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-- Class: View
-- A view is a group that packages several useful objects with it.
-- It's helpful to use, but not required. When a view is created, it
-- automatically sets the.view for itself. the.view should be considered
-- a read-only reference. If you want to switch views, you *must* set
-- the app's view property instead.
--
-- Extends:
-- <Group>
View = Group:extend{
-- Property: timer
-- A built-in <Timer> object for use as needed.
-- Property: tween
-- A built-in <Tween> object for use as needed.
-- Property: factory
-- A built-in <Factory> object for use as needed.
-- Property: focus
-- A <Sprite> to keep centered onscreen.
-- Property: focusOffset
-- This shifts the view of the focus, if one is set. If both
-- x and y properties are set to 0, then the view keeps the focus
-- centered onscreen.
focusOffset = { x = 0, y = 0 },
-- Property: minVisible
-- The view clamps its scrolling so that nothing above or to the left
-- of these x and y coordinates is visible.
minVisible = { x = -math.huge, y = -math.huge },
-- Property: maxVisible
-- This view clamps its scrolling so that nothing below or to the right
-- of these x and y coordinates is visible.
maxVisible = { x = math.huge, y = math.huge },
-- private property: _tint
-- used to implement tints.
-- private property: _fx
-- used to perform fades and flashes.
new = function (self, obj)
obj = self:extend(obj)
obj.timer = Timer:new()
obj:add(obj.timer)
obj.tween = Tween:new()
obj:add(obj.tween)
obj.factory = Factory:new()
-- set the.view briefly, so that during the onNew() handler
-- we appear to be the current view
local oldView = the.view
the.view = obj
if obj.onNew then obj:onNew() end
-- then reset it so that nothing breaks for the remainder
-- of the frame for the old, outgoing view members.
-- our parent app will restore us into the.view at the top of the next frame
-- exception: there was no old view.
if oldView then the.view = oldView end
return obj
end,
-- Method: loadLayers
-- Loads layers from a Lua source file (as generated by Tiled -- http://mapeditor.org).
-- Each layer is created as a <Group> and added to preserve its ordering. Tile layers
-- are created as <Map> instances; object layers will try to create instances of a class
-- named by the object's name property. If no class exists by this name, or the object
-- has no name property, a gray fill will be created instead, as a placeholder. If the
-- object has a property named _the, then this will set the.[whatever] to it.
--
-- Arguments:
-- file - filename to load
--
-- Returns:
-- nothing
loadLayers = function (self, file)
local ok, data = pcall(loadstring(Cached:text(file)))
local _, _, directory = string.find(file, '^(.*[/\\])')
directory = directory or ''
if ok then
-- store tile properties by gid
local tileProtos = {}
for _, tileset in pairs(data.tilesets) do
for _, tile in pairs(tileset.tiles) do
local id = tileset.firstgid + tile.id
for key, value in pairs(tile.properties) do
tile.properties[key] = tovalue(value)
end
tileProtos[id] = tile
tileProtos[id].width = tileset.tilewidth
tileProtos[id].height = tileset.tileheight
end
end
for _, layer in pairs(data.layers) do
if View[layer.name] then
error('the View class reserves the ' .. layer.name .. ' property for its own use; you cannot load a layer with that name')
end
if STRICT and self[layer.name] then
local info = debug.getinfo(2, 'Sl')
print('Warning: a property named ' .. layer.name .. ' already exists in the current view (' ..
