format and stuff

main
Simon Kellet 4 months ago
parent 53aa6d698d
commit 99b420cc7f
  1. 10
      Game/GameKeyPressed.lua
  2. 32
      Game/UpdateGame.lua
  3. 15
      Menu/DrawMenu.lua
  4. 7
      Menu/MenuKeyPressed.lua
  5. 3
      Menu/UpdateMenu.lua
  6. 17
      Pause/DrawPause.lua
  7. 6
      Pause/PauseKeyPressed.lua
  8. 3
      Pause/UpdatePause.lua
  9. 12
      constants.lua
  10. BIN
      game.love
  11. 13
      libs/classic.lua
  12. 34
      libs/profile.lua
  13. 69
      libs/sti/atlas.lua
  14. 142
      libs/sti/init.lua
  15. 34
      libs/sti/plugins/box2d.lua
  16. 31
      libs/sti/plugins/bump.lua
  17. 50
      libs/sti/utils.lua
  18. 515
      libs/windfield/init.lua
  19. 909
      libs/windfield/mlib/mlib.lua
  20. 46
      main.lua
  21. 68
      player.lua

@ -1,8 +1,7 @@
function GameKeyPressed(key) function GameKeyPressed(key)
if key == "escape" then if key == "escape" then
musicBattle:setVolume(0) musicBattle:setVolume(0)
musicPause:setVolume(0.5) musicPause:setVolume(0.6)
_G.GAMESTATE = "PAUSE" _G.GAMESTATE = "PAUSE"
print("STATE CHANEGD: PAUSED!") print("STATE CHANEGD: PAUSED!")
@ -13,13 +12,8 @@ function GameKeyPressed(key)
DebugFlag = not DebugFlag DebugFlag = not DebugFlag
end end
--TODO: Move player movement code into here! --TODO: Better restart
--[[
-- TODO: Better restart
if key == "r" and not _G.PAUSED then if key == "r" and not _G.PAUSED then
love.load() love.load()
end end
]]--
end end

@ -1,9 +1,31 @@
local function checkWinState()
-- Check P1's health
if UserPlayer1.health <= 0 then --P1 win
_G.P1_WIN = true
_G.P2_WIN = false
UserPlayer1.health = 0
return true
end
if UserPlayer2.health <= 0 then --P2 win
_G.P1_WIN = false
_G.P2_WIN = true
UserPlayer2.health = 0
return true
end
return false
end
local max = math.max -- optimisations
function UpdateGame(dt) function UpdateGame(dt)
--Check if anyone has won
if checkWinState() == true then
print("STATE CHNAGED: WIN!")
_G.GAMESTATE = "WIN"
end
--WindField --WindField
World:update(dt) World:update(dt)
local max = math.max
KeyPressTime1 = max(0, KeyPressTime1 - dt) KeyPressTime1 = max(0, KeyPressTime1 - dt)
if KeyPressTime1 <= 0 then if KeyPressTime1 <= 0 then
EnableKeyPress1 = true EnableKeyPress1 = true
@ -13,6 +35,7 @@ function UpdateGame(dt)
if KeyPressTime2 <= 0 then if KeyPressTime2 <= 0 then
EnableKeyPress2 = true EnableKeyPress2 = true
end end
for i, v in ipairs(Bullets1) do for i, v in ipairs(Bullets1) do
v:update(dt) v:update(dt)
if v.y < 0 then --top of screen if v.y < 0 then --top of screen
@ -69,7 +92,10 @@ function UpdateGame(dt)
end end
end end
end end
UserPlayer1:handleKeys("w", "s", "a", "d", dt)
UserPlayer2:handleKeys("up", "down", "left", "right", dt)
UserPlayer1:updateCol()
UserPlayer2:updateCol()
UserPlayer1:update(dt) UserPlayer1:update(dt)
UserPlayer2:update(dt) UserPlayer2:update(dt)
end end

@ -1,11 +1,11 @@
local function button(x,y, w, h, text, selected) local function button(x, y, w, h, text, selected)
--x,y is the top left corner of the button --x,y is the top left corner of the button
local rounding = 30 -- used for rounding the buttons local rounding = 30 -- used for rounding the buttons
if not selected then if not selected then
love.graphics.setColor(love.math.colorFromBytes(41,134,204)) love.graphics.setColor(love.math.colorFromBytes(41, 134, 204))
elseif selected then elseif selected then
love.graphics.setColor(love.math.colorFromBytes(244,67,54)) love.graphics.setColor(love.math.colorFromBytes(244, 67, 54))
end end
-- Draw rectangle -- Draw rectangle
love.graphics.rectangle("line", x, y, w, h, rounding, rounding) love.graphics.rectangle("line", x, y, w, h, rounding, rounding)
@ -25,13 +25,12 @@ local function title()
local height = love.graphics.getHeight() local height = love.graphics.getHeight()
local width = love.graphics.getWidth() local width = love.graphics.getWidth()
love.graphics.setFont(GameFont) love.graphics.setFont(GameFont)
love.graphics.setColor(0.5,1,1) love.graphics.setColor(0.5, 1, 1)
love.graphics.rectangle("fill", 0, 0, width, height) love.graphics.rectangle("fill", 0, 0, width, height)
love.graphics.setColor(0,0,0) love.graphics.setColor(0, 0, 0)
love.graphics.print("MENU", 100,100) love.graphics.print("MENU", 100, 100)
end end
function DrawMenu() function DrawMenu()
local bwidth, bheight = 300, 140 local bwidth, bheight = 300, 140
title() title()
@ -40,5 +39,5 @@ function DrawMenu()
button(100, 500, bwidth, bheight, "???", MENU_POS == 2 and true or false) button(100, 500, bwidth, bheight, "???", MENU_POS == 2 and true or false)
button(100, 650, bwidth, bheight, "Quit", MENU_POS == 3 and true or false) button(100, 650, bwidth, bheight, "Quit", MENU_POS == 3 and true or false)
love.graphics.setColor(255,255,255) -- reset colours love.graphics.setColor(255, 255, 255) -- reset colours
end end

@ -1,5 +1,5 @@
function MenuKeyPressed(key) function MenuKeyPressed(key)
if key == 'return' then if key == "return" then
-- 0 Start Game -- 0 Start Game
-- 1 ?? -- 1 ??
-- 2 ??? -- 2 ???
@ -9,17 +9,13 @@ function MenuKeyPressed(key)
_G.GAMESTATE = "GAME" _G.GAMESTATE = "GAME"
print("STATE CHANEGD: GAME!") print("STATE CHANEGD: GAME!")
musicMenu:stop() musicMenu:stop()
elseif MENU_POS == 1 then elseif MENU_POS == 1 then
print("STATE CHANEGD: DUNNO!") print("STATE CHANEGD: DUNNO!")
elseif MENU_POS == 2 then elseif MENU_POS == 2 then
print("STATE CHANEGD: DUNNO!") print("STATE CHANEGD: DUNNO!")
elseif MENU_POS == 3 then elseif MENU_POS == 3 then
love.event.quit() love.event.quit()
end end
end end
if love.keyboard.isDown("up") then if love.keyboard.isDown("up") then
@ -37,5 +33,4 @@ function MenuKeyPressed(key)
_G.MENU_POS = _G.MENU_POS + 1 _G.MENU_POS = _G.MENU_POS + 1
end end
end end
end end

@ -1,2 +1 @@
function UpdateMenu(dt) function UpdateMenu(dt) end
end

@ -1,11 +1,11 @@
local function button(x,y, w, h, text, selected) local function button(x, y, w, h, text, selected)
--x,y is the top left corner of the button --x,y is the top left corner of the button
local rounding = 30 -- used for rounding the buttons local rounding = 30 -- used for rounding the buttons
if not selected then if not selected then
love.graphics.setColor(love.math.colorFromBytes(41,134,204)) love.graphics.setColor(love.math.colorFromBytes(41, 134, 204))
elseif selected then elseif selected then
love.graphics.setColor(love.math.colorFromBytes(244,67,54)) love.graphics.setColor(love.math.colorFromBytes(244, 67, 54))
end end
-- Draw rectangle -- Draw rectangle
love.graphics.rectangle("fill", x, y, w, h, rounding, rounding) love.graphics.rectangle("fill", x, y, w, h, rounding, rounding)
@ -18,11 +18,10 @@ local function button(x,y, w, h, text, selected)
local textY = y + (h - th) / 2 local textY = y + (h - th) / 2
-- Place text inside the rectangle -- Place text inside the rectangle
love.graphics.setFont(MenuFont) love.graphics.setFont(MenuFont)
love.graphics.setColor(1,1,1) -- reset colours love.graphics.setColor(1, 1, 1) -- reset colours
love.graphics.print(text, textX, textY) love.graphics.print(text, textX, textY)
end end
function DrawPause() function DrawPause()
local opacity = 0.3 local opacity = 0.3
local height = love.graphics.getHeight() local height = love.graphics.getHeight()
@ -31,15 +30,15 @@ function DrawPause()
love.graphics.setFont(GameFont) love.graphics.setFont(GameFont)
DrawGame() --Draw a single frame of the game DrawGame() --Draw a single frame of the game
love.graphics.setColor(0.1,0.1,0.1, opacity) --overlay opaque img love.graphics.setColor(0.1, 0.1, 0.1, opacity) --overlay opaque img
love.graphics.rectangle("fill", 0, 0, width, height) love.graphics.rectangle("fill", 0, 0, width, height)
love.graphics.setColor(1,1,1) love.graphics.setColor(1, 1, 1)
love.graphics.print("PAUSED", 100,100) love.graphics.print("PAUSED", 100, 100)
--love.graphics.print("" .. PAUSE_POS, 200,200) --love.graphics.print("" .. PAUSE_POS, 200,200)
button(100, 200, bwidth, bheight, "Return", PAUSE_POS == 0 and true or false) button(100, 200, bwidth, bheight, "Return", PAUSE_POS == 0 and true or false)
button(100, 350, bwidth, bheight, "Menu", PAUSE_POS == 1 and true or false) button(100, 350, bwidth, bheight, "Menu", PAUSE_POS == 1 and true or false)
button(100, 500, bwidth, bheight, "Quit", PAUSE_POS == 2 and true or false) button(100, 500, bwidth, bheight, "Quit", PAUSE_POS == 2 and true or false)
love.graphics.setColor(255,255,255) -- reset colours love.graphics.setColor(255, 255, 255) -- reset colours
end end

@ -1,5 +1,5 @@
function PauseKeyPressed(key) function PauseKeyPressed(key)
if key == 'return' then if key == "return" then
musicBattle:setVolume(0.5) musicBattle:setVolume(0.5)
musicPause:setVolume(0) musicPause:setVolume(0)
-- 0 Return to game -- 0 Return to game
@ -11,21 +11,17 @@ function PauseKeyPressed(key)
_G.PAUSED = false _G.PAUSED = false
musicBattle:setVolume(0.5) musicBattle:setVolume(0.5)
musicPause:setVolume(0) musicPause:setVolume(0)
elseif PAUSE_POS == 1 then elseif PAUSE_POS == 1 then
_G.GAMESTATE = "MENU" _G.GAMESTATE = "MENU"
print("STATE CHANEGD: MENU!") print("STATE CHANEGD: MENU!")
_G.PAUSED = false _G.PAUSED = false
musicPause:stop() musicPause:stop()
musicBattle:stop() musicBattle:stop()
elseif PAUSE_POS == 2 then elseif PAUSE_POS == 2 then
love.event.quit() love.event.quit()
end end
end end
if love.keyboard.isDown("up") then if love.keyboard.isDown("up") then
if _G.PAUSE_POS == 0 then if _G.PAUSE_POS == 0 then
_G.PAUSE_POS = 0 _G.PAUSE_POS = 0

@ -1,2 +1 @@
function UpdatePause(dt) function UpdatePause(dt) end
end

@ -1,3 +1,11 @@
--[[
* Game states:
* - MENU
* - GAME
* - PAUSE
* - WIN
]]
--
GAMESTATE = "MENU" GAMESTATE = "MENU"
MENU_POS = 0 MENU_POS = 0
@ -6,3 +14,7 @@ MENU_MAX = 3 --0 play, 1 ?, 2 ?, 3 quit
PAUSED = false PAUSED = false
PAUSE_POS = 0 PAUSE_POS = 0
PAUSE_MAX = 2 -- 0 resume, 1 menu, 2 quit PAUSE_MAX = 2 -- 0 resume, 1 menu, 2 quit
-- WIN flags for P1 and P2
P1_WIN = false
P2_WIN = false

Binary file not shown.

