bzr branch
http://9ix.org/bzr/zoeplat
1
by Josh C
zoetrope 1.3.1 |
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-- Class: Map |
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-- 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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||
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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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empty = function (self, width, height) |
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local x, y |
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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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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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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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||
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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[1] * self.spriteWidth |
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self.height = #self.map * self.spriteHeight |
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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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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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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: subcollide |
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-- This acts as a wrapper to multiple collide() calls, as if |
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-- there really were all the sprites in their particular positions. |
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-- This is much more useful than Map:collide(), which simply checks |
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-- if a sprite or group is touching the map at all. |
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-- |
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-- Arguments: |
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-- other - other <Sprite> or <Group> |
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-- |
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-- Returns: |
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-- boolean, whether any collision was detected |
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||
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subcollide = function (self, other) |
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local hit = false |
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local others |
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||
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if other.sprites then |
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others = other.sprites |
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else |
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others = { other } |
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end |
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for _, othSpr in pairs(others) do |
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if othSpr.solid then |
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if othSpr.sprites then |
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-- recurse into subgroups |
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-- order is important here to avoid short-circuiting inappopriately |
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hit = self:subcollide(othSpr.sprites) or hit |
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else |
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local startX, startY = self:pixelToMap(othSpr.x - self.x, othSpr.y - self.y) |
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local endX, endY = self:pixelToMap(othSpr.x + othSpr.width - self.x, |
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othSpr.y + othSpr.height - self.y) |
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local x, y |
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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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-- position our map sprite as if it were onscreen |
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spr.x = self.x + (x - 1) * self.spriteWidth |
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spr.y = self.y + (y - 1) * self.spriteHeight |
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hit = spr:collide(othSpr) or hit |
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end |
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end |
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end |
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end |
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end |
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end |
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return hit |
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end, |
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||
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-- Method: subdisplace |
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-- This acts as a wrapper to multiple displace() calls, as if |
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-- there really were all the sprites in their particular positions. |
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-- This is much more useful than Map:displace(), which pushes a sprite or group |
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-- so that it does not touch the map in its entirety. |
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-- |
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-- Arguments: |
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-- other - other <Sprite> or <Group> to displace |
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-- xHint - force horizontal displacement in one direction, uses direction constants |
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-- yHint - force vertical displacement in one direction, uses direction constants |
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-- |
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-- Returns: |
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-- nothing |
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subdisplace = function (self, other, xHint, yHint) |
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local others |
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if other.sprites then |
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others = other.sprites |
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else |
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others = { other } |
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end |
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||
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for _, othSpr in pairs(others) do |
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if othSpr.solid then |
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if othSpr.sprites then |
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-- recurse into subgroups |
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-- order is important here to avoid short-circuiting inappopriately |
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self:subdisplace(othSpr.sprites) |
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else |
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-- determine sprites we might intersect with |
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local startX, startY = self:pixelToMap(othSpr.x - self.x, othSpr.y - self.y) |
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local endX, endY = self:pixelToMap(othSpr.x + othSpr.width - self.x, |
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othSpr.y + othSpr.height - self.y) |
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local hit = true |
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local loops = 0 |
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-- We displace the target sprite along the axis that would satisfy the |
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-- most map sprites, but at the minimum distance for all of them. |
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-- xVotes and yVotes track which axis should be used; this is a |
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-- proportional vote, with sprites that have large amounts of overlap |
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-- getting more of a chance to overrule the others. We run this loop |
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-- repeatedly to make sure we end up with the target sprite not overlapping |
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-- anything in the map. |
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-- |
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-- This is based on the technique described at: |
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-- http://go.colorize.net/xna/2d_collision_response_xna/ |
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while hit and loops < 3 do |
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hit = false |
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loops = loops + 1 |
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local xVotes, yVotes = 0, 0 |
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local minChangeX, minChangeY, absMinChangeX, absMinChangeY |
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local origX, origY = othSpr.x, othSpr.y |
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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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if spr and spr.solid then |
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-- position our map sprite as if it were onscreen |
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spr.x = self.x + (x - 1) * self.spriteWidth |
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spr.y = self.y + (y - 1) * self.spriteHeight |
