bzr branch
http://9ix.org/bzr/ld27
1
by Josh C
zoetrope 1.4 |
1 |
-- Class: Map |
2 |
-- A map saves memory and CPU time by acting as if it were a grid of sprites. |
|
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-- Each different type of sprite in the grid is represented via a single |
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-- object. Each sprite must have the same size, however. |
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-- |
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-- This works very similarly to a tilemap, but there is additional flexibility |
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-- in using a sprite, e.g. animation and other display effects. (If you want it |
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-- to act like a tilemap, use its loadTiles method.) However, changing a sprite's |
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-- x or y position has no effect. Changing the scale will have weird effects as |
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-- a map expects every sprite to be the same size. |
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-- |
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-- Extends: |
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-- <Sprite> |
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||
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Map = Sprite:extend |
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{ |
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-- Constant: NO_SPRITE |
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-- Represents a map entry with no sprite. |
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NO_SPRITE = -1, |
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||
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-- Property: sprites |
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-- An ordered table of <Sprite> objects to be used in conjunction with the map property. |
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sprites = {}, |
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||
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-- Property: map |
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-- A two-dimensional table of values, each corresponding to an entry in the sprites property. |
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-- nb. The tile at (0, 0) visually is stored in [1, 1]. |
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map = {}, |
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||
16
by Josh C
improve performance with (sketchy, experimental) sprite batches |
30 |
spriteBatches = {}, |
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prevStartX = nil, |
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prevStartY = nil, |
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prevEndX = nil, |
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prevEndY = nil, |
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||
1
by Josh C
zoetrope 1.4 |
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-- Method: empty |
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-- Creates an empty map. |
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-- |
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-- Arguments: |
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-- width - width of the map in sprites |
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-- height - height of the map in sprites |
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-- |
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-- Returns: |
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-- self, for chaining |
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||
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empty = function (self, width, height) |
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local x, y |
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||
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-- empty the map |
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for x = 1, width do |
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self.map[x] = {} |
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||
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for y = 1, height do |
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self.map[x][y] = Map.NO_SPRITE |
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end |
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end |
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||
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-- set bounds |
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||
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self.width = width * self.spriteWidth |
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self.height = height * self.spriteHeight |
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return self |
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end, |
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||
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-- Method: loadMap |
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-- Loads map data from a file, typically comma-separated values. |
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-- Each entry corresponds to an index in self.sprites, and all rows |
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-- must have the same number of columns. |
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-- |
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-- Arguments: |
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-- file - filename of source text to use |
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-- colSeparator - character to use as separator of columns, default ',' |
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-- rowSeparator - character to use as separator of rows, default newline |
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-- |
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-- Returns: |
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-- self, for chaining |
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||
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loadMap = function (self, file, colSeparator, rowSeparator) |
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colSeparator = colSeparator or ',' |
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rowSeparator = rowSeparator or '\n' |
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||
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-- load data |
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||
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local x, y |
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local source = Cached:text(file) |
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local rows = split(source, rowSeparator) |
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||
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for y = 1, #rows do |
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local cols = split(rows[y], colSeparator) |
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for x = 1, #cols do |
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if not self.map[x] then self.map[x] = {} end |
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self.map[x][y] = tonumber(cols[x]) |
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end |
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end |
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||
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-- set bounds |
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self.width = #self.map * self.spriteWidth |
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self.height = #self.map[1] * self.spriteHeight |
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||
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return self |
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end, |
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||
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-- Method: loadTiles |
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--- Loads the sprites group with slices of a source image. |
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-- By default, this uses the Tile class for sprites, but you |