@ -7,14 +7,10 @@
-- the terms of the MIT license. See LICENSE for details. -- the terms of the MIT license. See LICENSE for details.
-- --
local Object = {} local Object = {}
Object.__index = Object Object.__index = Object
function Object:new() end
function Object:new()
end
function Object:extend() function Object:extend()
local cls = {} local cls = {}
@ -29,9 +25,8 @@ function Object:extend()
return cls return cls
end end
function Object:implement(...) function Object:implement(...)
for _, cls in pairs({...}) do for _, cls in pairs({ ... }) do
for k, v in pairs(cls) do for k, v in pairs(cls) do
if self[k] == nil and type(v) == "function" then if self[k] == nil and type(v) == "function" then
self[k] = v self[k] = v
@ -40,7 +35,6 @@ function Object:implement(...)
end end
end end
function Object:is(T) function Object:is(T)
local mt = getmetatable(self) local mt = getmetatable(self)
while mt do while mt do
@ -52,17 +46,14 @@ function Object:is(T)
return false return false
end end
function Object:__tostring() function Object:__tostring()
return "Object" return "Object"
end end
function Object:__call(...) function Object:__call(...)
local obj = setmetatable({}, self) local obj = setmetatable({}, self)
obj:new(...) obj:new(...)
return obj return obj
end end
return Object return Object

@ -23,7 +23,7 @@ local _internal = {}
-- @tparam number line Line number -- @tparam number line Line number
-- @tparam[opt] table info Debug info table -- @tparam[opt] table info Debug info table
function profile.hooker(event, line, info) function profile.hooker(event, line, info)
info = info or debug.getinfo(2, 'fnS') info = info or debug.getinfo(2, "fnS")
local f = info.func local f = info.func
-- ignore the profiler itself -- ignore the profiler itself
if _internal[f] or info.what ~= "Lua" then if _internal[f] or info.what ~= "Lua" then
@ -35,7 +35,7 @@ function profile.hooker(event, line, info)
end end
-- find the line definition -- find the line definition
if not _defined[f] then if not _defined[f] then
_defined[f] = info.short_src..":"..info.linedefined _defined[f] = info.short_src .. ":" .. info.linedefined
_ncalls[f] = 0 _ncalls[f] = 0
_telapsed[f] = 0 _telapsed[f] = 0
end end
@ -45,10 +45,10 @@ function profile.hooker(event, line, info)
_tcalled[f] = nil _tcalled[f] = nil
end end
if event == "tail call" then if event == "tail call" then
local prev = debug.getinfo(3, 'fnS') local prev = debug.getinfo(3, "fnS")
profile.hooker("return", line, prev) profile.hooker("return", line, prev)
profile.hooker("call", line, info) profile.hooker("call", line, info)
elseif event == 'call' then elseif event == "call" then
_tcalled[f] = clock() _tcalled[f] = clock()
else else
_ncalls[f] = _ncalls[f] + 1 _ncalls[f] = _ncalls[f] + 1
@ -64,7 +64,7 @@ end
--- Starts collecting data. --- Starts collecting data.
function profile.start() function profile.start()
if rawget(_G, 'jit') then if rawget(_G, "jit") then
jit.off() jit.off()
jit.flush() jit.flush()
end end
@ -82,7 +82,7 @@ function profile.stop()
-- merge closures -- merge closures
local lookup = {} local lookup = {}
for f, d in pairs(_defined) do for f, d in pairs(_defined) do
local id = (_labeled[f] or '?')..d local id = (_labeled[f] or "?") .. d
local f2 = lookup[id] local f2 = lookup[id]
if f2 then if f2 then
_ncalls[f2] = _ncalls[f2] + (_ncalls[f] or 0) _ncalls[f2] = _ncalls[f2] + (_ncalls[f] or 0)
@ -93,7 +93,7 @@ function profile.stop()
lookup[id] = f lookup[id] = f
end end
end end
collectgarbage('collect') collectgarbage("collect")
end end
--- Resets all collected data. --- Resets all collected data.
@ -107,7 +107,7 @@ function profile.reset()
for f in pairs(_tcalled) do for f in pairs(_tcalled) do
_tcalled[f] = nil _tcalled[f] = nil
end end
collectgarbage('collect') collectgarbage("collect")
end end
--- This is an internal function. --- This is an internal function.
@ -144,7 +144,7 @@ function profile.query(limit)
if _tcalled[f] then if _tcalled[f] then
dt = clock() - _tcalled[f] dt = clock() - _tcalled[f]
end end
t[i] = { i, _labeled[f] or '?', _ncalls[f], _telapsed[f] + dt, _defined[f] } t[i] = { i, _labeled[f] or "?", _ncalls[f], _telapsed[f] + dt, _defined[f] }
end end
return t return t
end end
@ -165,22 +165,24 @@ function profile.report(n)
s = tostring(s) s = tostring(s)
local l1 = s:len() local l1 = s:len()
if l1 < l2 then if l1 < l2 then
s = s..(' '):rep(l2-l1) s = s .. (" "):rep(l2 - l1)
elseif l1 > l2 then elseif l1 > l2 then
s = s:sub(l1 - l2 + 1, l1) s = s:sub(l1 - l2 + 1, l1)
end end
row[j] = s row[j] = s
end end
out[i] = table.concat(row, ' | ') out[i] = table.concat(row, " | ")
end end
local row = " +-----+-------------------------------+-------------+--------------------------+----------------------------------+ \n" local row =
local col = " | # | Function | Calls | Time | Code | \n" " +-----+-------------------------------+-------------+--------------------------+----------------------------------+ \n"
local sz = row..col..row local col =
" | # | Function | Calls | Time | Code | \n"
local sz = row .. col .. row
if #out > 0 then if #out > 0 then
sz = sz..' | '..table.concat(out, ' | \n | ')..' | \n' sz = sz .. " | " .. table.concat(out, " | \n | ") .. " | \n"
end end
return '\n'..sz..row return "\n" .. sz .. row
end end
-- store all internal profiler functions -- store all internal profiler functions

@ -10,13 +10,12 @@ local module = {}
-- @param sort If "size" will sort by size, or if "id" will sort by id -- @param sort If "size" will sort by size, or if "id" will sort by id
-- @param ids Array with ids of each file -- @param ids Array with ids of each file
-- @param pow2 If true, will force a power of 2 size -- @param pow2 If true, will force a power of 2 size
function module.Atlas( files, sort, ids, pow2 ) function module.Atlas(files, sort, ids, pow2)
local function Node(x, y, w, h) local function Node(x, y, w, h)
return {x = x, y = y, w = w, h = h} return { x = x, y = y, w = w, h = h }
end end
local function nextpow2( n ) local function nextpow2(n)
local res = 1 local res = 1
while res <= n do while res <= n do
res = res * 2 res = res * 2
@ -29,14 +28,18 @@ function module.Atlas( files, sort, ids, pow2 )
for i = 1, #files do for i = 1, #files do
images[i] = {} images[i] = {}
--images[i].name = files[i] --images[i].name = files[i]
if ids then images[i].id = ids[i] end if ids then
images[i].img = love.graphics.newImage( files[i] ) images[i].id = ids[i]
end
images[i].img = love.graphics.newImage(files[i])
images[i].w = images[i].img:getWidth() images[i].w = images[i].img:getWidth()
images[i].h = images[i].img:getHeight() images[i].h = images[i].img:getHeight()
images[i].area = images[i].w * images[i].h images[i].area = images[i].w * images[i].h
end end
if sort == "size" or sort == "id" then if sort == "size" or sort == "id" then
table.sort( images, function( a, b ) return ( a.area > b.area ) end ) table.sort(images, function(a, b)
return (a.area > b.area)
end)
end end
return images return images
end end
@ -46,16 +49,22 @@ function module.Atlas( files, sort, ids, pow2 )
if root.left or root.right then if root.left or root.right then
if root.left then if root.left then
local node = add(root.left, id, w, h) local node = add(root.left, id, w, h)
if node then return node end if node then
return node
end
end end
if root.right then if root.right then
local node = add(root.right, id, w, h) local node = add(root.right, id, w, h)
if node then return node end if node then
return node
end
end end
return nil return nil
end end
if w > root.w or h > root.h then return nil end if w > root.w or h > root.h then
return nil
end
local _w, _h = root.w - w, root.h - h local _w, _h = root.w - w, root.h - h
@ -75,7 +84,9 @@ function module.Atlas( files, sort, ids, pow2 )
end end
local function unmap(root) local function unmap(root)
if not root then return {} end if not root then
return {}
end
local tree = {} local tree = {}
if root.id then if root.id then
@ -105,8 +116,12 @@ function module.Atlas( files, sort, ids, pow2 )
local w, h = images[1].w, images[1].h local w, h = images[1].w, images[1].h
if pow2 then if pow2 then
if w % 1 == 0 then w = nextpow2(w) end if w % 1 == 0 then
if h % 1 == 0 then h = nextpow2(h) end w = nextpow2(w)
end
if h % 1 == 0 then
h = nextpow2(h)
end
end end
repeat repeat
@ -116,14 +131,24 @@ function module.Atlas( files, sort, ids, pow2 )
for i = 1, #images do for i = 1, #images do
node = add(root, i, images[i].w, images[i].h) node = add(root, i, images[i].w, images[i].h)
if not node then break end if not node then
break
end
end end
if not node then if not node then
if h <= w then if h <= w then
if pow2 then h = h * 2 else h = h + 1 end if pow2 then
h = h * 2
else else
if pow2 then w = w * 2 else w = w + 1 end h = h + 1
end
else
if pow2 then
w = w * 2
else
w = w + 1
end
end end
else else
break break
@ -137,17 +162,21 @@ function module.Atlas( files, sort, ids, pow2 )
local coords = unmap(root) local coords = unmap(root)
local map = love.graphics.newCanvas(w, h) local map = love.graphics.newCanvas(w, h)
love.graphics.setCanvas( map ) love.graphics.setCanvas(map)
-- love.graphics.clear() -- love.graphics.clear()
for i = 1, #images do for i = 1, #images do
love.graphics.draw(images[i].img, coords[i].x, coords[i].y) love.graphics.draw(images[i].img, coords[i].x, coords[i].y)
if ids then coords[i].id = images[i].id end if ids then
coords[i].id = images[i].id
end
end end
love.graphics.setCanvas() love.graphics.setCanvas()
if sort == "ids" then if sort == "ids" then
table.sort( coords, function( a, b ) return ( a.id < b.id ) end ) table.sort(coords, function(a, b)
return (a.id < b.id)
end)
end end
return { image = map, coords = coords } return { image = map, coords = coords }