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-- displace and check to see if this displacement |
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-- would result in a smaller shift than any so far |
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spr:displace(othSpr) |
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local xChange = othSpr.x - origX |
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local yChange = othSpr.y - origY |
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if xChange ~= 0 then |
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xVotes = xVotes + math.abs(xChange) |
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hit = true |
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if not minChangeX or math.abs(xChange) < absMinChangeX then |
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minChangeX = xChange |
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absMinChangeX = math.abs(xChange) |
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end |
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end |
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||
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if yChange ~= 0 then |
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yVotes = yVotes + math.abs(yChange) |
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hit = true |
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if not minChangeY or math.abs(yChange) < absMinChangeY then |
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minChangeY = yChange |
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absMinChangeY = math.abs(yChange) |
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end |
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end |
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-- restore sprite to original position |
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othSpr.x = origX |
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othSpr.y = origY |
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end |
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end |
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end |
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if hit then |
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if xVotes > 0 and xVotes > yVotes then |
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othSpr.x = othSpr.x + minChangeX |
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elseif yVotes > 0 then |
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othSpr.y = othSpr.y + minChangeY |
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end |
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end |
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end |
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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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-- Method: getMapSize |
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-- Returns the size of the map in sprites. |
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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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draw = function (self, x, y) |
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-- lock our x/y coordinates to integers |
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-- to avoid gaps in the tiles |
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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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if not self.spriteWidth or not self.spriteHeight then return end |
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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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341 |
||
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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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||
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-- queue each sprite drawing operation |
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local toDraw = {} |
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||
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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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||
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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], { 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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363 |
||
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-- draw each sprite in turn |
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||
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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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||
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Sprite.draw(self) |
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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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385 |
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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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388 |
||
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-- remember, Lua tables start at index 1 |
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390 |
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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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393 |
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-- clamp to map bounds |
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395 |
||
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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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401 |
end |
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402 |
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return mapX, mapY |
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end, |
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405 |
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-- makes sure all sprites receive startFrame messages |
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407 |
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startFrame = function (self, elapsed) |
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for _, spr in pairs(self.sprites) do |
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spr:startFrame(elapsed) |
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end |
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412 |
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Sprite.startFrame(self, elapsed) |
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end, |
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415 |
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-- makes sure all sprites receive update messages |
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update = function (self, elapsed) |
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419 |
for _, spr in pairs(self.sprites) do |
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spr:update(elapsed) |
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421 |
end |
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422 |
||
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Sprite.update(self, elapsed) |
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end, |
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425 |
||
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-- makes sure all sprites receive endFrame messages |
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427 |
||
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endFrame = function (self, elapsed) |
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429 |
for _, spr in pairs(self.sprites) do |
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430 |
spr:endFrame(elapsed) |
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end |
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432 |
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433 |
Sprite.endFrame(self, elapsed) |
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end, |
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435 |
||
436 |
__tostring = function (self) |
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437 |
local result = 'Map (x: ' .. self.x .. ', y: ' .. self.y .. |
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438 |
', w: ' .. self.width .. ', h: ' .. self.height .. ', ' |
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439 |
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440 |
if self.active then |
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441 |
result = result .. 'active, ' |
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else |
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443 |
result = result .. 'inactive, ' |
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end |
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445 |
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446 |
if self.visible then |
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447 |
result = result .. 'visible, ' |
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else |
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449 |
result = result .. 'invisible, ' |
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450 |
end |
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451 |
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452 |
if self.solid then |
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453 |
result = result .. 'solid' |
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else |
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455 |
result = result .. 'not solid' |
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end |
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457 |
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return result .. ')' |
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end |
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460 |
} |