format and stuff
This commit is contained in:
+57
-57
@@ -4,14 +4,14 @@
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-- @copyright 2019
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-- @license MIT/X11
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local love = _G.love
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local utils = require((...):gsub('plugins.box2d', 'utils'))
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local lg = require((...):gsub('plugins.box2d', 'graphics'))
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local love = _G.love
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local utils = require((...):gsub("plugins.box2d", "utils"))
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local lg = require((...):gsub("plugins.box2d", "graphics"))
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return {
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box2d_LICENSE = "MIT/X11",
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box2d_URL = "https://github.com/karai17/Simple-Tiled-Implementation",
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box2d_VERSION = "2.3.2.7",
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box2d_LICENSE = "MIT/X11",
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box2d_URL = "https://github.com/karai17/Simple-Tiled-Implementation",
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box2d_VERSION = "2.3.2.7",
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box2d_DESCRIPTION = "Box2D hooks for STI.",
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--- Initialize Box2D physics world.
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@@ -19,7 +19,7 @@ return {
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box2d_init = function(map, world)
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assert(love.physics, "To use the Box2D plugin, please enable the love.physics module.")
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local body = love.physics.newBody(world, map.offsetx, map.offsety)
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local body = love.physics.newBody(world, map.offsetx, map.offsety)
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local collision = {
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body = body,
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}
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@@ -40,32 +40,32 @@ return {
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local currentBody = body
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--dynamic are objects/players etc.
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if userdata.properties.dynamic == true then
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currentBody = love.physics.newBody(world, map.offsetx, map.offsety, 'dynamic')
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currentBody = love.physics.newBody(world, map.offsetx, map.offsety, "dynamic")
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-- static means it shouldn't move. Things like walls/ground.
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elseif userdata.properties.static == true then
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currentBody = love.physics.newBody(world, map.offsetx, map.offsety, 'static')
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currentBody = love.physics.newBody(world, map.offsetx, map.offsety, "static")
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-- kinematic means that the object is static in the game world but effects other bodies
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elseif userdata.properties.kinematic == true then
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currentBody = love.physics.newBody(world, map.offsetx, map.offsety, 'kinematic')
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currentBody = love.physics.newBody(world, map.offsetx, map.offsety, "kinematic")
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end
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local fixture = love.physics.newFixture(currentBody, shape)
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fixture:setUserData(userdata)
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-- Set some custom properties from userdata (or use default set by box2d)
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fixture:setFriction(userdata.properties.friction or 0.2)
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fixture:setFriction(userdata.properties.friction or 0.2)
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fixture:setRestitution(userdata.properties.restitution or 0.0)
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fixture:setSensor(userdata.properties.sensor or false)
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fixture:setSensor(userdata.properties.sensor or false)
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fixture:setFilterData(
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userdata.properties.categories or 1,
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userdata.properties.mask or 65535,
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userdata.properties.group or 0
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userdata.properties.mask or 65535,
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userdata.properties.group or 0
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)
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local obj = {
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object = object,
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body = currentBody,
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shape = shape,
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object = object,
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body = currentBody,
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shape = shape,
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fixture = fixture,
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}
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@@ -84,33 +84,33 @@ return {
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local function calculateObjectPosition(object, tile)
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local o = {
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shape = object.shape,
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x = (object.dx or object.x) + map.offsetx,
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y = (object.dy or object.y) + map.offsety,
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w = object.width,
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h = object.height,
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polygon = object.polygon or object.polyline or object.ellipse or object.rectangle
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shape = object.shape,
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x = (object.dx or object.x) + map.offsetx,
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y = (object.dy or object.y) + map.offsety,
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w = object.width,
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h = object.height,
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polygon = object.polygon or object.polyline or object.ellipse or object.rectangle,
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}
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local userdata = {
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object = o,
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properties = object.properties
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object = o,
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properties = object.properties,
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}
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o.r = object.rotation or 0
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if o.shape == "rectangle" then
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local cos = math.cos(math.rad(o.r))
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local sin = math.sin(math.rad(o.r))
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local oy = 0
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local oy = 0
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if object.gid then
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local tileset = map.tilesets[map.tiles[object.gid].tileset]
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local lid = object.gid - tileset.firstgid
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local t = {}
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local lid = object.gid - tileset.firstgid
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local t = {}
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-- This fixes a height issue
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o.y = o.y + map.tiles[object.gid].offset.y
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oy = o.h
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o.y = o.y + map.tiles[object.gid].offset.y
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oy = o.h
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for _, tt in ipairs(tileset.tiles) do
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if tt.id == lid then
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@@ -133,10 +133,10 @@ return {