@ -9,12 +9,12 @@ local STI = {
_URL = "https://github.com/karai17/Simple-Tiled-Implementation", _URL = "https://github.com/karai17/Simple-Tiled-Implementation",
_VERSION = "1.2.3.0", _VERSION = "1.2.3.0",
_DESCRIPTION = "Simple Tiled Implementation is a Tiled Map Editor library designed for the *awesome* LÖVE framework.", _DESCRIPTION = "Simple Tiled Implementation is a Tiled Map Editor library designed for the *awesome* LÖVE framework.",
cache = {} cache = {},
} }
STI.__index = STI STI.__index = STI
local love = _G.love local love = _G.love
local cwd = (...):gsub('%.init$', '') .. "." local cwd = (...):gsub("%.init$", "") .. "."
local utils = require(cwd .. "utils") local utils = require(cwd .. "utils")
local ceil = math.ceil local ceil = math.ceil
local floor = math.floor local floor = math.floor
@ -31,10 +31,7 @@ local function new(map, plugins, ox, oy)
else else
-- Check for valid map type -- Check for valid map type
local ext = map:sub(-4, -1) local ext = map:sub(-4, -1)
assert(ext == ".lua", string.format( assert(ext == ".lua", string.format("Invalid file type: %s. File must be of type: lua.", ext))
"Invalid file type: %s. File must be of type: lua.",
ext
))
-- Get directory of map -- Get directory of map
dir = map:reverse():find("[/\\]") or "" dir = map:reverse():find("[/\\]") or ""
@ -86,7 +83,7 @@ function Map:init(path, plugins, ox, oy)
self.offsety = oy or 0 self.offsety = oy or 0
self.freeBatchSprites = {} self.freeBatchSprites = {}
setmetatable(self.freeBatchSprites, { __mode = 'k' }) setmetatable(self.freeBatchSprites, { __mode = "k" })
-- Set tiles, images -- Set tiles, images
local gid = 1 local gid = 1
@ -111,11 +108,11 @@ function Map:init(path, plugins, ox, oy)
-- Build atlas for image collection -- Build atlas for image collection
local files, ids = {}, {} local files, ids = {}, {}
for j = 1, #tileset.tiles do for j = 1, #tileset.tiles do
files[ j ] = utils.format_path(path .. tileset.tiles[j].image) files[j] = utils.format_path(path .. tileset.tiles[j].image)
ids[ j ] = tileset.tiles[j].id ids[j] = tileset.tiles[j].id
end end
local map = atlas.Atlas( files, "ids", ids ) local map = atlas.Atlas(files, "ids", ids)
if lg.isCreated then if lg.isCreated then
local formatted_path = utils.format_path(path .. tileset.name) local formatted_path = utils.format_path(path .. tileset.name)
@ -174,7 +171,7 @@ end
-- @param plugins A list of plugins to load -- @param plugins A list of plugins to load
function Map:loadPlugins(plugins) function Map:loadPlugins(plugins)
for _, plugin in ipairs(plugins) do for _, plugin in ipairs(plugins) do
local pluginModulePath = cwd .. 'plugins.' .. plugin local pluginModulePath = cwd .. "plugins." .. plugin
local ok, pluginModule = pcall(require, pluginModulePath) local ok, pluginModule = pcall(require, pluginModulePath)
if ok then if ok then
for k, func in pairs(pluginModule) do for k, func in pairs(pluginModule) do
@ -232,11 +229,7 @@ function Map:setTiles(index, tileset, gid)
gid = gid, gid = gid,
tileset = index, tileset = index,
type = type, type = type,
quad = quad( quad = quad(quadX, quadY, tileW, tileH, imageW, imageH),
quadX, quadY,
tileW, tileH,
imageW, imageH
),
properties = properties or {}, properties = properties or {},
terrain = terrain, terrain = terrain,
animation = animation, animation = animation,
@ -286,11 +279,7 @@ function Map:setAtlasTiles(index, tileset, coords, gid)
gid = firstgid + tile.id, gid = firstgid + tile.id,
tileset = index, tileset = index,
class = tile.class, class = tile.class,
quad = quad( quad = quad(coords[i].x, coords[i].y, tile.width, tile.height, imageW, imageH),
coords[i].x, coords[i].y,
tile.width, tile.height,
imageW, imageH
),
properties = tile.properties or {}, properties = tile.properties or {},
terrain = terrain, terrain = terrain,
animation = tile.animation, animation = tile.animation,
@ -318,13 +307,19 @@ end
function Map:setLayer(layer, path) function Map:setLayer(layer, path)
if layer.encoding then if layer.encoding then
if layer.encoding == "base64" then if layer.encoding == "base64" then
assert(require "ffi", "Compressed maps require LuaJIT FFI.\nPlease Switch your interperator to LuaJIT or your Tile Layer Format to \"CSV\".") assert(
require("ffi"),
'Compressed maps require LuaJIT FFI.\nPlease Switch your interperator to LuaJIT or your Tile Layer Format to "CSV".'
)
local fd = love.data.decode("string", "base64", layer.data) local fd = love.data.decode("string", "base64", layer.data)
if not layer.compression then if not layer.compression then
layer.data = utils.get_decompressed_data(fd) layer.data = utils.get_decompressed_data(fd)
else else
assert(love.data.decompress, "zlib and gzip compression require LOVE 11.0+.\nPlease set your Tile Layer Format to \"Base64 (uncompressed)\" or \"CSV\".") assert(
love.data.decompress,
'zlib and gzip compression require LOVE 11.0+.\nPlease set your Tile Layer Format to "Base64 (uncompressed)" or "CSV".'
)
if layer.compression == "zlib" then if layer.compression == "zlib" then
local data = love.data.decompress("string", "zlib", fd) local data = love.data.decompress("string", "zlib", fd)
@ -346,14 +341,20 @@ function Map:setLayer(layer, path)
if layer.type == "tilelayer" then if layer.type == "tilelayer" then
self:setTileData(layer) self:setTileData(layer)
self:setSpriteBatches(layer) self:setSpriteBatches(layer)
layer.draw = function() self:drawTileLayer(layer) end layer.draw = function()
self:drawTileLayer(layer)
end
elseif layer.type == "objectgroup" then elseif layer.type == "objectgroup" then
self:setObjectData(layer) self:setObjectData(layer)
self:setObjectCoordinates(layer) self:setObjectCoordinates(layer)
self:setObjectSpriteBatches(layer) self:setObjectSpriteBatches(layer)
layer.draw = function() self:drawObjectLayer(layer) end layer.draw = function()
self:drawObjectLayer(layer)
end
elseif layer.type == "imagelayer" then elseif layer.type == "imagelayer" then
layer.draw = function() self:drawImageLayer(layer) end layer.draw = function()
self:drawImageLayer(layer)
end
if layer.image ~= "" then if layer.image ~= "" then
local formatted_path = utils.format_path(path .. layer.image) local formatted_path = utils.format_path(path .. layer.image)
@ -424,10 +425,10 @@ function Map:setObjectCoordinates(layer)
object.rectangle = {} object.rectangle = {}
local vertices = { local vertices = {
{ x=x, y=y }, { x = x, y = y },
{ x=x + w, y=y }, { x = x + w, y = y },
{ x=x + w, y=y + h }, { x = x + w, y = y + h },
{ x=x, y=y + h }, { x = x, y = y + h },
} }
for _, vertex in ipairs(vertices) do for _, vertex in ipairs(vertices) do
@ -551,7 +552,7 @@ function Map:addNewLayerTile(layer, chunk, tile, x, y)
x = tileX, x = tileX,
y = tileY, y = tileY,
r = tile.r, r = tile.r,
oy = 0 oy = 0,
} }
-- NOTE: STI can run headless so it is not guaranteed that a batch exists. -- NOTE: STI can run headless so it is not guaranteed that a batch exists.
@ -738,7 +739,7 @@ function Map:setObjectSpriteBatches(layer)
x = tileX, x = tileX,
y = tileY - oy, y = tileY - oy,
r = tileR, r = tileR,
oy = oy oy = oy,
} }
self.tileInstances[tile.gid] = self.tileInstances[tile.gid] or {} self.tileInstances[tile.gid] = self.tileInstances[tile.gid] or {}
@ -866,12 +867,15 @@ function Map:update(dt)
tile.time = tile.time - tonumber(tile.animation[tile.frame].duration) tile.time = tile.time - tonumber(tile.animation[tile.frame].duration)
tile.frame = tile.frame + 1 tile.frame = tile.frame + 1
if tile.frame > #tile.animation then tile.frame = 1 end if tile.frame > #tile.animation then
tile.frame = 1
end
end end
if update and self.tileInstances[tile.gid] then if update and self.tileInstances[tile.gid] then
for _, j in pairs(self.tileInstances[tile.gid]) do for _, j in pairs(self.tileInstances[tile.gid]) do
local t = self.tiles[tonumber(tile.animation[tile.frame].tileid) + self.tilesets[tile.tileset].firstgid] local t =
self.tiles[tonumber(tile.animation[tile.frame].tileid) + self.tilesets[tile.tileset].firstgid]
j.batch:set(j.id, t.quad, j.x, j.y, j.r, tile.sx, tile.sy, 0, j.oy) j.batch:set(j.id, t.quad, j.x, j.y, j.r, tile.sx, tile.sy, 0, j.oy)
end end
end end
@ -948,18 +952,18 @@ end
--- Draw an individual Layer --- Draw an individual Layer
-- @param layer The Layer to draw -- @param layer The Layer to draw
function Map.drawLayer(_, layer) function Map.drawLayer(_, layer)
local r,g,b,a = lg.getColor() local r, g, b, a = lg.getColor()
-- if the layer has a tintcolor set -- if the layer has a tintcolor set
if layer.tintcolor then if layer.tintcolor then
r, g, b, a = unpack(layer.tintcolor) r, g, b, a = unpack(layer.tintcolor)
a = a or 255 -- alpha may not be specified a = a or 255 -- alpha may not be specified
lg.setColor(r/255, g/255, b/255, a/255) -- Tiled uses 0-255 lg.setColor(r / 255, g / 255, b / 255, a / 255) -- Tiled uses 0-255
-- if a tintcolor is not given just use the current color -- if a tintcolor is not given just use the current color
else else
lg.setColor(r, g, b, a * layer.opacity) lg.setColor(r, g, b, a * layer.opacity)
end end
layer:draw() layer:draw()
lg.setColor(r,g,b,a) lg.setColor(r, g, b, a)
end end
--- Default draw function for Tile Layers --- Default draw function for Tile Layers
@ -998,7 +1002,7 @@ function Map:drawObjectLayer(layer)
local line = { 160, 160, 160, 255 * layer.opacity } local line = { 160, 160, 160, 255 * layer.opacity }
local fill = { 160, 160, 160, 255 * layer.opacity * 0.5 } local fill = { 160, 160, 160, 255 * layer.opacity * 0.5 }
local r,g,b,a = lg.getColor() local r, g, b, a = lg.getColor()
local reset = { r, g, b, a * layer.opacity } local reset = { r, g, b, a * layer.opacity }
local function sortVertices(obj) local function sortVertices(obj)
@ -1058,7 +1062,7 @@ function Map:drawObjectLayer(layer)
for _, batch in pairs(layer.batches) do for _, batch in pairs(layer.batches) do
lg.draw(batch, 0, 0) lg.draw(batch, 0, 0)
end end
lg.setColor(r,g,b,a) lg.setColor(r, g, b, a)
end end
--- Default draw function for Image Layers --- Default draw function for Image Layers
@ -1284,22 +1288,9 @@ function Map:swapTile(instance, tile)
-- Update sprite batch -- Update sprite batch
if instance.batch then if instance.batch then
if tile then if tile then
instance.batch:set( instance.batch:set(instance.id, tile.quad, instance.x, instance.y, tile.r, tile.sx, tile.sy)
instance.id,
tile.quad,
instance.x,
instance.y,
tile.r,
tile.sx,
tile.sy
)
else else
instance.batch:set( instance.batch:set(instance.id, instance.x, instance.y, 0, 0)
instance.id,
instance.x,
instance.y,
0,
0)
self.freeBatchSprites[instance.batch] = self.freeBatchSprites[instance.batch] or {} self.freeBatchSprites[instance.batch] = self.freeBatchSprites[instance.batch] or {}
table.insert(self.freeBatchSprites[instance.batch], instance) table.insert(self.freeBatchSprites[instance.batch], instance)
@ -1344,35 +1335,26 @@ end
-- @param y The Y axis location of the point (in tiles) -- @param y The Y axis location of the point (in tiles)
-- @return number The X axis location of the point (in pixels) -- @return number The X axis location of the point (in pixels)
-- @return number The Y axis location of the point (in pixels) -- @return number The Y axis location of the point (in pixels)
function Map:convertTileToPixel(x,y) function Map:convertTileToPixel(x, y)
if self.orientation == "orthogonal" then if self.orientation == "orthogonal" then
local tileW = self.tilewidth local tileW = self.tilewidth
local tileH = self.tileheight local tileH = self.tileheight
return return x * tileW, y * tileH
x * tileW,
y * tileH
elseif self.orientation == "isometric" then elseif self.orientation == "isometric" then
local mapH = self.height local mapH = self.height
local tileW = self.tilewidth local tileW = self.tilewidth
local tileH = self.tileheight local tileH = self.tileheight
local offsetX = mapH * tileW / 2 local offsetX = mapH * tileW / 2
return return (x - y) * tileW / 2 + offsetX, (x + y) * tileH / 2
(x - y) * tileW / 2 + offsetX, elseif self.orientation == "staggered" or self.orientation == "hexagonal" then
(x + y) * tileH / 2
elseif self.orientation == "staggered" or
self.orientation == "hexagonal" then
local tileW = self.tilewidth local tileW = self.tilewidth
local tileH = self.tileheight local tileH = self.tileheight
local sideLen = self.hexsidelength or 0 local sideLen = self.hexsidelength or 0
if self.staggeraxis == "x" then if self.staggeraxis == "x" then
return return x * tileW, ceil(y) * (tileH + sideLen) + (ceil(y) % 2 == 0 and tileH or 0)
x * tileW,
ceil(y) * (tileH + sideLen) + (ceil(y) % 2 == 0 and tileH or 0)
else else
return return ceil(x) * (tileW + sideLen) + (ceil(x) % 2 == 0 and tileW or 0), y * tileH
ceil(x) * (tileW + sideLen) + (ceil(x) % 2 == 0 and tileW or 0),
y * tileH
end end
end end
end end
@ -1386,17 +1368,13 @@ function Map:convertPixelToTile(x, y)
if self.orientation == "orthogonal" then if self.orientation == "orthogonal" then
local tileW = self.tilewidth local tileW = self.tilewidth
local tileH = self.tileheight local tileH = self.tileheight
return return x / tileW, y / tileH
x / tileW,
y / tileH
elseif self.orientation == "isometric" then elseif self.orientation == "isometric" then
local mapH = self.height local mapH = self.height
local tileW = self.tilewidth local tileW = self.tilewidth
local tileH = self.tileheight local tileH = self.tileheight
local offsetX = mapH * tileW / 2 local offsetX = mapH * tileW / 2
return return y / tileH + (x - offsetX) / tileW, y / tileH - (x - offsetX) / tileW
y / tileH + (x - offsetX) / tileW,
y / tileH - (x - offsetX) / tileW
elseif self.orientation == "staggered" then elseif self.orientation == "staggered" then
local staggerX = self.staggeraxis == "x" local staggerX = self.staggeraxis == "x"
local even = self.staggerindex == "even" local even = self.staggerindex == "even"
@ -1481,13 +1459,13 @@ function Map:convertPixelToTile(x, y)
local relativeX = x - referenceX * tileW local relativeX = x - referenceX * tileW
local relativeY = y - referenceY * tileH local relativeY = y - referenceY * tileH
if (halfH - relativeX * ratio > relativeY) then if halfH - relativeX * ratio > relativeY then
return topLeft(referenceX, referenceY) return topLeft(referenceX, referenceY)
elseif (-halfH + relativeX * ratio > relativeY) then elseif -halfH + relativeX * ratio > relativeY then
return topRight(referenceX, referenceY) return topRight(referenceX, referenceY)
elseif (halfH + relativeX * ratio < relativeY) then elseif halfH + relativeX * ratio < relativeY then
return bottomLeft(referenceX, referenceY) return bottomLeft(referenceX, referenceY)
elseif (halfH * 3 - relativeX * ratio < relativeY) then elseif halfH * 3 - relativeX * ratio < relativeY then
return bottomRight(referenceX, referenceY) return bottomRight(referenceX, referenceY)
end end
@ -1550,7 +1528,7 @@ function Map:convertPixelToTile(x, y)
{ x = centerX, y = top }, { x = centerX, y = top },
{ x = centerX - colW, y = centerY }, { x = centerX - colW, y = centerY },
{ x = centerX + colW, y = centerY }, { x = centerX + colW, y = centerY },
{ x = centerX, y = centerY + rowH } { x = centerX, y = centerY + rowH },
} }
end end
@ -1586,9 +1564,7 @@ function Map:convertPixelToTile(x, y)
local offsets = staggerX and offsetsStaggerX or offsetsStaggerY local offsets = staggerX and offsetsStaggerX or offsetsStaggerY
return return referenceX + offsets[nearest].x, referenceY + offsets[nearest].y
referenceX + offsets[nearest].x,
referenceY + offsets[nearest].y
end end
end end