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-- may pass as replacement class. |
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-- |
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-- Arguments: |
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-- image - source image to use for tiles |
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-- class - class to create objects with; constructor |
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-- will be called with properties: image, width, |
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-- height, imageOffset (with x and y sub-properties) |
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-- startIndex - starting index of tiles in self.sprites, default 0 |
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-- |
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-- Returns: |
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-- self, for chaining |
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||
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loadTiles = function (self, image, class, startIndex) |
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assert(self.spriteWidth and self.spriteHeight, 'sprite size must be set before loading tiles') |
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if type(startIndex) ~= 'number' then startIndex = 0 end |
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||
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class = class or Tile |
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self.sprites = self.sprites or {} |
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local imageObj = Cached:image(image) |
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local imageWidth = imageObj:getWidth() |
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local imageHeight = imageObj:getHeight() |
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local i = startIndex |
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for y = 0, imageHeight - self.spriteHeight, self.spriteHeight do |
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for x = 0, imageWidth - self.spriteWidth, self.spriteWidth do |
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self.sprites[i] = class:new{ image = image, width = self.spriteWidth, |
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height = self.spriteHeight, |
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imageOffset = { x = x, y = y }} |
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i = i + 1 |
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end |
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end |
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return self |
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end, |
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||
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-- Method: getMapSize |
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-- Returns the size of the map in map coordinates. |
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-- |
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-- Arguments: |
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-- none |
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-- |
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-- Returns: |
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-- width and height in integers |
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||
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getMapSize = function (self) |
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if #self.map == 0 then |
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return 0, 0 |
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else |
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return #self.map, #self.map[1] |
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end |
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end, |
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||
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-- Method: pixelToMap |
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-- Converts pixels to map coordinates. |
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-- |
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-- Arguments: |
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-- x - x coordinate in pixels |
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-- y - y coordinate in pixels |
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-- clamp - clamp to map bounds? defaults to true |
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-- |
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-- Returns: |
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-- x, y map coordinates |
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pixelToMap = function (self, x, y, clamp) |
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if type(clamp) == 'nil' then clamp = true end |
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||
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-- remember, Lua tables start at index 1 |
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local mapX = math.floor(x / self.spriteWidth) + 1 |
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local mapY = math.floor(y / self.spriteHeight) + 1 |
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-- clamp to map bounds |
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if clamp then |
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if mapX < 1 then mapX = 1 end |
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if mapY < 1 then mapY = 1 end |
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if mapX > #self.map then mapX = #self.map end |
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if mapY > #self.map[1] then mapY = #self.map[1] end |
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end |
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||
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return mapX, mapY |
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end, |
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||
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-- Method: spriteAtMap |
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-- Returns the sprite at a given set of map coordinates, with |
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-- the correct pixel position for that sprite. Remember that |
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-- sprites in maps are shared, so any changes you make to one |
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-- sprite will carry over to all instances of that sprite in the map. |
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-- |
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-- Arguments: |
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-- x - x coordinate in map units |
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-- y - y coordinate in map units |
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-- |
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-- Returns: |
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-- <Sprite> instance. If no sprite is present at these |
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-- coordinates, the method returns nil. |
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spriteAtMap = function (self, x, y) |
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if self.map[x] and self.map[x][y] then |
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local spr = self.sprites[self.map[x][y]] |
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||
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if spr then |
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spr.x = (x - 1) * self.spriteWidth |
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spr.y = (y - 1) * self.spriteHeight |
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return spr |
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end |
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elseif STRICT then |
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print('Warning: asked for map sprite at ' .. x .. ', ' .. y ' but map isn\'t that big') |
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end |
