--- 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 self.entities = {} self.map = map self.camera = Camera(self.map.center.x, self.map.center.y, self) self:initLayers() self:buildMap() self:spawnNauts(nauts) 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 self.layers() do layer:delete() end self.world:destroy() collectgarbage() end --- 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 () self.layers = setmetatable({}, {__call = layersIterator}) self.layers.n = 0 do local width, height = love.graphics.getWidth() / getScale(), love.graphics.getHeight() / getScale() local rays = self:addLayer(width, height) rays.transformScale = 1 rays.transformRatio = 0 rays.drawScale = getScale() self.layers.rays = rays end do local width, height = love.graphics.getDimensions() 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 end --- Builds map using one of tables frin config files located in `config/maps/` directory. -- TODO: Clean World@buildMap. Possibly explode into more methods. 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 width, height = love.graphics.getDimensions() local image = love.graphics.newImage(op.background) local x = image:getWidth() / -2 local y = image:getHeight() / -2 local bg = self:createDecoration(x, y, op.background) if op.animations then bg:setAnimationsList(op.animations) _,_,x,y = bg:getAnimation()[1]:getViewport() bg:setPosition(x / -2, y / -2) end bg.layer = self:addLayer(width, height) bg.layer.transformRatio = op.ratio bg.layer.transformScale = getRealScale() end if op.clouds then local width, height = love.graphics.getDimensions() local animations = op.animations if type(animations) == "string" then animations = require("config.animations." .. animations) end local cg = CloudGenerator(op.clouds, animations, op.count, self) if op.ratio then cg.layer = self:addLayer(width, height) cg.layer.transformRatio = op.ratio end self:insertEntity(cg) cg:run(op.count, true) end 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 function World:addLayer (width, height) local layer = Layer(width, height) local n = self.layers.n + 1 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.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.heroes return h end -- TODO: Sprites' in general don't take actual Image in constructor. That is not only case of Decoration. function World:createDecoration (x, y, sprite) local d = Decoration(x, y, self, sprite) table.insert(self.entities, d) 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.effects return e end function World:createRay (naut) local r = Ray(naut, self) table.insert(self.entities, r) r.layer = self.layers.rays return r end function World:insertCloud (cloud) table.insert(self.entities, cloud) if not cloud.layer then cloud.layer = self.layers.clouds end return cloud end --- Verbose wrapper for inserting entities into entities table. -- @param entity entity to insert function World:insertEntity (entity) if entity then table.insert(self.entities, entity) return entity end end --- Searches entities for those which return true with filtering function. -- @param filter function with entity as parameter -- @return table containing results of search function World:getEntities (filter) local result = {} for _,entity in pairs(self.entities) do if filter(entity) then table.insert(result, entity) end end return result end --- Counts entities returning true with filtering function. -- @param filter function with entity as parameter -- @return entity count function World:countEntities (filter) local count = 0 for _,entity in pairs(self.entities) do if filter(entity) then count = count + 1 end end return count end function World:getCloudsCount () return self:countEntities(function (entity) return entity:is(Cloud) end) end function World:getCloudsCountFrom (generator) return self:countEntities(function (entity) return entity:is(Cloud) and entity.generator == generator end) end function World:getNautsAll () return self:getEntities(function (entity) return entity:is(require("not.Hero")) and not entity.body:isDestroyed() end) end function World:getNautsPlayable () return self:getEntities(function (entity) return entity:is(require("not.Hero")) and entity.lives > -1 end) end function World:getNautsAlive () return self:getEntities(function (entity) return entity:is(require("not.Hero")) and entity.isAlive end) 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) for key,entity in pairs(self.entities) do if entity:update(dt) then table.remove(self.entities, key):delete() end end -- TODO: Possibly rename Camera@sum because this code part in World doesn't make sense without reading further. self.camera:sum(self.map.center.x, self.map.center.y) for _,hero in pairs(self:getNautsAll()) do self.camera:sum(hero:getPosition()) 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 () for _,entity in pairs(self.entities) do if entity.draw and entity.layer then entity.layer:renderToWith(self.camera, entity.draw, entity, debug) end if entity.drawTag then self.layers.tags:renderToWith(self.camera, entity.drawTag, entity, debug) end end for layer in self.layers() do layer:draw() layer:clear() end -- TODO: Debug information could possibly get its own layer so it could follow flow of draw method. if debug then local center = self.map.center local ax, ay, bx, by = self.camera:getBoundaries(getScale(), love.graphics.getDimensions()) love.graphics.setLineWidth(1 / getScale()) love.graphics.setLineStyle("rough") self.camera:push() self.camera:transform(getScale(), 1, love.graphics.getDimensions()) love.graphics.setColor(130,130,130) love.graphics.line(ax,center.y,bx,center.y) love.graphics.line(center.x,ay,center.x,by) love.graphics.setColor(200,200,200) love.graphics.line(ax,0,bx,0) love.graphics.line(0,ay,0,by) self.camera:pop() end -- TODO: Draw method beyond this point is a very, very dark place (portraits drawing to review). local scale = getScale() 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