pause")) self:setInputDisabled(true) self:setSleeping(true) end for k,naut in pairs(self:getNautsAll()) do naut:controlpressed(set, action, key) end end function World:controlreleased (set, action, key) for k,naut in pairs(self:getNautsAll()) do naut:controlreleased(set, action, key) end end