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|
-- Class: Map
-- A map saves memory and CPU time by acting as if it were a grid of sprites.
-- Each different type of sprite in the grid is represented via a single
-- object. Each sprite must have the same size, however.
--
-- This works very similarly to a tilemap, but there is additional flexibility
-- in using a sprite, e.g. animation and other display effects. (If you want it
-- to act like a tilemap, use its loadTiles method.) However, changing a sprite's
-- x or y position has no effect. Changing the scale will have weird effects as
-- a map expects every sprite to be the same size.
--
-- Extends:
-- <Sprite>
Map = Sprite:extend
{
-- Constant: NO_SPRITE
-- Represents a map entry with no sprite.
NO_SPRITE = -1,
-- Property: sprites
-- An ordered table of <Sprite> objects to be used in conjunction with the map property.
sprites = {},
-- Property: map
-- A two-dimensional table of values, each corresponding to an entry in the sprites property.
-- nb. The tile at (0, 0) visually is stored in [1, 1].
map = {},
spriteBatches = {},
prevStartX = nil,
prevStartY = nil,
prevEndX = nil,
prevEndY = nil,
-- Method: empty
-- Creates an empty map.
--
-- Arguments:
-- width - width of the map in sprites
-- height - height of the map in sprites
--
-- Returns:
-- self, for chaining
empty = function (self, width, height)
local x, y
-- empty the map
for x = 1, width do
self.map[x] = {}
for y = 1, height do
self.map[x][y] = Map.NO_SPRITE
end
end
-- set bounds
self.width = width * self.spriteWidth
self.height = height * self.spriteHeight
return self
end,
-- Method: loadMap
-- Loads map data from a file, typically comma-separated values.
-- Each entry corresponds to an index in self.sprites, and all rows
-- must have the same number of columns.
--
-- Arguments:
-- file - filename of source text to use
-- colSeparator - character to use as separator of columns, default ','
-- rowSeparator - character to use as separator of rows, default newline
--
-- Returns:
-- self, for chaining
loadMap = function (self, file, colSeparator, rowSeparator)
colSeparator = colSeparator or ','
rowSeparator = rowSeparator or '\n'
-- load data
local x, y
local source = Cached:text(file)
local rows = split(source, rowSeparator)
for y = 1, #rows do
local cols = split(rows[y], colSeparator)
for x = 1, #cols do
if not self.map[x] then self.map[x] = {} end
self.map[x][y] = tonumber(cols[x])
end
end
-- set bounds
self.width = #self.map * self.spriteWidth
self.height = #self.map[1] * self.spriteHeight
return self
end,
-- Method: loadTiles
--- Loads the sprites group with slices of a source image.
-- By default, this uses the Tile class for sprites, but you
-- may pass as replacement class.
--
-- Arguments:
-- image - source image to use for tiles
-- class - class to create objects with; constructor
-- will be called with properties: image, width,
-- height, imageOffset (with x and y sub-properties)
-- startIndex - starting index of tiles in self.sprites, default 0
--
-- Returns:
-- self, for chaining
loadTiles = function (self, image, class, startIndex)
assert(self.spriteWidth and self.spriteHeight, 'sprite size must be set before loading tiles')
if type(startIndex) ~= 'number' then startIndex = 0 end
class = class or Tile
self.sprites = self.sprites or {}
local imageObj = Cached:image(image)
local imageWidth = imageObj:getWidth()
local imageHeight = imageObj:getHeight()
local i = startIndex
for y = 0, imageHeight - self.spriteHeight, self.spriteHeight do
for x = 0, imageWidth - self.spriteWidth, self.spriteWidth do
self.sprites[i] = class:new{ image = image, width = self.spriteWidth,
height = self.spriteHeight,
imageOffset = { x = x, y = y }}
i = i + 1
end
end
return self
end,
-- Method: getMapSize
-- Returns the size of the map in map coordinates.
--
-- Arguments:
-- none
--
-- Returns:
-- width and height in integers
getMapSize = function (self)
if #self.map == 0 then
return 0, 0
else
return #self.map, #self.map[1]
end
end,
-- Method: pixelToMap
-- Converts pixels to map coordinates.