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end, |
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||
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-- Method: spriteAtPixel |
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-- Returns the sprite at a given set of pixel coordinates, with |
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-- the correct pixel position for that sprite. Remember that |
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-- sprites in maps are shared, so any changes you make to one |
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-- sprite will carry over to all instances of that sprite in the map. |
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-- |
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-- Arguments: |
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-- x - x coordinate in pixels |
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-- y - y coordinate in pixels |
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-- |
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-- Returns: |
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-- <Sprite> instance. If no sprite is present at these |
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-- coordinates, the method returns nil. |
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||
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spriteAtPixel = function (self, x, y) |
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return self:spriteAtMap((x - 1) * self.spriteWidth, (y - 1) * self.spriteHeight) |
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end, |
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||
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-- This overrides a method in <Sprite>, passing along |
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-- collidedWith() calls to all sprites in the map touching a |
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-- sprite. |
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-- |
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-- Arguments: |
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-- other - other <Sprite> |
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-- |
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-- Returns: |
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-- nothing |
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||
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collidedWith = function (self, other) |
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local spriteWidth = self.spriteWidth |
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local spriteHeight = self.spriteHeight |
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local startX, startY = self:pixelToMap(other.x - self.x, other.y - self.y) |
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local endX, endY = self:pixelToMap(other.x + other.width - self.x, |
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other.y + other.height - self.y) |
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||
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-- collect collisions against sprites |
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local collisions = {} |
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for x = startX, endX do |
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for y = startY, endY do |
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local spr = self.sprites[self.map[x][y]] |
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||
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if spr and spr.solid then |
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local sprX = self.x + (x - 1) * spriteWidth |
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local sprY = self.y + (y - 1) * spriteHeight |
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||
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local xOverlap, yOverlap = other:overlap(sprX, sprY, spriteWidth, spriteHeight) |
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||
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if xOverlap ~= 0 or yOverlap ~= 0 then |
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table.insert(collisions, { area = xOverlap * yOverlap, x = xOverlap, y = yOverlap, |
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a = spr, ax = sprX, ay = sprY }) |
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end |
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end |
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end |
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end |
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||
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-- sort as usual and pass off collidedWith() calls |
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table.sort(collisions, Collision.sortCollisions) |
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for _, col in ipairs(collisions) do |
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col.a.x, col.a.y = col.ax, col.ay |
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col.a:collidedWith(other, col.x, col.y) |
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other:collidedWith(col.a, col.x, col.y) |
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end |
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end, |
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||
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-- this is here mainly for completeness; it's better to specify displacement |
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-- in individual map sprites |
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displace = function (self, other, xHint, yHint) |
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if not self.solid or self == other or not other.solid then return end |
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if STRICT then assert(other:instanceOf(Sprite), 'asked to displace a non-sprite') end |
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||
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local spriteWidth = self.spriteWidth |
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local spriteHeight = self.spriteHeight |
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local startX, startY = self:pixelToMap(other.x - self.x, other.y - self.y) |
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local endX, endY = self:pixelToMap(other.x + other.width - self.x, |
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other.y + other.height - self.y) |
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||
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-- collect collisions against sprites |
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local collisions = {} |
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||
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for x = startX, endX do |
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for y = startY, endY do |
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local spr = self.sprites[self.map[x][y]] |
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||
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if spr and spr.solid then |
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local sprX = self.x + (x - 1) * spriteWidth |
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local sprY = self.y + (y - 1) * spriteHeight |
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||
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local xOverlap, yOverlap = other:overlap(sprX, sprY, spriteWidth, spriteHeight) |
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||
318 |
if xOverlap ~= 0 or yOverlap ~= 0 then |
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table.insert(collisions, { area = xOverlap * yOverlap, x = xOverlap, y = yOverlap, |
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a = spr, ax = sprX, ay = sprY }) |
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end |
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end |
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end |
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end |
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||
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-- sort as usual and displace |