@ -5,8 +5,8 @@
-- @license MIT/X11 -- @license MIT/X11
local love = _G.love local love = _G.love
local utils = require((...):gsub('plugins.box2d', 'utils')) local utils = require((...):gsub("plugins.box2d", "utils"))
local lg = require((...):gsub('plugins.box2d', 'graphics')) local lg = require((...):gsub("plugins.box2d", "graphics"))
return { return {
box2d_LICENSE = "MIT/X11", box2d_LICENSE = "MIT/X11",
@ -40,13 +40,13 @@ return {
local currentBody = body local currentBody = body
--dynamic are objects/players etc. --dynamic are objects/players etc.
if userdata.properties.dynamic == true then if userdata.properties.dynamic == true then
currentBody = love.physics.newBody(world, map.offsetx, map.offsety, 'dynamic') currentBody = love.physics.newBody(world, map.offsetx, map.offsety, "dynamic")
-- static means it shouldn't move. Things like walls/ground. -- static means it shouldn't move. Things like walls/ground.
elseif userdata.properties.static == true then elseif userdata.properties.static == true then
currentBody = love.physics.newBody(world, map.offsetx, map.offsety, 'static') currentBody = love.physics.newBody(world, map.offsetx, map.offsety, "static")
-- kinematic means that the object is static in the game world but effects other bodies -- kinematic means that the object is static in the game world but effects other bodies
elseif userdata.properties.kinematic == true then elseif userdata.properties.kinematic == true then
currentBody = love.physics.newBody(world, map.offsetx, map.offsety, 'kinematic') currentBody = love.physics.newBody(world, map.offsetx, map.offsety, "kinematic")
end end
local fixture = love.physics.newFixture(currentBody, shape) local fixture = love.physics.newFixture(currentBody, shape)
@ -89,12 +89,12 @@ return {
y = (object.dy or object.y) + map.offsety, y = (object.dy or object.y) + map.offsety,
w = object.width, w = object.width,
h = object.height, h = object.height,
polygon = object.polygon or object.polyline or object.ellipse or object.rectangle polygon = object.polygon or object.polyline or object.ellipse or object.rectangle,
} }
local userdata = { local userdata = {
object = o, object = o,
properties = object.properties properties = object.properties,
} }
o.r = object.rotation or 0 o.r = object.rotation or 0
@ -133,10 +133,10 @@ return {
end end
o.polygon = { o.polygon = {
{ x=o.x+0, y=o.y+0 }, { x = o.x + 0, y = o.y + 0 },
{ x=o.x+o.w, y=o.y+0 }, { x = o.x + o.w, y = o.y + 0 },
{ x=o.x+o.w, y=o.y+o.h }, { x = o.x + o.w, y = o.y + o.h },
{ x=o.x+0, y=o.y+o.h } { x = o.x + 0, y = o.y + o.h },
} }
for _, vertex in ipairs(o.polygon) do for _, vertex in ipairs(o.polygon) do
@ -202,7 +202,7 @@ return {
y = instance.y, y = instance.y,
width = map.tilewidth, width = map.tilewidth,
height = map.tileheight, height = map.tileheight,
properties = tile.properties properties = tile.properties,
} }
calculateObjectPosition(object, instance) calculateObjectPosition(object, instance)
@ -227,7 +227,7 @@ return {
y = instance.y, y = instance.y,
width = tileset.tilewidth, width = tileset.tilewidth,
height = tileset.tileheight, height = tileset.tileheight,
properties = tile.properties properties = tile.properties,
} }
calculateObjectPosition(object, instance) calculateObjectPosition(object, instance)
@ -245,7 +245,7 @@ return {
y = layer.y or 0, y = layer.y or 0,
width = layer.width, width = layer.width,
height = layer.height, height = layer.height,
properties = layer.properties properties = layer.properties,
} }
calculateObjectPosition(object) calculateObjectPosition(object)
@ -295,7 +295,7 @@ return {
lg.translate(math.floor(tx or 0), math.floor(ty or 0)) lg.translate(math.floor(tx or 0), math.floor(ty or 0))
for _, obj in ipairs(collision) do for _, obj in ipairs(collision) do
local points = {obj.body:getWorldPoints(obj.shape:getPoints())} local points = { obj.body:getWorldPoints(obj.shape:getPoints()) }
local shape_type = obj.shape:getType() local shape_type = obj.shape:getType()
if shape_type == "edge" or shape_type == "chain" then if shape_type == "edge" or shape_type == "chain" then
@ -303,12 +303,12 @@ return {
elseif shape_type == "polygon" then elseif shape_type == "polygon" then
love.graphics.polygon("line", points) love.graphics.polygon("line", points)
else else
error("sti box2d plugin does not support "..shape_type.." shapes") error("sti box2d plugin does not support " .. shape_type .. " shapes")
end end
end end
lg.pop() lg.pop()
end end,
} }
--- Custom Properties in Tiled are used to tell this plugin what to do. --- Custom Properties in Tiled are used to tell this plugin what to do.

@ -4,7 +4,7 @@
-- @copyright 2019 -- @copyright 2019
-- @license MIT/X11 -- @license MIT/X11
local lg = require((...):gsub('plugins.bump', 'graphics')) local lg = require((...):gsub("plugins.bump", "graphics"))
return { return {
bump_LICENSE = "MIT/X11", bump_LICENSE = "MIT/X11",
@ -36,8 +36,7 @@ return {
width = object.width, width = object.width,
height = object.height, height = object.height,
layer = instance.layer, layer = instance.layer,
properties = object.properties properties = object.properties,
} }
world:add(t, t.x, t.y, t.width, t.height) world:add(t, t.x, t.y, t.width, t.height)
@ -55,7 +54,7 @@ return {
height = map.tileheight, height = map.tileheight,
layer = instance.layer, layer = instance.layer,
type = tile.type, type = tile.type,
properties = tile.properties properties = tile.properties,
} }
world:add(t, t.x, t.y, t.width, t.height) world:add(t, t.x, t.y, t.width, t.height)
@ -72,19 +71,18 @@ return {
if layer.type == "tilelayer" then if layer.type == "tilelayer" then
for y, tiles in ipairs(layer.data) do for y, tiles in ipairs(layer.data) do
for x, tile in pairs(tiles) do for x, tile in pairs(tiles) do
if tile.objectGroup then if tile.objectGroup then
for _, object in ipairs(tile.objectGroup.objects) do for _, object in ipairs(tile.objectGroup.objects) do
if object.properties.collidable == true then if object.properties.collidable == true then
local t = { local t = {
name = object.name, name = object.name,
type = object.type, type = object.type,
x = ((x-1) * map.tilewidth + tile.offset.x + map.offsetx) + object.x, x = ((x - 1) * map.tilewidth + tile.offset.x + map.offsetx) + object.x,
y = ((y-1) * map.tileheight + tile.offset.y + map.offsety) + object.y, y = ((y - 1) * map.tileheight + tile.offset.y + map.offsety) + object.y,
width = object.width, width = object.width,
height = object.height, height = object.height,
layer = layer, layer = layer,
properties = object.properties properties = object.properties,
} }
world:add(t, t.x, t.y, t.width, t.height) world:add(t, t.x, t.y, t.width, t.height)
@ -93,15 +91,14 @@ return {
end end
end end
local t = { local t = {
x = (x-1) * map.tilewidth + tile.offset.x + map.offsetx, x = (x - 1) * map.tilewidth + tile.offset.x + map.offsetx,
y = (y-1) * map.tileheight + tile.offset.y + map.offsety, y = (y - 1) * map.tileheight + tile.offset.y + map.offsety,
width = tile.width, width = tile.width,
height = tile.height, height = tile.height,
layer = layer, layer = layer,
type = tile.type, type = tile.type,
properties = tile.properties properties = tile.properties,
} }
world:add(t, t.x, t.y, t.width, t.height) world:add(t, t.x, t.y, t.width, t.height)
@ -128,7 +125,7 @@ return {
width = obj.width, width = obj.width,
height = obj.height, height = obj.height,
layer = layer, layer = layer,
properties = obj.properties properties = obj.properties,
} }
if obj.gid then if obj.gid then
@ -157,11 +154,7 @@ return {
for i = #collidables, 1, -1 do for i = #collidables, 1, -1 do
local obj = collidables[i] local obj = collidables[i]
if obj.layer == layer if obj.layer == layer and (layer.properties.collidable == true or obj.properties.collidable == true) then
and (
layer.properties.collidable == true
or obj.properties.collidable == true
) then
map.bump_world:remove(obj) map.bump_world:remove(obj)
table.remove(collidables, i) table.remove(collidables, i)
end end
@ -185,7 +178,7 @@ return {
end end
lg.pop() lg.pop()
end end,
} }
--- Custom Properties in Tiled are used to tell this plugin what to do. --- Custom Properties in Tiled are used to tell this plugin what to do.

