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Viewing changes to zoetrope/core/view.lua

  • Committer: Josh C
  • Date: 2013-03-05 22:06:58 UTC
  • Revision ID: josh@9ix.org-20130305220658-92yptjso9z57vzly
use zoetrope 288:a82a08660477 2013-02-23

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-- Extends:
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--              <Group>
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View = Group:extend{
 
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View = Group:extend
 
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{
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        -- Property: timer
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        -- A built-in <Timer> object for use as needed.
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                return obj
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        end,
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        -- Method: loadLayers
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        -- Loads layers from a Lua source file (as generated by Tiled -- http://mapeditor.org).
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        -- Each layer is created as a <Group> and added to preserve its ordering. Tile layers
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        -- are created as <Map> instances; object layers will try to create instances of a class
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        -- named by the object's name property. If no class exists by this name, or the object
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        -- has no name property, a gray fill will be created instead, as a placeholder. If the
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        -- object has a property named _the, then this will set the.[whatever] to it.
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        --
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        -- Arguments:
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        --              file - filename to load
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        --
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        -- Returns:
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        --              nothing
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        loadLayers = function (self, file)
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                local ok, data = pcall(loadstring(Cached:text(file)))
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                local _, _, directory = string.find(file, '^(.*[/\\])')
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                directory = directory or ''
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                if ok then
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                        -- store tile properties by gid
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                        local tileProtos = {}
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                        for _, tileset in pairs(data.tilesets) do
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                                for _, tile in pairs(tileset.tiles) do
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                                        local id = tileset.firstgid + tile.id
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                                        for key, value in pairs(tile.properties) do
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                                                tile.properties[key] = tovalue(value)
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                                        end
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                                        tileProtos[id] = tile
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                                        tileProtos[id].width = tileset.tilewidth
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                                        tileProtos[id].height = tileset.tileheight
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                                end
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                        end
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                        for _, layer in pairs(data.layers) do
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                                if View[layer.name] then
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                                        error('the View class reserves the ' .. layer.name .. ' property for its own use; you cannot load a layer with that name')
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                                end
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                                if STRICT and self[layer.name] then
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                                        local info = debug.getinfo(2, 'Sl')
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                                        print('Warning: a property named ' .. layer.name .. ' already exists in the current view (' ..
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                                                  info.short_src .. ', line ' .. info.currentline .. ')')
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                                end
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                                if layer.type == 'tilelayer' then
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                                        local map = Map:new{ spriteWidth = data.tilewidth, spriteHeight = data.tileheight }
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                                        map:empty(layer.width, layer.height)
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                                        -- load tiles
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                                        for _, tiles in pairs(data.tilesets) do
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                                                map:loadTiles(directory .. tiles.image, Tile, tiles.firstgid)
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                                                -- and mix in properties where applicable
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                                                for id, tile in pairs(tileProtos) do
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                                                        if map.sprites[id] then
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                                                                map.sprites[id]:mixin(tile.properties)
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                                                        end
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                                                end
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                                        end
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                                        -- load tile data
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                                        local x = 1
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                                        local y = 1
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                                        for _, val in ipairs(layer.data) do
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                                                map.map[x][y] = val
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                                                x = x + 1
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                                                if x > layer.width then
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                                                        x = 1
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                                                        y = y + 1
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                                                end
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                                        end
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                                        self[layer.name] = map
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                                        self:add(map)
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                                elseif layer.type == 'objectgroup' then
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                                        local group = Group:new()
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                                        for _, obj in pairs(layer.objects) do
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                                                -- roll in tile properties if based on a tile
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                                                if obj.gid and tileProtos[obj.gid] then
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                                                        local tile = tileProtos[obj.gid]
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                                                        obj.name = tile.properties.name
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                                                        obj.width = tile.width
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                                                        obj.height = tile.height
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                                                        for key, value in pairs(tile.properties) do
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                                                                obj.properties[key] = tovalue(value)
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                                                        end
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                                                        -- Tiled tile-based objects measure their y
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                                                        -- position at their lower-left corner, instead
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                                                        -- of their upper-left corner as usual
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                                                        obj.y = obj.y - obj.height
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                                                end
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                                                -- create a new object if the class does exist
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                                                local spr
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                                                if _G[obj.name] then
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                                                        obj.properties.x = obj.x
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                                                        obj.properties.y = obj.y
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                                                        obj.properties.width = obj.width
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                                                        obj.properties.height = obj.height
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                                                        spr = _G[obj.name]:new(obj.properties)
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                                                else
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                                                        spr = Fill:new{ x = obj.x, y = obj.y, width = obj.width, height = obj.height, fill = { 128, 128, 128 } }
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                                                end
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                                                if obj.properties._the then
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                                                        the[obj.properties._the] = spr
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                                                end
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                                                group:add(spr)
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                                        end
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                                        self[layer.name] = group
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                                        self:add(group)
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                                else
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                                        error("don't know how to create a " .. layer.type .. " layer from file data")
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                                end
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                        end
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                else
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                        error('could not load view data from file: ' .. data)
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                end
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        end,
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        -- Method: clampTo
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        -- Clamps the view so that it never scrolls past a sprite's boundaries.
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        -- This only looks at the sprite's position at this instant in time,
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        end,
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        update = function (self, elapsed)
 
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                Group.update(self, elapsed)
 
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                -- follow the focused sprite
 
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                local screenWidth = the.app.width
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                local screenHeight = the.app.height
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                -- let sprites update their physics before adjusting focus
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                Group.update(self, elapsed)
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                -- follow the focused sprite
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                if self.focus and self.focus.width < screenWidth
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                   and self.focus.height < screenHeight then
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                if self.translate.y < screenHeight - self.maxVisible.y then
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                        self.translate.y = screenHeight - self.maxVisible.y
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                end
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                --Group.update(self, elapsed)
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        end,
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        draw = function (self, x, y)