info.short_src .. ', line ' .. info.currentline .. ')')
end
if layer.type == 'tilelayer' then
local map = Map:new{ spriteWidth = data.tilewidth, spriteHeight = data.tileheight }
map:empty(layer.width, layer.height)
-- load tiles
for _, tiles in pairs(data.tilesets) do
map:loadTiles(directory .. tiles.image, Tile, tiles.firstgid)
-- and mix in properties where applicable
for id, tile in pairs(tileProtos) do
if map.sprites[id] then
map.sprites[id]:mixin(tile.properties)
end
end
end
-- load tile data
local x = 1
local y = 1
for _, val in ipairs(layer.data) do
map.map[x][y] = val
x = x + 1
if x > layer.width then
x = 1
y = y + 1
end
end
self[layer.name] = map
self:add(map)
elseif layer.type == 'objectgroup' then
local group = Group:new()
for _, obj in pairs(layer.objects) do
-- roll in tile properties if based on a tile
if obj.gid and tileProtos[obj.gid] then
local tile = tileProtos[obj.gid]
obj.name = tile.properties.name
obj.width = tile.width
obj.height = tile.height
for key, value in pairs(tile.properties) do
obj.properties[key] = tovalue(value)
end
-- Tiled tile-based objects measure their y
-- position at their lower-left corner, instead
-- of their upper-left corner as usual
obj.y = obj.y - obj.height
end
-- create a new object if the class does exist
local spr
if _G[obj.name] then
obj.properties.x = obj.x
obj.properties.y = obj.y
obj.properties.width = obj.width
obj.properties.height = obj.height
spr = _G[obj.name]:new(obj.properties)
else
spr = Fill:new{ x = obj.x, y = obj.y, width = obj.width, height = obj.height, fill = { 128, 128, 128 } }
end
if obj.properties._the then
the[obj.properties._the] = spr
end
group:add(spr)
end
self[layer.name] = group
self:add(group)
else
error("don't know how to create a " .. layer.type .. " layer from file data")
end
end
else
error('could not load view data from file: ' .. data)
end
end,
-- Method: clampTo
-- Clamps the view so that it never scrolls past a sprite's boundaries.
-- This only looks at the sprite's position at this instant in time,
-- not afterwards.
--
-- Arguments:
-- sprite - sprite to clamp to
--
-- Returns:
-- nothing
clampTo = function (self, sprite)
self.minVisible.x = sprite.x
if sprite.x + sprite.width > the.app.width then
self.maxVisible.x = sprite.x + sprite.width
else
self.maxVisible.x = the.app.width
end
self.minVisible.y = sprite.y
if sprite.y + sprite.height > the.app.height then
self.maxVisible.y = sprite.y + sprite.height
else
self.maxVisible.y = the.app.height
end
end,
-- Method: panTo
-- Pans the view so that the target sprite or position is centered
-- onscreen. This sets the view's focus to nil.
--
-- Arguments:
-- target - sprite or coordinate pair to pan to
-- duration - how long the pan will take, in seconds
-- ease - what easing to apply, see <Tween> for details, defaults to 'quadInOut'
--
-- Returns:
-- A <Promise> that is fulfilled when the pan completes.
panTo = function (self, target, duration, ease)
ease = ease or 'quadInOut'
local targetX, targetY
if STRICT then
assert((target.x and target.y and target.width and target.height) or (#target == 2),
'pan target does not appear to be a sprite or coordinate pair')
assert(type(duration) == 'number', 'pan duration is not a number')
assert(self.tween.easers[ease], 'pan easing method ' .. ease .. ' is not defined')
end
if target.x and target.y and target.width and target.height then
targetX = target.x + target.width / 2
targetY = target.y + target.height / 2
else
targetX = target[1]
targetY = target[2]
end
-- calculate translation to center these coordinates
local tranX = math.floor(-targetX + the.app.width / 2)
local tranY = math.floor(-targetY + the.app.height / 2)
-- clamp translation to min and max visible
if tranX > - self.minVisible.x then tranX = - self.minVisible.x end
if tranY > - self.minVisible.y then tranY = - self.minVisible.y end
if tranX < the.app.width - self.maxVisible.x then
tranX = the.app.width - self.maxVisible.x
end
if tranY < the.app.height - self.maxVisible.y then
tranY = the.app.height - self.maxVisible.y
end
-- tween the appropriate properties
-- some care has to be taken to avoid fulfilling the promise twice
self.focus = nil
local promise = Promise:new()
if tranX ~= self.translate.x then
self.tween:start(self.translate, 'x', tranX, duration, ease)
:andThen(function() promise:fulfill() end)
if tranY ~= self.translate.y then
self.tween:start(self.translate, 'y', tranY, duration, ease)
end
elseif tranY ~= self.translate.y then
self.tween:start(self.translate, 'y', tranY, duration, ease)
:andThen(function() promise:fulfill() end)
else
promise:fulfill()
end
return promise
end,
-- Method: fade
-- Fades out to a specified color over a period of time.