@ -3,19 +3,21 @@ local utils = {}
-- https://github.com/stevedonovan/Penlight/blob/master/lua/pl/path.lua#L286 -- https://github.com/stevedonovan/Penlight/blob/master/lua/pl/path.lua#L286
function utils.format_path(path) function utils.format_path(path)
local np_gen1,np_gen2 = '[^SEP]+SEP%.%.SEP?','SEP+%.?SEP' local np_gen1, np_gen2 = "[^SEP]+SEP%.%.SEP?", "SEP+%.?SEP"
local np_pat1, np_pat2 = np_gen1:gsub('SEP','/'), np_gen2:gsub('SEP','/') local np_pat1, np_pat2 = np_gen1:gsub("SEP", "/"), np_gen2:gsub("SEP", "/")
local k local k
repeat -- /./ -> / repeat -- /./ -> /
path,k = path:gsub(np_pat2,'/',1) path, k = path:gsub(np_pat2, "/", 1)
until k == 0 until k == 0
repeat -- A/../ -> (empty) repeat -- A/../ -> (empty)
path,k = path:gsub(np_pat1,'',1) path, k = path:gsub(np_pat1, "", 1)
until k == 0 until k == 0
if path == '' then path = '.' end if path == "" then
path = "."
end
return path return path
end end
@ -25,8 +27,12 @@ function utils.compensate(tile, tileX, tileY, tileW, tileH)
local compx = 0 local compx = 0
local compy = 0 local compy = 0
if tile.sx < 0 then compx = tileW end if tile.sx < 0 then
if tile.sy < 0 then compy = tileH end compx = tileW
end
if tile.sy < 0 then
compy = tileH
end
if tile.r > 0 then if tile.r > 0 then
tileX = tileX + tileH - compy tileX = tileX + tileH - compy
@ -56,8 +62,12 @@ function utils.get_tiles(imageW, tileW, margin, spacing)
while imageW >= tileW do while imageW >= tileW do
imageW = imageW - tileW imageW = imageW - tileW
if n ~= 0 then imageW = imageW - spacing end if n ~= 0 then
if imageW >= 0 then n = n + 1 end imageW = imageW - spacing
end
if imageW >= 0 then
n = n + 1
end
end end
return n return n
@ -65,7 +75,7 @@ end
-- Decompress tile layer data -- Decompress tile layer data
function utils.get_decompressed_data(data) function utils.get_decompressed_data(data)
local ffi = require "ffi" local ffi = require("ffi")
local d = {} local d = {}
local decoded = ffi.cast("uint32_t*", data) local decoded = ffi.cast("uint32_t*", data)
@ -95,7 +105,7 @@ function utils.convert_ellipse_to_polygon(x, y, w, h, max_segments)
segments = segments or 64 segments = segments or 64
local vertices = {} local vertices = {}
local v = { 1, 2, ceil(segments/4-1), ceil(segments/4) } local v = { 1, 2, ceil(segments / 4 - 1), ceil(segments / 4) }
local m local m
if love and love.physics then if love and love.physics then
@ -117,7 +127,7 @@ function utils.convert_ellipse_to_polygon(x, y, w, h, max_segments)
-- Box2D threshold -- Box2D threshold
if dist1 < 0.0025 or dist2 < 0.0025 then if dist1 < 0.0025 or dist2 < 0.0025 then
return calc_segments(segments-2) return calc_segments(segments - 2)
end end
return segments return segments
@ -148,9 +158,7 @@ function utils.rotate_vertex(map, vertex, x, y, cos, sin, oy)
vertex.x = vertex.x - x vertex.x = vertex.x - x
vertex.y = vertex.y - y vertex.y = vertex.y - y
return return x + cos * vertex.x - sin * vertex.y, y + sin * vertex.x + cos * vertex.y - (oy or 0)
x + cos * vertex.x - sin * vertex.y,
y + sin * vertex.x + cos * vertex.y - (oy or 0)
end end
--- Project isometric position to cartesian position --- Project isometric position to cartesian position
@ -162,9 +170,7 @@ function utils.convert_isometric_to_screen(map, x, y)
local tileY = y / tileH local tileY = y / tileH
local offsetX = mapW * tileW / 2 local offsetX = mapW * tileW / 2
return return (tileX - tileY) * tileW / 2 + offsetX, (tileX + tileY) * tileH / 2
(tileX - tileY) * tileW / 2 + offsetX,
(tileX + tileY) * tileH / 2
end end
function utils.hex_to_color(hex) function utils.hex_to_color(hex)
@ -175,16 +181,14 @@ function utils.hex_to_color(hex)
return { return {
r = tonumber(hex:sub(1, 2), 16) / 255, r = tonumber(hex:sub(1, 2), 16) / 255,
g = tonumber(hex:sub(3, 4), 16) / 255, g = tonumber(hex:sub(3, 4), 16) / 255,
b = tonumber(hex:sub(5, 6), 16) / 255 b = tonumber(hex:sub(5, 6), 16) / 255,
} }
end end
function utils.pixel_function(_, _, r, g, b, a) function utils.pixel_function(_, _, r, g, b, a)
local mask = utils._TC local mask = utils._TC
if r == mask.r and if r == mask.r and g == mask.g and b == mask.b then
g == mask.g and
b == mask.b then
return r, g, b, 0 return r, g, b, 0
end end
@ -205,7 +209,7 @@ end
function utils.deepCopy(t) function utils.deepCopy(t)
local copy = {} local copy = {}
for k,v in pairs(t) do for k, v in pairs(t) do
if type(v) == "table" then if type(v) == "table" then
v = utils.deepCopy(v) v = utils.deepCopy(v)
end end