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table.sort(collisions, Collision.sortCollisions) |
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||
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for _, col in ipairs(collisions) do |
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col.a.x, col.a.y = col.ax, col.ay |
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col.a:displace(other) |
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end |
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end, |
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||
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draw = function (self, x, y) |
|
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-- lock our x/y coordinates to integers |
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338 |
-- to avoid gaps in the tiles |
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339 |
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x = math.floor(x or self.x) |
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y = math.floor(y or self.y) |
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if not self.visible or self.alpha <= 0 then return end |
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343 |
if not self.spriteWidth or not self.spriteHeight then return end |
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344 |
||
345 |
-- determine drawing bounds |
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-- we draw to fill the entire app windoow |
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347 |
||
16
by Josh C
improve performance with (sketchy, experimental) sprite batches |
348 |
--local startX, startY = self:pixelToMap(-x, -y) |
349 |
--local endX, endY = self:pixelToMap(the.app.width - x, the.app.height - y) |
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350 |
local startX, startY = 1, 1 |
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local endX, endY = self:getMapSize() |
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352 |
||
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-- if using spritebatches, check if anything has changed |
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-- TODO: encapsulate this check? |
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if startX ~= self.prevStartX or |
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startY ~= self.prevStartY or |
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endX ~= self.prevEndX or |
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endY ~= self.prevEndY then |
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359 |
||
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--print('building sprite batch') |
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self.prevStartX, self.prevStartY = startX, startY |
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self.prevEndX, self.prevEndY = endX, endY |
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for k, batch in pairs(self.spriteBatches) do |
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366 |
--batch:bind() |
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batch:clear() |
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end |
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369 |
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-- queue each sprite drawing operation |
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371 |
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372 |
local toDraw = {} |
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373 |
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374 |
for drawY = startY, endY do |
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375 |
for drawX = startX, endX do |
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local sprite = self.sprites[self.map[drawX][drawY]] |
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377 |
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378 |
if sprite and sprite.visible then |
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379 |
if not toDraw[sprite] then |
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380 |
toDraw[sprite] = {} |
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381 |
end |
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382 |
||
383 |
table.insert(toDraw[sprite], { (drawX - 1) * self.spriteWidth, |
|
384 |
(drawY - 1) * self.spriteHeight }) |
|
1
by Josh C
zoetrope 1.4 |
385 |
end |
16
by Josh C
improve performance with (sketchy, experimental) sprite batches |
386 |
end |
387 |
end |
|
388 |
||
389 |
-- draw each sprite in turn |
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390 |
||
391 |
for sprite, list in pairs(toDraw) do |
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392 |
for _, coords in pairs(list) do |
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393 |
sprite:draw(coords[1], coords[2], self) |
|
1
by Josh C
zoetrope 1.4 |
394 |
end |
395 |
end |
|
396 |
end |
|
16
by Josh C
improve performance with (sketchy, experimental) sprite batches |
397 |
|
398 |
for _, batch in pairs(self.spriteBatches) do |
|
399 |
--batch:unbind() |
|
400 |
love.graphics.draw(batch, x, y) |
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1
by Josh C
zoetrope 1.4 |
401 |
end |
402 |
end, |
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403 |
||
404 |
-- makes sure all sprites receive startFrame messages |
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405 |
||
406 |
startFrame = function (self, elapsed) |
|
35
by Josh C
cluke009 zoetrope + my spritebatch changes |
407 |
for _, spr in self:members() do |
1
by Josh C
zoetrope 1.4 |
408 |
spr:startFrame(elapsed) |
409 |
end |
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410 |
||
411 |
Sprite.startFrame(self, elapsed) |
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412 |
end, |
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413 |
||
414 |
-- makes sure all sprites receive update messages |
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415 |
||
416 |
update = function (self, elapsed) |
|
35
by Josh C
cluke009 zoetrope + my spritebatch changes |
417 |
for _, spr in self:members() do |
1
by Josh C
zoetrope 1.4 |
418 |
spr:update(elapsed) |
419 |
end |
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420 |
||
421 |
Sprite.update(self, elapsed) |
|
422 |
end, |
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423 |
||
424 |
-- makes sure all sprites receive endFrame messages |
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425 |
||
426 |
endFrame = function (self, elapsed) |
|
35
by Josh C
cluke009 zoetrope + my spritebatch changes |
427 |
for _, spr in self:members() do |
1
by Josh C
zoetrope 1.4 |
428 |
spr:endFrame(elapsed) |
429 |
end |
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430 |
||
431 |
Sprite.endFrame(self, elapsed) |
|
432 |
end, |
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433 |
||
35
by Josh C
cluke009 zoetrope + my spritebatch changes |
434 |
-- mimic Group's members() method |
435 |
||
436 |
members = function (self) |
|
437 |
return ipairs(self.sprites) |
|
438 |
end, |
|
439 |
||
1
by Josh C
zoetrope 1.4 |
440 |
__tostring = function (self) |
35
by Josh C
cluke009 zoetrope + my spritebatch changes |
441 |
local result = 'Map (x: ' .. tostring(self.x) .. ', y: ' .. tostring(self.y) .. |
442 |
', w: ' .. tostring(self.width) .. ', h: ' .. tostring(self.height) .. ', ' |
|
1
by Josh C
zoetrope 1.4 |
443 |
|
444 |
if self.active then |
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445 |
result = result .. 'active, ' |
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446 |
else |
|
447 |
result = result .. 'inactive, ' |
|
448 |
end |
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449 |
||
450 |
if self.visible then |
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451 |
result = result .. 'visible, ' |
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452 |
else |
|
453 |
result = result .. 'invisible, ' |
|
454 |
end |
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455 |
||
456 |
if self.solid then |
|
457 |
result = result .. 'solid' |
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458 |
else |
|
459 |
result = result .. 'not solid' |
|
460 |
end |
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461 |
||
462 |
return result .. ')' |
|
463 |
end |
|
464 |
} |