--
-- Arguments:
-- x - x coordinate in pixels
-- y - y coordinate in pixels
-- clamp - clamp to map bounds? defaults to true
--
-- Returns:
-- x, y map coordinates
pixelToMap = function (self, x, y, clamp)
if type(clamp) == 'nil' then clamp = true end
-- remember, Lua tables start at index 1
local mapX = math.floor(x / self.spriteWidth) + 1
local mapY = math.floor(y / self.spriteHeight) + 1
-- clamp to map bounds
if clamp then
if mapX < 1 then mapX = 1 end
if mapY < 1 then mapY = 1 end
if mapX > #self.map then mapX = #self.map end
if mapY > #self.map[1] then mapY = #self.map[1] end
end
return mapX, mapY
end,
-- Method: spriteAtMap
-- Returns the sprite at a given set of map coordinates, with
-- the correct pixel position for that sprite. Remember that
-- sprites in maps are shared, so any changes you make to one
-- sprite will carry over to all instances of that sprite in the map.
--
-- Arguments:
-- x - x coordinate in map units
-- y - y coordinate in map units
--
-- Returns:
-- <Sprite> instance. If no sprite is present at these
-- coordinates, the method returns nil.
spriteAtMap = function (self, x, y)
if self.map[x] and self.map[x][y] then
local spr = self.sprites[self.map[x][y]]
if spr then
spr.x = (x - 1) * self.spriteWidth
spr.y = (y - 1) * self.spriteHeight
return spr
end
elseif STRICT then
print('Warning: asked for map sprite at ' .. x .. ', ' .. y ' but map isn\'t that big')
end
end,
-- Method: spriteAtPixel
-- Returns the sprite at a given set of pixel coordinates, with
-- the correct pixel position for that sprite. Remember that
-- sprites in maps are shared, so any changes you make to one
-- sprite will carry over to all instances of that sprite in the map.
--
-- Arguments:
-- x - x coordinate in pixels
-- y - y coordinate in pixels
--
-- Returns:
-- <Sprite> instance. If no sprite is present at these
-- coordinates, the method returns nil.
spriteAtPixel = function (self, x, y)
return self:spriteAtMap((x - 1) * self.spriteWidth, (y - 1) * self.spriteHeight)
end,
-- This overrides a method in <Sprite>, passing along
-- collidedWith() calls to all sprites in the map touching a
-- sprite.
--
-- Arguments:
-- other - other <Sprite>
--
-- Returns:
-- nothing
collidedWith = function (self, other)
local spriteWidth = self.spriteWidth
local spriteHeight = self.spriteHeight
local startX, startY = self:pixelToMap(other.x - self.x, other.y - self.y)
local endX, endY = self:pixelToMap(other.x + other.width - self.x,
other.y + other.height - self.y)
-- collect collisions against sprites
local collisions = {}
for x = startX, endX do
for y = startY, endY do
local spr = self.sprites[self.map[x][y]]
if spr and spr.solid then
local sprX = self.x + (x - 1) * spriteWidth
local sprY = self.y + (y - 1) * spriteHeight
local xOverlap, yOverlap = other:overlap(sprX, sprY, spriteWidth, spriteHeight)
if xOverlap ~= 0 or yOverlap ~= 0 then
table.insert(collisions, { area = xOverlap * yOverlap, x = xOverlap, y = yOverlap,
a = spr, ax = sprX, ay = sprY })
end
end
end
end
-- sort as usual and pass off collidedWith() calls
table.sort(collisions, Collision.sortCollisions)
for _, col in ipairs(collisions) do
col.a.x, col.a.y = col.ax, col.ay
col.a:collidedWith(other, col.x, col.y)
other:collidedWith(col.a, col.x, col.y)
end
end,
-- this is here mainly for completeness; it's better to specify displacement
-- in individual map sprites
displace = function (self, other, xHint, yHint)
if not self.solid or self == other or not other.solid then return end
if STRICT then assert(other:instanceOf(Sprite), 'asked to displace a non-sprite') end