@ -20,11 +20,12 @@ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE. SOFTWARE.
]]-- ]]
--
local path = ... .. '.' local path = ... .. "."
local wf = {} local wf = {}
wf.Math = require(path .. 'mlib.mlib') wf.Math = require(path .. "mlib.mlib")
World = {} World = {}
World.__index = World World.__index = World
@ -32,14 +33,28 @@ World.__index = World
function wf.newWorld(xg, yg, sleep) function wf.newWorld(xg, yg, sleep)
local world = wf.World.new(wf, xg, yg, sleep) local world = wf.World.new(wf, xg, yg, sleep)
world.box2d_world:setCallbacks(world.collisionOnEnter, world.collisionOnExit, world.collisionPre, world.collisionPost) world.box2d_world:setCallbacks(
world.collisionOnEnter,
world.collisionOnExit,
world.collisionPre,
world.collisionPost
)
world:collisionClear() world:collisionClear()
world:addCollisionClass('Default') world:addCollisionClass("Default")
-- Points all box2d_world functions to this wf.World object -- Points all box2d_world functions to this wf.World object
-- This means that the user can call world:setGravity for instance without having to say world.box2d_world:setGravity -- This means that the user can call world:setGravity for instance without having to say world.box2d_world:setGravity
for k, v in pairs(world.box2d_world.__index) do for k, v in pairs(world.box2d_world.__index) do
if k ~= '__gc' and k ~= '__eq' and k ~= '__index' and k ~= '__tostring' and k ~= 'update' and k ~= 'destroy' and k ~= 'type' and k ~= 'typeOf' then if
k ~= "__gc"
and k ~= "__eq"
and k ~= "__index"
and k ~= "__tostring"
and k ~= "update"
and k ~= "destroy"
and k ~= "type"
and k ~= "typeOf"
then
world[k] = function(self, ...) world[k] = function(self, ...)
return v(self.box2d_world, ...) return v(self.box2d_world, ...)
end end
@ -84,18 +99,20 @@ function World:draw(alpha)
for _, body in ipairs(bodies) do for _, body in ipairs(bodies) do
local fixtures = body:getFixtures() local fixtures = body:getFixtures()
for _, fixture in ipairs(fixtures) do for _, fixture in ipairs(fixtures) do
if fixture:getShape():type() == 'PolygonShape' then if fixture:getShape():type() == "PolygonShape" then
love.graphics.polygon('line', body:getWorldPoints(fixture:getShape():getPoints())) love.graphics.polygon("line", body:getWorldPoints(fixture:getShape():getPoints()))
elseif fixture:getShape():type() == 'EdgeShape' or fixture:getShape():type() == 'ChainShape' then elseif fixture:getShape():type() == "EdgeShape" or fixture:getShape():type() == "ChainShape" then
local points = {body:getWorldPoints(fixture:getShape():getPoints())} local points = { body:getWorldPoints(fixture:getShape():getPoints()) }
for i = 1, #points, 2 do for i = 1, #points, 2 do
if i < #points-2 then love.graphics.line(points[i], points[i+1], points[i+2], points[i+3]) end if i < #points - 2 then
love.graphics.line(points[i], points[i + 1], points[i + 2], points[i + 3])
end end
elseif fixture:getShape():type() == 'CircleShape' then end
elseif fixture:getShape():type() == "CircleShape" then
local body_x, body_y = body:getPosition() local body_x, body_y = body:getPosition()
local shape_x, shape_y = fixture:getShape():getPoint() local shape_x, shape_y = fixture:getShape():getPoint()
local r = fixture:getShape():getRadius() local r = fixture:getShape():getRadius()
love.graphics.circle('line', body_x + shape_x, body_y + shape_y, r, 360) love.graphics.circle("line", body_x + shape_x, body_y + shape_y, r, 360)
end end
end end
end end
@ -106,8 +123,12 @@ function World:draw(alpha)
local joints = self.box2d_world:getJoints() local joints = self.box2d_world:getJoints()
for _, joint in ipairs(joints) do for _, joint in ipairs(joints) do
local x1, y1, x2, y2 = joint:getAnchors() local x1, y1, x2, y2 = joint:getAnchors()
if x1 and y1 then love.graphics.circle('line', x1, y1, 4) end if x1 and y1 then
if x2 and y2 then love.graphics.circle('line', x2, y2, 4) end love.graphics.circle("line", x1, y1, 4)
end
if x2 and y2 then
love.graphics.circle("line", x2, y2, 4)
end
end end
love.graphics.setColor(255, 255, 255, alpha) love.graphics.setColor(255, 255, 255, alpha)
@ -115,15 +136,17 @@ function World:draw(alpha)
love.graphics.setColor(64, 64, 222, alpha) love.graphics.setColor(64, 64, 222, alpha)
for _, query_draw in ipairs(self.query_debug_draw) do for _, query_draw in ipairs(self.query_debug_draw) do
query_draw.frames = query_draw.frames - 1 query_draw.frames = query_draw.frames - 1
if query_draw.type == 'circle' then if query_draw.type == "circle" then
love.graphics.circle('line', query_draw.x, query_draw.y, query_draw.r) love.graphics.circle("line", query_draw.x, query_draw.y, query_draw.r)
elseif query_draw.type == 'rectangle' then elseif query_draw.type == "rectangle" then
love.graphics.rectangle('line', query_draw.x, query_draw.y, query_draw.w, query_draw.h) love.graphics.rectangle("line", query_draw.x, query_draw.y, query_draw.w, query_draw.h)
elseif query_draw.type == 'line' then elseif query_draw.type == "line" then
love.graphics.line(query_draw.x1, query_draw.y1, query_draw.x2, query_draw.y2) love.graphics.line(query_draw.x1, query_draw.y1, query_draw.x2, query_draw.y2)
elseif query_draw.type == 'polygon' then elseif query_draw.type == "polygon" then
local triangles = love.math.triangulate(query_draw.vertices) local triangles = love.math.triangulate(query_draw.vertices)
for _, triangle in ipairs(triangles) do love.graphics.polygon('line', triangle) end for _, triangle in ipairs(triangles) do
love.graphics.polygon("line", triangle)
end
end end
end end
for i = #self.query_debug_draw, 1, -1 do for i = #self.query_debug_draw, 1, -1 do
@ -143,7 +166,9 @@ function World:setExplicitCollisionEvents(value)
end end
function World:addCollisionClass(collision_class_name, collision_class) function World:addCollisionClass(collision_class_name, collision_class)
if self.collision_classes[collision_class_name] then error('Collision class ' .. collision_class_name .. ' already exists.') end if self.collision_classes[collision_class_name] then
error("Collision class " .. collision_class_name .. " already exists.")
end
if self.explicit_collision_events then if self.explicit_collision_events then
self.collision_classes[collision_class_name] = collision_class or {} self.collision_classes[collision_class_name] = collision_class or {}
@ -177,10 +202,18 @@ function World:collisionClassesSet()
local collision_table = self:getCollisionCallbacksTable() local collision_table = self:getCollisionCallbacksTable()
for collision_class_name, collision_list in pairs(collision_table) do for collision_class_name, collision_list in pairs(collision_table) do
for _, collision_info in ipairs(collision_list) do for _, collision_info in ipairs(collision_list) do
if collision_info.type == 'enter' then self:addCollisionEnter(collision_class_name, collision_info.other) end if collision_info.type == "enter" then
if collision_info.type == 'exit' then self:addCollisionExit(collision_class_name, collision_info.other) end self:addCollisionEnter(collision_class_name, collision_info.other)
if collision_info.type == 'pre' then self:addCollisionPre(collision_class_name, collision_info.other) end end
if collision_info.type == 'post' then self:addCollisionPost(collision_class_name, collision_info.other) end if collision_info.type == "exit" then
self:addCollisionExit(collision_class_name, collision_info.other)
end
if collision_info.type == "pre" then
self:addCollisionPre(collision_class_name, collision_info.other)
end
if collision_info.type == "post" then
self:addCollisionPost(collision_class_name, collision_info.other)
end
end end
end end
@ -213,26 +246,34 @@ end
function World:addCollisionEnter(type1, type2) function World:addCollisionEnter(type1, type2)
if not self:isCollisionBetweenSensors(type1, type2) then if not self:isCollisionBetweenSensors(type1, type2) then
table.insert(self.collisions.on_enter.non_sensor, {type1 = type1, type2 = type2}) table.insert(self.collisions.on_enter.non_sensor, { type1 = type1, type2 = type2 })
else table.insert(self.collisions.on_enter.sensor, {type1 = type1, type2 = type2}) end else
table.insert(self.collisions.on_enter.sensor, { type1 = type1, type2 = type2 })
end
end end
function World:addCollisionExit(type1, type2) function World:addCollisionExit(type1, type2)
if not self:isCollisionBetweenSensors(type1, type2) then if not self:isCollisionBetweenSensors(type1, type2) then
table.insert(self.collisions.on_exit.non_sensor, {type1 = type1, type2 = type2}) table.insert(self.collisions.on_exit.non_sensor, { type1 = type1, type2 = type2 })
else table.insert(self.collisions.on_exit.sensor, {type1 = type1, type2 = type2}) end else
table.insert(self.collisions.on_exit.sensor, { type1 = type1, type2 = type2 })
end
end end
function World:addCollisionPre(type1, type2) function World:addCollisionPre(type1, type2)
if not self:isCollisionBetweenSensors(type1, type2) then if not self:isCollisionBetweenSensors(type1, type2) then
table.insert(self.collisions.pre.non_sensor, {type1 = type1, type2 = type2}) table.insert(self.collisions.pre.non_sensor, { type1 = type1, type2 = type2 })
else table.insert(self.collisions.pre.sensor, {type1 = type1, type2 = type2}) end else
table.insert(self.collisions.pre.sensor, { type1 = type1, type2 = type2 })
end
end end
function World:addCollisionPost(type1, type2) function World:addCollisionPost(type1, type2)
if not self:isCollisionBetweenSensors(type1, type2) then if not self:isCollisionBetweenSensors(type1, type2) then
table.insert(self.collisions.post.non_sensor, {type1 = type1, type2 = type2}) table.insert(self.collisions.post.non_sensor, { type1 = type1, type2 = type2 })
else table.insert(self.collisions.post.sensor, {type1 = type1, type2 = type2}) end else
table.insert(self.collisions.post.sensor, { type1 = type1, type2 = type2 })
end
end end
function World:doesType1IgnoreType2(type1, type2) function World:doesType1IgnoreType2(type1, type2)
@ -246,31 +287,46 @@ function World:doesType1IgnoreType2(type1, type2)
end end
local ignored_types = {} local ignored_types = {}
for _, collision_class_type in ipairs(collision_ignores[type1]) do for _, collision_class_type in ipairs(collision_ignores[type1]) do
if collision_class_type == 'All' then if collision_class_type == "All" then
for _, collision_class_name in ipairs(all) do for _, collision_class_name in ipairs(all) do
table.insert(ignored_types, collision_class_name) table.insert(ignored_types, collision_class_name)
end end
else table.insert(ignored_types, collision_class_type) end else
table.insert(ignored_types, collision_class_type)
end
end end
for key, _ in pairs(collision_ignores[type1]) do for key, _ in pairs(collision_ignores[type1]) do
if key == 'except' then if key == "except" then
for _, except_type in ipairs(collision_ignores[type1].except) do for _, except_type in ipairs(collision_ignores[type1].except) do
for i = #ignored_types, 1, -1 do for i = #ignored_types, 1, -1 do
if ignored_types[i] == except_type then table.remove(ignored_types, i) end if ignored_types[i] == except_type then
table.remove(ignored_types, i)
end
end end
end end
end end
end end
for _, ignored_type in ipairs(ignored_types) do for _, ignored_type in ipairs(ignored_types) do
if ignored_type == type2 then return true end if ignored_type == type2 then
return true
end
end end
end end
function World:isCollisionBetweenSensors(type1, type2) function World:isCollisionBetweenSensors(type1, type2)
if not self.is_sensor_memo[type1] then self.is_sensor_memo[type1] = {} end if not self.is_sensor_memo[type1] then
if not self.is_sensor_memo[type1][type2] then self.is_sensor_memo[type1][type2] = (self:doesType1IgnoreType2(type1, type2) or self:doesType1IgnoreType2(type2, type1)) end self.is_sensor_memo[type1] = {}
if self.is_sensor_memo[type1][type2] then return true end
else return false end if not self.is_sensor_memo[type1][type2] then
self.is_sensor_memo[type1][type2] = (
self:doesType1IgnoreType2(type1, type2) or self:doesType1IgnoreType2(type2, type1)
)
end
if self.is_sensor_memo[type1][type2] then
return true
else
return false
end
end end
-- https://love2d.org/forums/viewtopic.php?f=4&t=75441 -- https://love2d.org/forums/viewtopic.php?f=4&t=75441
@ -289,18 +345,18 @@ function World:generateCategoriesMasks()
end end
for object_type, ignore_list in pairs(collision_ignores) do for object_type, ignore_list in pairs(collision_ignores) do
for key, ignored_type in pairs(ignore_list) do for key, ignored_type in pairs(ignore_list) do
if ignored_type == 'All' then if ignored_type == "All" then
for _, all_object_type in ipairs(all) do for _, all_object_type in ipairs(all) do
table.insert(incoming[all_object_type], object_type) table.insert(incoming[all_object_type], object_type)
table.insert(expanded[object_type], all_object_type) table.insert(expanded[object_type], all_object_type)
end end
elseif type(ignored_type) == 'string' then elseif type(ignored_type) == "string" then
if ignored_type ~= 'All' then if ignored_type ~= "All" then
table.insert(incoming[ignored_type], object_type) table.insert(incoming[ignored_type], object_type)
table.insert(expanded[object_type], ignored_type) table.insert(expanded[object_type], ignored_type)
end end
end end
if key == 'except' then if key == "except" then
for _, except_ignored_type in ipairs(ignored_type) do for _, except_ignored_type in ipairs(ignored_type) do
for i, v in ipairs(incoming[except_ignored_type]) do for i, v in ipairs(incoming[except_ignored_type]) do
if v == object_type then if v == object_type then
@ -322,7 +378,9 @@ function World:generateCategoriesMasks()
end end
local edge_groups = {} local edge_groups = {}
for k, v in pairs(incoming) do for k, v in pairs(incoming) do
table.sort(v, function(a, b) return string.lower(a) < string.lower(b) end) table.sort(v, function(a, b)
return string.lower(a) < string.lower(b)
end)
end end
local i = 0 local i = 0
for k, v in pairs(incoming) do for k, v in pairs(incoming) do
@ -330,7 +388,10 @@ function World:generateCategoriesMasks()
for _, c in ipairs(v) do for _, c in ipairs(v) do
str = str .. c str = str .. c
end end
if not edge_groups[str] then i = i + 1; edge_groups[str] = {n = i} end if not edge_groups[str] then
i = i + 1
edge_groups[str] = { n = i }
end
table.insert(edge_groups[str], k) table.insert(edge_groups[str], k)
end end
local categories = {} local categories = {}
@ -343,12 +404,12 @@ function World:generateCategoriesMasks()
end end
end end
for k, v in pairs(expanded) do for k, v in pairs(expanded) do
local category = {categories[k]} local category = { categories[k] }
local current_masks = {} local current_masks = {}
for _, c in ipairs(v) do for _, c in ipairs(v) do
table.insert(current_masks, categories[c]) table.insert(current_masks, categories[c])
end end
self.masks[k] = {categories = category, masks = current_masks} self.masks[k] = { categories = category, masks = current_masks }
end end
end end
@ -356,24 +417,39 @@ function World:getCollisionCallbacksTable()
local collision_table = {} local collision_table = {}
for collision_class_name, collision_class in pairs(self.collision_classes) do for collision_class_name, collision_class in pairs(self.collision_classes) do
collision_table[collision_class_name] = {} collision_table[collision_class_name] = {}
for _, v in ipairs(collision_class.enter or {}) do table.insert(collision_table[collision_class_name], {type = 'enter', other = v}) end for _, v in ipairs(collision_class.enter or {}) do
for _, v in ipairs(collision_class.exit or {}) do table.insert(collision_table[collision_class_name], {type = 'exit', other = v}) end table.insert(collision_table[collision_class_name], { type = "enter", other = v })
for _, v in ipairs(collision_class.pre or {}) do table.insert(collision_table[collision_class_name], {type = 'pre', other = v}) end end
for _, v in ipairs(collision_class.post or {}) do table.insert(collision_table[collision_class_name], {type = 'post', other = v}) end for _, v in ipairs(collision_class.exit or {}) do
table.insert(collision_table[collision_class_name], { type = "exit", other = v })
end
for _, v in ipairs(collision_class.pre or {}) do
table.insert(collision_table[collision_class_name], { type = "pre", other = v })
end
for _, v in ipairs(collision_class.post or {}) do
table.insert(collision_table[collision_class_name], { type = "post", other = v })
end
end end
return collision_table return collision_table
end end
local function collEnsure(collision_class_name1, a, collision_class_name2, b) local function collEnsure(collision_class_name1, a, collision_class_name2, b)
if a.collision_class == collision_class_name2 and b.collision_class == collision_class_name1 then return b, a if a.collision_class == collision_class_name2 and b.collision_class == collision_class_name1 then
else return a, b end return b, a
else
return a, b
end
end end
local function collIf(collision_class_name1, collision_class_name2, a, b) local function collIf(collision_class_name1, collision_class_name2, a, b)
if (a.collision_class == collision_class_name1 and b.collision_class == collision_class_name2) or if
(a.collision_class == collision_class_name2 and b.collision_class == collision_class_name1) then (a.collision_class == collision_class_name1 and b.collision_class == collision_class_name2)
or (a.collision_class == collision_class_name2 and b.collision_class == collision_class_name1)
then
return true return true
else return false end else
return false
end
end end
function World.collisionOnEnter(fixture_a, fixture_b, contact) function World.collisionOnEnter(fixture_a, fixture_b, contact)
@ -384,22 +460,33 @@ function World.collisionOnEnter(fixture_a, fixture_b, contact)
for _, collision in ipairs(a.world.collisions.on_enter.sensor) do for _, collision in ipairs(a.world.collisions.on_enter.sensor) do
if collIf(collision.type1, collision.type2, a, b) then if collIf(collision.type1, collision.type2, a, b) then
a, b = collEnsure(collision.type1, a, collision.type2, b) a, b = collEnsure(collision.type1, a, collision.type2, b)
table.insert(a.collision_events[collision.type2], {collision_type = 'enter', collider_1 = a, collider_2 = b, contact = contact}) table.insert(
a.collision_events[collision.type2],
{ collision_type = "enter", collider_1 = a, collider_2 = b, contact = contact }
)
if collision.type1 == collision.type2 then if collision.type1 == collision.type2 then
table.insert(b.collision_events[collision.type1], {collision_type = 'enter', collider_1 = b, collider_2 = a, contact = contact}) table.insert(
b.collision_events[collision.type1],
{ collision_type = "enter", collider_1 = b, collider_2 = a, contact = contact }
)
end end
end end
end end
end end
elseif not (fixture_a:isSensor() or fixture_b:isSensor()) then elseif not (fixture_a:isSensor() or fixture_b:isSensor()) then
if a and b then if a and b then
for _, collision in ipairs(a.world.collisions.on_enter.non_sensor) do for _, collision in ipairs(a.world.collisions.on_enter.non_sensor) do
if collIf(collision.type1, collision.type2, a, b) then if collIf(collision.type1, collision.type2, a, b) then
a, b = collEnsure(collision.type1, a, collision.type2, b) a, b = collEnsure(collision.type1, a, collision.type2, b)
table.insert(a.collision_events[collision.type2], {collision_type = 'enter', collider_1 = a, collider_2 = b, contact = contact}) table.insert(
a.collision_events[collision.type2],
{ collision_type = "enter", collider_1 = a, collider_2 = b, contact = contact }
)
if collision.type1 == collision.type2 then if collision.type1 == collision.type2 then
table.insert(b.collision_events[collision.type1], {collision_type = 'enter', collider_1 = b, collider_2 = a, contact = contact}) table.insert(
b.collision_events[collision.type1],
{ collision_type = "enter", collider_1 = b, collider_2 = a, contact = contact }
)
end end
end end
end end
@ -415,22 +502,33 @@ function World.collisionOnExit(fixture_a, fixture_b, contact)
for _, collision in ipairs(a.world.collisions.on_exit.sensor) do for _, collision in ipairs(a.world.collisions.on_exit.sensor) do
if collIf(collision.type1, collision.type2, a, b) then if collIf(collision.type1, collision.type2, a, b) then
a, b = collEnsure(collision.type1, a, collision.type2, b) a, b = collEnsure(collision.type1, a, collision.type2, b)
table.insert(a.collision_events[collision.type2], {collision_type = 'exit', collider_1 = a, collider_2 = b, contact = contact}) table.insert(
a.collision_events[collision.type2],
{ collision_type = "exit", collider_1 = a, collider_2 = b, contact = contact }
)
if collision.type1 == collision.type2 then if collision.type1 == collision.type2 then
table.insert(b.collision_events[collision.type1], {collision_type = 'exit', collider_1 = b, collider_2 = a, contact = contact}) table.insert(
b.collision_events[collision.type1],
{ collision_type = "exit", collider_1 = b, collider_2 = a, contact = contact }
)
end end
end end
end end
end end
elseif not (fixture_a:isSensor() or fixture_b:isSensor()) then elseif not (fixture_a:isSensor() or fixture_b:isSensor()) then
if a and b then if a and b then
for _, collision in ipairs(a.world.collisions.on_exit.non_sensor) do for _, collision in ipairs(a.world.collisions.on_exit.non_sensor) do
if collIf(collision.type1, collision.type2, a, b) then if collIf(collision.type1, collision.type2, a, b) then
a, b = collEnsure(collision.type1, a, collision.type2, b) a, b = collEnsure(collision.type1, a, collision.type2, b)
table.insert(a.collision_events[collision.type2], {collision_type = 'exit', collider_1 = a, collider_2 = b, contact = contact}) table.insert(
a.collision_events[collision.type2],
{ collision_type = "exit", collider_1 = a, collider_2 = b, contact = contact }
)
if collision.type1 == collision.type2 then if collision.type1 == collision.type2 then
table.insert(b.collision_events[collision.type1], {collision_type = 'exit', collider_1 = b, collider_2 = a, contact = contact}) table.insert(
b.collision_events[collision.type1],
{ collision_type = "exit", collider_1 = b, collider_2 = a, contact = contact }
)
end end
end end
end end
@ -453,7 +551,6 @@ function World.collisionPre(fixture_a, fixture_b, contact)
end end
end end
end end
elseif not (fixture_a:isSensor() or fixture_b:isSensor()) then elseif not (fixture_a:isSensor() or fixture_b:isSensor()) then
if a and b then if a and b then
for _, collision in ipairs(a.world.collisions.pre.non_sensor) do for _, collision in ipairs(a.world.collisions.pre.non_sensor) do
@ -484,7 +581,6 @@ function World.collisionPost(fixture_a, fixture_b, contact, ni1, ti1, ni2, ti2)
