/ld26

To get this branch, use:
bzr branch /bzr/ld26
1 by Josh C
zoetrope 1.4
1
-- Class: Tile
2
-- A tile repeats a single image across its dimensions. If you do
3
-- not specify a width and height, the sprite will size itself so
4
-- that it's exactly as big as its source image.
5
--
6
-- Extends:
7
--		<Sprite>
8
9
Tile = Sprite:extend
10
{
11
	-- Property: image
12
	-- The image to tile across the sprite.
13
14
	-- Property: imageOffset
15
	-- Setting this moves the top-left corner of the tile inside
16
	-- the sprite's rectangle. To draw as normal, set both x and y
17
	-- to 0.
18
	imageOffset = { x = 0, y = 0 },
19
20
	-- private property: keeps track of properties that need action
21
	-- to be taken when they are changed
22
	-- image must be a nonsense value, not nil,
23
	-- for the tile to see that an image has been set if it
24
	-- was initially nil
25
	_set = { image = -1 },
26
27
	-- private property imageObj: actual Image instance used to draw
28
	-- this is normally set via the image property, but you may set it directly
29
	-- so long as you never change that image property afterwards.
30
31
	new = function (self, obj)
32
		obj = obj or {}
33
		self:extend(obj)
34
		obj._set.imageOffset = {}
35
		
36
		if obj.image then obj:updateQuad() end
37
		if obj.onNew then obj:onNew() end
38
		return obj
39
	end,
40
41
	updateQuad = function (self)
42
		if self.image then
43
			self._imageObj = Cached:image(self.image)
44
			if not self.width then self.width = self._imageObj:getWidth() end
45
			if not self.height then self.height = self._imageObj:getHeight() end
46
47
			self._quad = love.graphics.newQuad(self.imageOffset.x, self.imageOffset.y,
48
											   self.width, self.height,
49
											   self._imageObj:getWidth(), self._imageObj:getHeight())
50
			self._imageObj:setWrap('repeat', 'repeat')
51
			self._set.image = self.image
52
			self._set.imageOffset.x = self.imageOffset.x
53
			self._set.imageOffset.y = self.imageOffset.y
54
		end
55
	end,
56
57
	draw = function (self, x, y)
58
		if not self.visible or self.alpha <= 0 then return end
59
60
		x = math.floor(x or self.x)
61
		y = math.floor(y or self.y)
62
	
63
		if STRICT then
64
			assert(type(x) == 'number', 'visible tile does not have a numeric x property')
65
			assert(type(y) == 'number', 'visible tile does not have a numeric y property')
66
			assert(type(self.width) == 'number', 'visible tile does not have a numeric width property')
67
			assert(type(self.height) == 'number', 'visible tile does not have a numeric height property')
68
		end
69
70
		if not self.image then return end
71
		
72
		-- set color if needed
73
74
		local colored = self.alpha ~= 1 or self.tint[1] ~= 1 or self.tint[2] ~= 1 or self.tint[3] ~= 1
75
76
		if colored then
77
			love.graphics.setColor(self.tint[1] * 255, self.tint[2] * 255, self.tint[3] * 255, self.alpha * 255)
78
		end
79
80
		-- if the source image or offset has changed, we need to recreate our quad
81
		
82
		if self.image and (self.image ~= self._set.image or
83
		   self.imageOffset.x ~= self._set.imageOffset.x or
84
		   self.imageOffset.y ~= self._set.imageOffset.y) then
85
			self:updateQuad()
86
		end
87
		
88
		-- draw the quad
89
		local scaleX = self.scale * self.distort.x
90
		local scaleY = self.scale * self.distort.y
91
92
		if self.flipX then scaleX = scaleX * -1 end
93
		if self.flipY then scaleY = scaleY * -1 end
94
95
		love.graphics.drawq(self._imageObj, self._quad, x + self.width / 2, y + self.height / 2, self.rotation,
96
							scaleX, scaleY, self.width / 2, self.height / 2)
97
		
98
		-- reset color
99
		
100
		if colored then
101
			love.graphics.setColor(255, 255, 255, 255)
102
		end
103
	end,
104
105
	__tostring = function (self)
106
		local result = 'Tile (x: ' .. self.x .. ', y: ' .. self.y ..
107
					   ', w: ' .. self.width .. ', h: ' .. self.height .. ', '
108
109
		result = result .. 'image \'' .. self.image .. '\', '
110
111
		if self.active then
112
			result = result .. 'active, '
113
		else
114
			result = result .. 'inactive, '
115
		end
116
117
		if self.visible then
118
			result = result .. 'visible, '
119
		else
120
			result = result .. 'invisible, '
121
		end
122
123
		if self.solid then
124
			result = result .. 'solid'
125
		else
126
			result = result .. 'not solid'
127
		end
128
129
		return result .. ')'
130
	end
131
}