local spriteWidth = self.spriteWidth
local spriteHeight = self.spriteHeight
local startX, startY = self:pixelToMap(other.x - self.x, other.y - self.y)
local endX, endY = self:pixelToMap(other.x + other.width - self.x,
other.y + other.height - self.y)
-- collect collisions against sprites
local collisions = {}
for x = startX, endX do
for y = startY, endY do
local spr = self.sprites[self.map[x][y]]
if spr and spr.solid then
local sprX = self.x + (x - 1) * spriteWidth
local sprY = self.y + (y - 1) * spriteHeight
local xOverlap, yOverlap = other:overlap(sprX, sprY, spriteWidth, spriteHeight)
if xOverlap ~= 0 or yOverlap ~= 0 then
table.insert(collisions, { area = xOverlap * yOverlap, x = xOverlap, y = yOverlap,
a = spr, ax = sprX, ay = sprY })
end
end
end
end
-- sort as usual and displace
table.sort(collisions, Collision.sortCollisions)
for _, col in ipairs(collisions) do
col.a.x, col.a.y = col.ax, col.ay
col.a:displace(other)
end
end,
draw = function (self, x, y)
-- lock our x/y coordinates to integers
-- to avoid gaps in the tiles
x = math.floor(x or self.x)
y = math.floor(y or self.y)
if not self.visible or self.alpha <= 0 then return end
if not self.spriteWidth or not self.spriteHeight then return end
-- determine drawing bounds
-- we draw to fill the entire app windoow
--local startX, startY = self:pixelToMap(-x, -y)
--local endX, endY = self:pixelToMap(the.app.width - x, the.app.height - y)
local startX, startY = 1, 1
local endX, endY = self:getMapSize()
-- if using spritebatches, check if anything has changed
-- TODO: encapsulate this check?
if startX ~= self.prevStartX or
startY ~= self.prevStartY or
endX ~= self.prevEndX or
endY ~= self.prevEndY then
--print('building sprite batch')
self.prevStartX, self.prevStartY = startX, startY
self.prevEndX, self.prevEndY = endX, endY
for k, batch in pairs(self.spriteBatches) do
--batch:bind()
batch:clear()
end
-- queue each sprite drawing operation
local toDraw = {}
for drawY = startY, endY do
for drawX = startX, endX do
local sprite = self.sprites[self.map[drawX][drawY]]
if sprite and sprite.visible then
if not toDraw[sprite] then
toDraw[sprite] = {}
end
table.insert(toDraw[sprite], { (drawX - 1) * self.spriteWidth,
(drawY - 1) * self.spriteHeight })
end
end
end
-- draw each sprite in turn
for sprite, list in pairs(toDraw) do
for _, coords in pairs(list) do
sprite:draw(coords[1], coords[2], self)
end
end
end
for _, batch in pairs(self.spriteBatches) do
--batch:unbind()
love.graphics.draw(batch, x, y)
end
end,
-- makes sure all sprites receive startFrame messages
startFrame = function (self, elapsed)
for _, spr in pairs(self.sprites) do
spr:startFrame(elapsed)
end
Sprite.startFrame(self, elapsed)
end,
-- makes sure all sprites receive update messages
update = function (self, elapsed)
for _, spr in pairs(self.sprites) do
spr:update(elapsed)
end
Sprite.update(self, elapsed)
end,
-- makes sure all sprites receive endFrame messages
endFrame = function (self, elapsed)
for _, spr in pairs(self.sprites) do
spr:endFrame(elapsed)
end
Sprite.endFrame(self, elapsed)
end,
__tostring = function (self)
local result = 'Map (x: ' .. self.x .. ', y: ' .. self.y ..
', w: ' .. self.width .. ', h: ' .. self.height .. ', '
if self.active then
result = result .. 'active, '
else
result = result .. 'inactive, '
end
if self.visible then
result = result .. 'visible, '
else
result = result .. 'invisible, '
end
if self.solid then
result = result .. 'solid'
else
result = result .. 'not solid'
end
return result .. ')'
end
}
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