end end
end end
end end
elseif not (fixture_a:isSensor() or fixture_b:isSensor()) then elseif not (fixture_a:isSensor() or fixture_b:isSensor()) then
if a and b then if a and b then
for _, collision in ipairs(a.world.collisions.post.non_sensor) do for _, collision in ipairs(a.world.collisions.post.non_sensor) do
@ -501,34 +597,36 @@ function World.collisionPost(fixture_a, fixture_b, contact, ni1, ti1, ni2, ti2)
end end
function World:newCircleCollider(x, y, r, settings) function World:newCircleCollider(x, y, r, settings)
return self.wf.Collider.new(self, 'Circle', x, y, r, settings) return self.wf.Collider.new(self, "Circle", x, y, r, settings)
end end
function World:newRectangleCollider(x, y, w, h, settings) function World:newRectangleCollider(x, y, w, h, settings)
return self.wf.Collider.new(self, 'Rectangle', x, y, w, h, settings) return self.wf.Collider.new(self, "Rectangle", x, y, w, h, settings)
end end
function World:newBSGRectangleCollider(x, y, w, h, corner_cut_size, settings) function World:newBSGRectangleCollider(x, y, w, h, corner_cut_size, settings)
return self.wf.Collider.new(self, 'BSGRectangle', x, y, w, h, corner_cut_size, settings) return self.wf.Collider.new(self, "BSGRectangle", x, y, w, h, corner_cut_size, settings)
end end
function World:newPolygonCollider(vertices, settings) function World:newPolygonCollider(vertices, settings)
return self.wf.Collider.new(self, 'Polygon', vertices, settings) return self.wf.Collider.new(self, "Polygon", vertices, settings)
end end
function World:newLineCollider(x1, y1, x2, y2, settings) function World:newLineCollider(x1, y1, x2, y2, settings)
return self.wf.Collider.new(self, 'Line', x1, y1, x2, y2, settings) return self.wf.Collider.new(self, "Line", x1, y1, x2, y2, settings)
end end
function World:newChainCollider(vertices, loop, settings) function World:newChainCollider(vertices, loop, settings)
return self.wf.Collider.new(self, 'Chain', vertices, loop, settings) return self.wf.Collider.new(self, "Chain", vertices, loop, settings)
end end
-- Internal AABB box2d query used before going for more specific and precise computations. -- Internal AABB box2d query used before going for more specific and precise computations.
function World:_queryBoundingBox(x1, y1, x2, y2) function World:_queryBoundingBox(x1, y1, x2, y2)
local colliders = {} local colliders = {}
local callback = function(fixture) local callback = function(fixture)
if not fixture:isSensor() then table.insert(colliders, fixture:getUserData()) end if not fixture:isSensor() then
table.insert(colliders, fixture:getUserData())
end
return true return true
end end
self.box2d_world:queryBoundingBox(x1, y1, x2, y2, callback) self.box2d_world:queryBoundingBox(x1, y1, x2, y2, callback)
@ -536,7 +634,7 @@ function World:_queryBoundingBox(x1, y1, x2, y2)
end end
function World:collisionClassInCollisionClassesList(collision_class, collision_classes) function World:collisionClassInCollisionClassesList(collision_class, collision_classes)
if collision_classes[1] == 'All' then if collision_classes[1] == "All" then
local all_collision_classes = {} local all_collision_classes = {}
for class, _ in pairs(self.collision_classes) do for class, _ in pairs(self.collision_classes) do
table.insert(all_collision_classes, class) table.insert(all_collision_classes, class)
@ -552,25 +650,43 @@ function World:collisionClassInCollisionClassesList(collision_class, collision_c
end end
end end
for _, class in ipairs(all_collision_classes) do for _, class in ipairs(all_collision_classes) do
if class == collision_class then return true end if class == collision_class then
return true
end
end end
else else
for _, class in ipairs(collision_classes) do for _, class in ipairs(collision_classes) do
if class == collision_class then return true end if class == collision_class then
return true
end
end end
end end
end end
function World:queryCircleArea(x, y, radius, collision_class_names) function World:queryCircleArea(x, y, radius, collision_class_names)
if not collision_class_names then collision_class_names = {'All'} end if not collision_class_names then
if self.query_debug_drawing_enabled then table.insert(self.query_debug_draw, {type = 'circle', x = x, y = y, r = radius, frames = self.draw_query_for_n_frames}) end collision_class_names = { "All" }
end
if self.query_debug_drawing_enabled then
table.insert(
self.query_debug_draw,
{ type = "circle", x = x, y = y, r = radius, frames = self.draw_query_for_n_frames }
)
end
local colliders = self:_queryBoundingBox(x-radius, y-radius, x+radius, y+radius) local colliders = self:_queryBoundingBox(x - radius, y - radius, x + radius, y + radius)
local outs = {} local outs = {}
for _, collider in ipairs(colliders) do for _, collider in ipairs(colliders) do
if self:collisionClassInCollisionClassesList(collider.collision_class, collision_class_names) then if self:collisionClassInCollisionClassesList(collider.collision_class, collision_class_names) then
for _, fixture in ipairs(collider.body:getFixtures()) do for _, fixture in ipairs(collider.body:getFixtures()) do
if self.wf.Math.polygon.getCircleIntersection(x, y, radius, {collider.body:getWorldPoints(fixture:getShape():getPoints())}) then if
self.wf.Math.polygon.getCircleIntersection(
x,
y,
radius,
{ collider.body:getWorldPoints(fixture:getShape():getPoints()) }
)
then
table.insert(outs, collider) table.insert(outs, collider)
break break
end end
@ -581,15 +697,27 @@ function World:queryCircleArea(x, y, radius, collision_class_names)
end end
function World:queryRectangleArea(x, y, w, h, collision_class_names) function World:queryRectangleArea(x, y, w, h, collision_class_names)
if not collision_class_names then collision_class_names = {'All'} end if not collision_class_names then
if self.query_debug_drawing_enabled then table.insert(self.query_debug_draw, {type = 'rectangle', x = x, y = y, w = w, h = h, frames = self.draw_query_for_n_frames}) end collision_class_names = { "All" }
end
if self.query_debug_drawing_enabled then
table.insert(
self.query_debug_draw,
{ type = "rectangle", x = x, y = y, w = w, h = h, frames = self.draw_query_for_n_frames }
)
end
local colliders = self:_queryBoundingBox(x, y, x+w, y+h) local colliders = self:_queryBoundingBox(x, y, x + w, y + h)
local outs = {} local outs = {}
for _, collider in ipairs(colliders) do for _, collider in ipairs(colliders) do
if self:collisionClassInCollisionClassesList(collider.collision_class, collision_class_names) then if self:collisionClassInCollisionClassesList(collider.collision_class, collision_class_names) then
for _, fixture in ipairs(collider.body:getFixtures()) do for _, fixture in ipairs(collider.body:getFixtures()) do
if self.wf.Math.polygon.isPolygonInside({x, y, x+w, y, x+w, y+h, x, y+h}, {collider.body:getWorldPoints(fixture:getShape():getPoints())}) then if
self.wf.Math.polygon.isPolygonInside(
{ x, y, x + w, y, x + w, y + h, x, y + h },
{ collider.body:getWorldPoints(fixture:getShape():getPoints()) }
)
then
table.insert(outs, collider) table.insert(outs, collider)
break break
end end
@ -600,21 +728,35 @@ function World:queryRectangleArea(x, y, w, h, collision_class_names)
end end
function World:queryPolygonArea(vertices, collision_class_names) function World:queryPolygonArea(vertices, collision_class_names)
if not collision_class_names then collision_class_names = {'All'} end if not collision_class_names then
if self.query_debug_drawing_enabled then table.insert(self.query_debug_draw, {type = 'polygon', vertices = vertices, frames = self.draw_query_for_n_frames}) end collision_class_names = { "All" }
end
if self.query_debug_drawing_enabled then
table.insert(
self.query_debug_draw,
{ type = "polygon", vertices = vertices, frames = self.draw_query_for_n_frames }
)
end
local cx, cy = self.wf.Math.polygon.getCentroid(vertices) local cx, cy = self.wf.Math.polygon.getCentroid(vertices)
local d_max = 0 local d_max = 0
for i = 1, #vertices, 2 do for i = 1, #vertices, 2 do
local d = self.wf.Math.line.getLength(cx, cy, vertices[i], vertices[i+1]) local d = self.wf.Math.line.getLength(cx, cy, vertices[i], vertices[i + 1])
if d > d_max then d_max = d end if d > d_max then
d_max = d
end end
local colliders = self:_queryBoundingBox(cx-d_max, cy-d_max, cx+d_max, cy+d_max) end
local colliders = self:_queryBoundingBox(cx - d_max, cy - d_max, cx + d_max, cy + d_max)
local outs = {} local outs = {}
for _, collider in ipairs(colliders) do for _, collider in ipairs(colliders) do
if self:collisionClassInCollisionClassesList(collider.collision_class, collision_class_names) then if self:collisionClassInCollisionClassesList(collider.collision_class, collision_class_names) then
for _, fixture in ipairs(collider.body:getFixtures()) do for _, fixture in ipairs(collider.body:getFixtures()) do
if self.wf.Math.polygon.isPolygonInside(vertices, {collider.body:getWorldPoints(fixture:getShape():getPoints())}) then if
self.wf.Math.polygon.isPolygonInside(
vertices,
{ collider.body:getWorldPoints(fixture:getShape():getPoints()) }
)
then
table.insert(outs, collider) table.insert(outs, collider)
break break
end end
@ -625,14 +767,21 @@ function World:queryPolygonArea(vertices, collision_class_names)
end end
function World:queryLine(x1, y1, x2, y2, collision_class_names) function World:queryLine(x1, y1, x2, y2, collision_class_names)
if not collision_class_names then collision_class_names = {'All'} end if not collision_class_names then
collision_class_names = { "All" }
end
if self.query_debug_drawing_enabled then if self.query_debug_drawing_enabled then
table.insert(self.query_debug_draw, {type = 'line', x1 = x1, y1 = y1, x2 = x2, y2 = y2, frames = self.draw_query_for_n_frames}) table.insert(
self.query_debug_draw,
{ type = "line", x1 = x1, y1 = y1, x2 = x2, y2 = y2, frames = self.draw_query_for_n_frames }
)
end end
local colliders = {} local colliders = {}
local callback = function(fixture, ...) local callback = function(fixture, ...)
if not fixture:isSensor() then table.insert(colliders, fixture:getUserData()) end if not fixture:isSensor() then
table.insert(colliders, fixture:getUserData())
end
return 1 return 1
end end
self.box2d_world:rayCast(x1, y1, x2, y2, callback) self.box2d_world:rayCast(x1, y1, x2, y2, callback)
@ -647,10 +796,14 @@ function World:queryLine(x1, y1, x2, y2, collision_class_names)
end end
function World:addJoint(joint_type, ...) function World:addJoint(joint_type, ...)
local args = {...} local args = { ... }
if args[1].body then args[1] = args[1].body end if args[1].body then
if type(args[2]) == "table" and args[2].body then args[2] = args[2].body end args[1] = args[1].body
local joint = love.physics['new' .. joint_type](unpack(args)) end
if type(args[2]) == "table" and args[2].body then
args[2] = args[2].body
end
local joint = love.physics["new" .. joint_type](unpack(args))
return joint return joint
end end
@ -665,13 +818,13 @@ function World:destroy()
collider:destroy() collider:destroy()
end end
local joints = self.box2d_world:getJoints() local joints = self.box2d_world:getJoints()
for _, joint in ipairs(joints) do joint:destroy() end for _, joint in ipairs(joints) do
joint:destroy()
end
self.box2d_world:destroy() self.box2d_world:destroy()
self.box2d_world = nil self.box2d_world = nil
end end
local Collider = {} local Collider = {}
Collider.__index = Collider Collider.__index = Collider
@ -702,42 +855,60 @@ function Collider.new(world, collider_type, ...)
self.exit_collision_data = {} self.exit_collision_data = {}
self.stay_collision_data = {} self.stay_collision_data = {}
local args = {...} local args = { ... }
local shape, fixture local shape, fixture
if self.type == 'Circle' then if self.type == "Circle" then
self.collision_class = (args[4] and args[4].collision_class) or 'Default' self.collision_class = (args[4] and args[4].collision_class) or "Default"
self.body = love.physics.newBody(self.world.box2d_world, args[1], args[2], (args[4] and args[4].body_type) or 'dynamic') self.body =
love.physics.newBody(self.world.box2d_world, args[1], args[2], (args[4] and args[4].body_type) or "dynamic")
shape = love.physics.newCircleShape(args[3]) shape = love.physics.newCircleShape(args[3])
elseif self.type == "Rectangle" then
elseif self.type == 'Rectangle' then self.collision_class = (args[5] and args[5].collision_class) or "Default"
self.collision_class = (args[5] and args[5].collision_class) or 'Default' self.body = love.physics.newBody(
self.body = love.physics.newBody(self.world.box2d_world, args[1] + args[3]/2, args[2] + args[4]/2, (args[5] and args[5].body_type) or 'dynamic') self.world.box2d_world,
args[1] + args[3] / 2,
args[2] + args[4] / 2,
(args[5] and args[5].body_type) or "dynamic"
)
shape = love.physics.newRectangleShape(args[3], args[4]) shape = love.physics.newRectangleShape(args[3], args[4])
elseif self.type == "BSGRectangle" then
elseif self.type == 'BSGRectangle' then self.collision_class = (args[6] and args[6].collision_class) or "Default"
self.collision_class = (args[6] and args[6].collision_class) or 'Default' self.body = love.physics.newBody(
self.body = love.physics.newBody(self.world.box2d_world, args[1] + args[3]/2, args[2] + args[4]/2, (args[6] and args[6].body_type) or 'dynamic') self.world.box2d_world,
args[1] + args[3] / 2,
args[2] + args[4] / 2,
(args[6] and args[6].body_type) or "dynamic"
)
local w, h, s = args[3], args[4], args[5] local w, h, s = args[3], args[4], args[5]
shape = love.physics.newPolygonShape({ shape = love.physics.newPolygonShape({
-w/2, -h/2 + s, -w/2 + s, -h/2, -w / 2,
w/2 - s, -h/2, w/2, -h/2 + s, -h / 2 + s,
w/2, h/2 - s, w/2 - s, h/2, -w / 2 + s,
-w/2 + s, h/2, -w/2, h/2 - s -h / 2,
w / 2 - s,
-h / 2,
w / 2,
-h / 2 + s,
w / 2,
h / 2 - s,
w / 2 - s,
h / 2,
-w / 2 + s,
h / 2,
-w / 2,
h / 2 - s,
}) })
elseif self.type == "Polygon" then
elseif self.type == 'Polygon' then self.collision_class = (args[2] and args[2].collision_class) or "Default"
self.collision_class = (args[2] and args[2].collision_class) or 'Default' self.body = love.physics.newBody(self.world.box2d_world, 0, 0, (args[2] and args[2].body_type) or "dynamic")
self.body = love.physics.newBody(self.world.box2d_world, 0, 0, (args[2] and args[2].body_type) or 'dynamic')
shape = love.physics.newPolygonShape(unpack(args[1])) shape = love.physics.newPolygonShape(unpack(args[1]))
elseif self.type == "Line" then
elseif self.type == 'Line' then self.collision_class = (args[5] and args[5].collision_class) or "Default"
self.collision_class = (args[5] and args[5].collision_class) or 'Default' self.body = love.physics.newBody(self.world.box2d_world, 0, 0, (args[5] and args[5].body_type) or "dynamic")
self.body = love.physics.newBody(self.world.box2d_world, 0, 0, (args[5] and args[5].body_type) or 'dynamic')
shape = love.physics.newEdgeShape(args[1], args[2], args[3], args[4]) shape = love.physics.newEdgeShape(args[1], args[2], args[3], args[4])
elseif self.type == "Chain" then
elseif self.type == 'Chain' then self.collision_class = (args[3] and args[3].collision_class) or "Default"
self.collision_class = (args[3] and args[3].collision_class) or 'Default' self.body = love.physics.newBody(self.world.box2d_world, 0, 0, (args[3] and args[3].body_type) or "dynamic")
self.body = love.physics.newBody(self.world.box2d_world, 0, 0, (args[3] and args[3].body_type) or 'dynamic')
shape = love.physics.newChainShape(args[1], unpack(args[2])) shape = love.physics.newChainShape(args[1], unpack(args[2]))
end end
@ -752,9 +923,9 @@ function Collider.new(world, collider_type, ...)
sensor:setSensor(true) sensor:setSensor(true)
sensor:setUserData(self) sensor:setUserData(self)
self.shapes['main'] = shape self.shapes["main"] = shape
self.fixtures['main'] = fixture self.fixtures["main"] = fixture
self.sensors['main'] = sensor self.sensors["main"] = sensor
self.shape = shape self.shape = shape
self.fixture = fixture self.fixture = fixture
@ -764,21 +935,45 @@ function Collider.new(world, collider_type, ...)
-- Points all body, fixture and shape functions to this wf.Collider object -- Points all body, fixture and shape functions to this wf.Collider object
-- This means that the user can call collider:setLinearVelocity for instance without having to say collider.body:setLinearVelocity -- This means that the user can call collider:setLinearVelocity for instance without having to say collider.body:setLinearVelocity
for k, v in pairs(self.body.__index) do for k, v in pairs(self.body.__index) do
if k ~= '__gc' and k ~= '__eq' and k ~= '__index' and k ~= '__tostring' and k ~= 'destroy' and k ~= 'type' and k ~= 'typeOf' then if
k ~= "__gc"
and k ~= "__eq"
and k ~= "__index"
and k ~= "__tostring"
and k ~= "destroy"
and k ~= "type"
and k ~= "typeOf"
then
self[k] = function(self, ...) self[k] = function(self, ...)
return v(self.body, ...) return v(self.body, ...)
end end
end end
end end
for k, v in pairs(self.fixture.__index) do for k, v in pairs(self.fixture.__index) do
if k ~= '__gc' and k ~= '__eq' and k ~= '__index' and k ~= '__tostring' and k ~= 'destroy' and k ~= 'type' and k ~= 'typeOf' then if
k ~= "__gc"
and k ~= "__eq"
and k ~= "__index"
and k ~= "__tostring"
and k ~= "destroy"
and k ~= "type"
and k ~= "typeOf"
then
self[k] = function(self, ...) self[k] = function(self, ...)
return v(self.fixture, ...) return v(self.fixture, ...)
end end
end end
end end
for k, v in pairs(self.shape.__index) do for k, v in pairs(self.shape.__index) do
if k ~= '__gc' and k ~= '__eq' and k ~= '__index' and k ~= '__tostring' and k ~= 'destroy' and k ~= 'type' and k ~= 'typeOf' then if
k ~= "__gc"
and k ~= "__eq"
and k ~= "__index"
and k ~= "__tostring"
and k ~= "destroy"
and k ~= "type"
and k ~= "typeOf"
then
self[k] = function(self, ...) self[k] = function(self, ...)
return v(self.shape, ...) return v(self.shape, ...)
end end
@ -796,7 +991,9 @@ function Collider:collisionEventsClear()
end end
function Collider:setCollisionClass(collision_class_name) function Collider:setCollisionClass(collision_class_name)
if not self.world.collision_classes[collision_class_name] then error("Collision class " .. collision_class_name .. " doesn't exist.") end if not self.world.collision_classes[collision_class_name] then
error("Collision class " .. collision_class_name .. " doesn't exist.")
end
self.collision_class = collision_class_name self.collision_class = collision_class_name
for _, fixture in pairs(self.fixtures) do for _, fixture in pairs(self.fixtures) do
if self.world.masks[collision_class_name] then if self.world.masks[collision_class_name] then
@ -810,10 +1007,15 @@ function Collider:enter(other_collision_class_name)
local events = self.collision_events[other_collision_class_name] local events = self.collision_events[other_collision_class_name]
if events and #events >= 1 then if events and #events >= 1 then
for _, e in ipairs(events) do for _, e in ipairs(events) do
if e.collision_type == 'enter' then if e.collision_type == "enter" then
if not self.collision_stay[other_collision_class_name] then self.collision_stay[other_collision_class_name] = {} end if not self.collision_stay[other_collision_class_name] then
table.insert(self.collision_stay[other_collision_class_name], {collider = e.collider_2, contact = e.contact}) self.collision_stay[other_collision_class_name] = {}
self.enter_collision_data[other_collision_class_name] = {collider = e.collider_2, contact = e.contact} end
table.insert(
self.collision_stay[other_collision_class_name],
{ collider = e.collider_2, contact = e.contact }
)
self.enter_collision_data[other_collision_class_name] = { collider = e.collider_2, contact = e.contact }
return true return true
end end
end end
@ -828,14 +1030,16 @@ function Collider:exit(other_collision_class_name)
local events = self.collision_events[other_collision_class_name] local events = self.collision_events[other_collision_class_name]
if events and #events >= 1 then if events and #events >= 1 then
for _, e in ipairs(events) do for _, e in ipairs(events) do
if e.collision_type == 'exit' then if e.collision_type == "exit" then
if self.collision_stay[other_collision_class_name] then if self.collision_stay[other_collision_class_name] then
for i = #self.collision_stay[other_collision_class_name], 1, -1 do for i = #self.collision_stay[other_collision_class_name], 1, -1 do
local collision_stay = self.collision_stay[other_collision_class_name][i] local collision_stay = self.collision_stay[other_collision_class_name][i]
if collision_stay.collider.id == e.collider_2.id then table.remove(self.collision_stay[other_collision_class_name], i) end if collision_stay.collider.id == e.collider_2.id then
table.remove(self.collision_stay[other_collision_class_name], i)
end end
end end
self.exit_collision_data[other_collision_class_name] = {collider = e.collider_2, contact = e.contact} end
self.exit_collision_data[other_collision_class_name] = { collider = e.collider_2, contact = e.contact }
return true return true
end end
end end
@ -875,9 +1079,11 @@ function Collider:getObject()
end end
function Collider:addShape(shape_name, shape_type, ...) function Collider:addShape(shape_name, shape_type, ...)
if self.shapes[shape_name] or self.fixtures[shape_name] then error("Shape/fixture " .. shape_name .. " already exists.") end if self.shapes[shape_name] or self.fixtures[shape_name] then
local args = {...} error("Shape/fixture " .. shape_name .. " already exists.")
local shape = love.physics['new' .. shape_type](unpack(args)) end
local args = { ... }
local shape = love.physics["new" .. shape_type](unpack(args))
local fixture = love.physics.newFixture(self.body, shape) local fixture = love.physics.newFixture(self.body, shape)
if self.world.masks[self.collision_class] then if self.world.masks[self.collision_class] then
fixture:setCategory(unpack(self.world.masks[self.collision_class].categories)) fixture:setCategory(unpack(self.world.masks[self.collision_class].categories))
@ -894,7 +1100,9 @@ function Collider:addShape(shape_name, shape_type, ...)
end end
function Collider:removeShape(shape_name) function Collider:removeShape(shape_name)
if not self.shapes[shape_name] then return end if not self.shapes[shape_name] then
return
end
self.shapes[shape_name] = nil self.shapes[shape_name] = nil
self.fixtures[shape_name]:setUserData(nil) self.fixtures[shape_name]:setUserData(nil)
self.fixtures[shape_name]:destroy() self.fixtures[shape_name]:destroy()
@ -926,4 +1134,3 @@ wf.World = World
wf.Collider = Collider wf.Collider = Collider
return wf return wf

