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Viewing changes to zoetrope/sprites/map.lua

  • Committer: Josh C
  • Date: 2013-08-24 03:54:55 UTC
  • Revision ID: josh@9ix.org-20130824035455-upi2mnssckafqxgs
map loading, super basic movement

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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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        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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        -- Method: empty
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        -- Creates an empty map.
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        --
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                -- determine drawing bounds
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                -- we draw to fill the entire app windoow
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                --local startX, startY = self:pixelToMap(-x, -y)
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                --local endX, endY = self:pixelToMap(the.app.width - x, the.app.height - y)
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                local startX, startY = 1, 1
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                local endX, endY = self:getMapSize()
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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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                        --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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                                --batch:bind()
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                                batch:clear()
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                        end
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                        -- queue each sprite drawing operation
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                        local toDraw = {}
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                        for drawY = startY, endY do
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                                for drawX = startX, endX do
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                                        local sprite = self.sprites[self.map[drawX][drawY]]
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                                        if sprite and sprite.visible then
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                                                if not toDraw[sprite] then
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                                                        toDraw[sprite] = {}
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                                                end
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                                                table.insert(toDraw[sprite], { (drawX - 1) * self.spriteWidth,
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                                                                               (drawY - 1) * self.spriteHeight })
 
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                local startX, startY = self:pixelToMap(-x, -y)
 
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                local endX, endY = self:pixelToMap(the.app.width - x, the.app.height - y)
 
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                -- queue each sprite drawing operation
 
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                local toDraw = {}
 
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                for drawY = startY, endY do
 
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                        for drawX = startX, endX do
 
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                                local sprite = self.sprites[self.map[drawX][drawY]]
 
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                                if sprite and sprite.visible then
 
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                                        if not toDraw[sprite] then
 
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                                                toDraw[sprite] = {}
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                                        end
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                                end
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                        end
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                        -- draw each sprite in turn
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                        for sprite, list in pairs(toDraw) do
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                                for _, coords in pairs(list) do
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                                        sprite:draw(coords[1], coords[2], self)
 
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                                        table.insert(toDraw[sprite], { x + (drawX - 1) * self.spriteWidth,
 
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                                                                                                   y + (drawY - 1) * self.spriteHeight })
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                                end
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                        end
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                end
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                for _, batch in pairs(self.spriteBatches) do
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                        --batch:unbind()
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                        love.graphics.draw(batch, x, y)
 
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                -- draw each sprite in turn
 
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                for sprite, list in pairs(toDraw) do
 
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                        for _, coords in pairs(list) do
 
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                                sprite:draw(coords[1], coords[2])
 
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                        end
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                end
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        end,
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