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--- 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:initLayers()
self:buildMap()
self:spawnNauts(nauts)
self.camera = Camera(self.map.center.x, self.map.center.y, 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 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 ()
local width, height = love.graphics.getDimensions()
self.layers = setmetatable({}, {__call = layersIterator})
self.layers.n = 0
self.layers.rays = self:addLayer(320, 180, 0, 1)
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
--- 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 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)
end
bg.layer = self:addLayer(width, height, op.ratio)
end
if op.clouds then
local animations = op.animations
if type(animations) == "string" then
animations = require("config.animations." .. animations)
end
self:insertEntity(CloudGenerator(op.clouds, animations, self)):run(6, 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
-- TODO: Possibly automate calculation of new layer's dimensions based on scale.
function World:addLayer (width, height, ratio, scale)
local layer = Layer(width, height)
local n = self.layers.n + 1
if ratio then
layer.ratio = ratio
end
if scale then
layer.scale = scale
end
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)
cloud.layer = self.layers.clouds
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: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()
love.graphics.setLineWidth(1 / getScale())
love.graphics.setLineStyle("rough")
self.camera:push()
self.camera:scale()
self.camera:translate()
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
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