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--- Generates clouds over time with randomized positions and styles.
-- Also used as factory for Clouds.
CloudGenerator = require "not.Object":extends()
require "not.Cloud"
function CloudGenerator:new (atlas, animations, count, world)
self.world = world
self.atlas = atlas
self.quads = animations
self.count = count
self.interval = 12
self.timer = self.interval
self.layer = false
end
-- TODO: This was a bad idea. Move Cloud creation back to World, pass created Cloud here for configuration.
function CloudGenerator:createCloud (x, y, style)
local cloud = Cloud(x, y, self.world, self.atlas)
cloud:setAnimations(self.quads)
cloud:setAnimation(style)
cloud:setVelocity(13, 0)
cloud:setBoundary(340, 320)
cloud.generator = self
cloud.layer = self.layer
return cloud
end
-- TODO: CloudGen's randomization methods are too static (not configurable).
-- TODO: Random position for Clouds inside map shouldn't be random. Make them place them where no clouds are present.
function CloudGenerator:getRandomPosition (inside)
local x, y
local map = self.world.map
if not inside then
x = map.center.x - map.width*1.2 + love.math.random(-50, 20)
else
x = love.math.random(map.center.x - map.width / 2, map.center.x + map.width / 2)
end
y = love.math.random(map.center.y - map.height / 2, map.center.y + map.height / 2)
return x, y
end
function CloudGenerator:getRandomStyle ()
local num = love.math.random(1, 3)
local style = "default"
if num > 1 then
style = style .. tostring(num)
end
return style
end
function CloudGenerator:run (count, inside)
count = count or 1
for i=1,count do
local x, y = self:getRandomPosition(inside)
local style = self:getRandomStyle()
self.world:insertCloud(self:createCloud(x, y, style))
end
end
function CloudGenerator:update (dt)
local count = self.world:getCloudsCountFrom(self)
if self.timer < 0 then
if self.count > count then
self.timer = self.timer + self.interval
self:run()
end
else
self.timer = self.timer - dt
end
end
return CloudGenerator
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