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end
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o.polygon = {
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{ x=o.x+0, y=o.y+0 },
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{ x=o.x+o.w, y=o.y+0 },
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{ x=o.x+o.w, y=o.y+o.h },
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{ x=o.x+0, y=o.y+o.h }
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{ x = o.x + 0, y = o.y + 0 },
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{ x = o.x + o.w, y = o.y + 0 },
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{ x = o.x + o.w, y = o.y + o.h },
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{ x = o.x + 0, y = o.y + o.h },
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}
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for _, vertex in ipairs(o.polygon) do
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@@ -149,7 +149,7 @@ return {
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if not o.polygon then
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o.polygon = utils.convert_ellipse_to_polygon(o.x, o.y, o.w, o.h)
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end
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local vertices = getPolygonVertices(o)
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local vertices = getPolygonVertices(o)
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local triangles = love.math.triangulate(vertices)
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for _, triangle in ipairs(triangles) do
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@@ -167,7 +167,7 @@ return {
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end
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end
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local vertices = getPolygonVertices(o)
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local vertices = getPolygonVertices(o)
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local triangles = love.math.triangulate(vertices)
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for _, triangle in ipairs(triangles) do
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@@ -197,12 +197,12 @@ return {
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-- Every instance of a tile
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if tile.properties.collidable == true then
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local object = {
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shape = "rectangle",
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x = instance.x,
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y = instance.y,
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width = map.tilewidth,
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height = map.tileheight,
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properties = tile.properties
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shape = "rectangle",
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x = instance.x,
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y = instance.y,
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width = map.tilewidth,
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height = map.tileheight,
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properties = tile.properties,
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}
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calculateObjectPosition(object, instance)
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@@ -222,12 +222,12 @@ return {
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for _, instance in ipairs(tiles) do
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if instance.layer == layer then
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local object = {
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shape = "rectangle",
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x = instance.x,
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y = instance.y,
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width = tileset.tilewidth,
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height = tileset.tileheight,
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properties = tile.properties
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shape = "rectangle",
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x = instance.x,
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y = instance.y,
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width = tileset.tilewidth,
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height = tileset.tileheight,
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properties = tile.properties,
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}
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calculateObjectPosition(object, instance)
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@@ -240,12 +240,12 @@ return {
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end
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elseif layer.type == "imagelayer" then
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local object = {
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shape = "rectangle",
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x = layer.x or 0,
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y = layer.y or 0,
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width = layer.width,
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height = layer.height,
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properties = layer.properties
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shape = "rectangle",
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x = layer.x or 0,
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y = layer.y or 0,
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width = layer.width,
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height = layer.height,
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properties = layer.properties,
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}
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calculateObjectPosition(object)
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@@ -295,7 +295,7 @@ return {
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lg.translate(math.floor(tx or 0), math.floor(ty or 0))
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for _, obj in ipairs(collision) do
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local points = {obj.body:getWorldPoints(obj.shape:getPoints())}
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local points = { obj.body:getWorldPoints(obj.shape:getPoints()) }
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local shape_type = obj.shape:getType()
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if shape_type == "edge" or shape_type == "chain" then
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@@ -303,12 +303,12 @@ return {
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elseif shape_type == "polygon" then
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love.graphics.polygon("line", points)
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else
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error("sti box2d plugin does not support "..shape_type.." shapes")
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error("sti box2d plugin does not support " .. shape_type .. " shapes")
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end
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end
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lg.pop()
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end
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end,
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}
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--- Custom Properties in Tiled are used to tell this plugin what to do.
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+48
-55
@@ -4,13 +4,13 @@
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-- @copyright 2019
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-- @license MIT/X11
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local lg = require((...):gsub('plugins.bump', 'graphics'))
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local lg = require((...):gsub("plugins.bump", "graphics"))
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return {
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bump_LICENSE = "MIT/X11",
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bump_URL = "https://github.com/karai17/Simple-Tiled-Implementation",
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bump_VERSION = "3.1.7.1",
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bump_DESCRIPTION = "Bump hooks for STI.",
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bump_LICENSE = "MIT/X11",
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bump_URL = "https://github.com/karai17/Simple-Tiled-Implementation",
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bump_VERSION = "3.1.7.1",
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bump_DESCRIPTION = "Bump hooks for STI.",
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--- Adds each collidable tile to the Bump world.
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-- @param world The Bump world to add objects to.
