1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
|
-- 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 self:members() do
spr:startFrame(elapsed)
end
Sprite.startFrame(self, elapsed)
end,
-- makes sure all sprites receive update messages
update = function (self, elapsed)
for _, spr in self:members() do
spr:update(elapsed)
end
Sprite.update(self, elapsed)
end,
-- makes sure all sprites receive endFrame messages
endFrame = function (self, elapsed)
for _, spr in self:members() do
spr:endFrame(elapsed)
end
Sprite.endFrame(self, elapsed)
end,
-- mimic Group's members() method
members = function (self)
return ipairs(self.sprites)
end,
__tostring = function (self)
local result = 'Map (x: ' .. tostring(self.x) .. ', y: ' .. tostring(self.y) ..
', w: ' .. tostring(self.width) .. ', h: ' .. tostring(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
}
|