--
-- Arguments:
-- color - color table to fade to, e.g. { 0, 0, 0 }
-- duration - how long to fade out in seconds, default 1
--
-- Returns:
-- A <Promise> that is fulfilled when the effect completes.
fade = function (self, color, duration)
assert(type(color) == 'table', 'color to fade to is ' .. type(color) .. ', not a table')
local alpha = color[4] or 255
self._fx = color
self._fx[4] = 0
return self.tween:start(self._fx, 4, alpha, duration or 1, 'quadOut')
end,
-- Method: flash
-- Immediately flashes the screen to a specific color, then fades out.
--
-- Arguments:
-- color - color table to flash, e.g. { 0, 0, 0 }
-- duration - how long to restore normal view in seconds, default 1
--
-- Returns:
-- A <Promise> that is fulfilled when the effect completes.
flash = function (self, color, duration)
assert(type(color) == 'table', 'color to flash is ' .. type(color) .. ', not a table')
color[4] = color[4] or 255
self._fx = color
return self.tween:start(self._fx, 4, 0, duration or 1, 'quadOut')
end,
-- Method: tint
-- Immediately tints the screen a color. To restore normal viewing,
-- call this method again with no arguments.
--
-- Arguments:
-- red - red component, 0-255
-- green - green component, 0-255
-- blue - blue component, 0-255
-- alpha - alpha, 0-255, default 255
--
-- Returns:
-- nothing
tint = function (self, red, green, blue, alpha)
alpha = alpha or 255
if red and green and blue and alpha > 0 then
self._tint = { red, green, blue, alpha }
else
self._tint = nil
end
end,
update = function (self, elapsed)
local screenWidth = the.app.width
local screenHeight = the.app.height
-- follow the focused sprite
if self.focus and self.focus.width < screenWidth
and self.focus.height < screenHeight then
self.translate.x = math.floor(- (self.focus.x + self.focusOffset.x) +
(screenWidth - self.focus.width) / 2)
self.translate.y = math.floor(- (self.focus.y + self.focusOffset.y) +
(screenHeight - self.focus.height) / 2)
end
-- clamp translation to min and max visible
if self.translate.x > - self.minVisible.x then
self.translate.x = - self.minVisible.x
end
if self.translate.y > - self.minVisible.y then
self.translate.y = - self.minVisible.y
end
if self.translate.x < screenWidth - self.maxVisible.x then
self.translate.x = screenWidth - self.maxVisible.x
end
if self.translate.y < screenHeight - self.maxVisible.y then
self.translate.y = screenHeight - self.maxVisible.y
end
Group.update(self, elapsed)
end,
draw = function (self, x, y)
Group.draw(self, x, y)
-- draw our fx and tint on top of everything
if self._tint then
love.graphics.setColor(self._tint)
love.graphics.rectangle('fill', 0, 0, the.app.width, the.app.height)
love.graphics.setColor(255, 255, 255, 255)
end
if self._fx then
love.graphics.setColor(self._fx)
love.graphics.rectangle('fill', 0, 0, the.app.width, the.app.height)
love.graphics.setColor(255, 255, 255, 255)
end
end,
__tostring = function (self)
local result = 'View ('
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 .. ', ' .. self:count(true) .. ' sprites)'
end
}
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