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@@ -29,15 +29,14 @@ return {
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for _, object in ipairs(tile.objectGroup.objects) do
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if object.properties.collidable == true then
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local t = {
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name = object.name,
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type = object.type,
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x = instance.x + map.offsetx + object.x,
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y = instance.y + map.offsety + object.y,
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width = object.width,
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height = object.height,
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layer = instance.layer,
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properties = object.properties
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name = object.name,
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type = object.type,
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x = instance.x + map.offsetx + object.x,
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y = instance.y + map.offsety + object.y,
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width = object.width,
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height = object.height,
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layer = instance.layer,
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properties = object.properties,
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}
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world:add(t, t.x, t.y, t.width, t.height)
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@@ -49,13 +48,13 @@ return {
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-- Every instance of a tile
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if tile.properties and tile.properties.collidable == true then
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local t = {
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x = instance.x + map.offsetx,
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y = instance.y + map.offsety,
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width = map.tilewidth,
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height = map.tileheight,
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layer = instance.layer,
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type = tile.type,
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properties = tile.properties
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x = instance.x + map.offsetx,
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y = instance.y + map.offsety,
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width = map.tilewidth,
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height = map.tileheight,
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layer = instance.layer,
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type = tile.type,
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properties = tile.properties,
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}
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world:add(t, t.x, t.y, t.width, t.height)
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@@ -72,19 +71,18 @@ return {
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if layer.type == "tilelayer" then
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for y, tiles in ipairs(layer.data) do
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for x, tile in pairs(tiles) do
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if tile.objectGroup then
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for _, object in ipairs(tile.objectGroup.objects) do
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if object.properties.collidable == true then
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local t = {
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name = object.name,
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type = object.type,
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x = ((x-1) * map.tilewidth + tile.offset.x + map.offsetx) + object.x,
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y = ((y-1) * map.tileheight + tile.offset.y + map.offsety) + object.y,
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width = object.width,
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height = object.height,
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layer = layer,
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properties = object.properties
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name = object.name,
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type = object.type,
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x = ((x - 1) * map.tilewidth + tile.offset.x + map.offsetx) + object.x,
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y = ((y - 1) * map.tileheight + tile.offset.y + map.offsety) + object.y,
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width = object.width,
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height = object.height,
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layer = layer,
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properties = object.properties,
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}
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world:add(t, t.x, t.y, t.width, t.height)
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@@ -93,15 +91,14 @@ return {
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end
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end
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local t = {
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x = (x-1) * map.tilewidth + tile.offset.x + map.offsetx,
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y = (y-1) * map.tileheight + tile.offset.y + map.offsety,
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width = tile.width,
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height = tile.height,
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layer = layer,
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type = tile.type,
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properties = tile.properties
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x = (x - 1) * map.tilewidth + tile.offset.x + map.offsetx,
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y = (y - 1) * map.tileheight + tile.offset.y + map.offsety,
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width = tile.width,
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height = tile.height,
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layer = layer,
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type = tile.type,
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properties = tile.properties,
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}
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world:add(t, t.x, t.y, t.width, t.height)
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@@ -112,23 +109,23 @@ return {
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world:add(layer, layer.x, layer.y, layer.width, layer.height)
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table.insert(collidables, layer)
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end
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end
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end
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-- individual collidable objects in a layer that is not "collidable"
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-- or whole collidable objects layer
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if layer.type == "objectgroup" then
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if layer.type == "objectgroup" then
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for _, obj in ipairs(layer.objects) do
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if layer.properties.collidable == true or obj.properties.collidable == true then
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if obj.shape == "rectangle" then
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local t = {
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name = obj.name,
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type = obj.type,
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x = obj.x + map.offsetx,
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y = obj.y + map.offsety,
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width = obj.width,
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height = obj.height,
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layer = layer,
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properties = obj.properties
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name = obj.name,
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type = obj.type,
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x = obj.x + map.offsetx,
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y = obj.y + map.offsety,
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width = obj.width,
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height = obj.height,
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layer = layer,
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properties = obj.properties,
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}
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if obj.gid then
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@@ -143,7 +140,7 @@ return {
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end
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end
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map.bump_world = world
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map.bump_world = world
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map.bump_collidables = collidables
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end,
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@@ -157,11 +154,7 @@ return {
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for i = #collidables, 1, -1 do
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local obj = collidables[i]
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if obj.layer == layer
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and (
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layer.properties.collidable == true
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or obj.properties.collidable == true
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) then
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if obj.layer == layer and (layer.properties.collidable == true or obj.properties.collidable == true) then
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map.bump_world:remove(obj)
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table.remove(collidables, i)
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end
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@@ -185,7 +178,7 @@ return {
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end
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lg.pop()
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end
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end,
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}
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--- Custom Properties in Tiled are used to tell this plugin what to do.
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Reference in New Issue
Block a user