File diff suppressed because it is too large Load Diff

@ -1,10 +1,14 @@
require 'constants' require("constants")
function love.run() function love.run()
if love.load then love.load(love.arg.parseGameArguments(arg), arg) end if love.load then
love.load(love.arg.parseGameArguments(arg), arg)
end
-- We don't want the first frame's dt to include time taken by love.load. -- We don't want the first frame's dt to include time taken by love.load.
if love.timer then love.timer.step() end if love.timer then
love.timer.step()
end
local dt = 0 local dt = 0
@ -13,32 +17,40 @@ function love.run()
-- Process events. -- Process events.
if love.event then if love.event then
love.event.pump() love.event.pump()
for name, a,b,c,d,e,f in love.event.poll() do for name, a, b, c, d, e, f in love.event.poll() do
if name == "quit" then if name == "quit" then
if not love.quit or not love.quit() then if not love.quit or not love.quit() then
return a or 0 return a or 0
end end
end end
love.handlers[name](a,b,c,d,e,f) love.handlers[name](a, b, c, d, e, f)
end end
end end
-- Update dt, as we'll be passing it to update -- Update dt, as we'll be passing it to update
if love.timer then dt = love.timer.step() end if love.timer then
dt = love.timer.step()
end
-- Call update and draw -- Call update and draw
if love.update then love.update(dt) end -- will pass 0 if love.timer is disabled if love.update then
love.update(dt)
end -- will pass 0 if love.timer is disabled
if love.graphics and love.graphics.isActive() then if love.graphics and love.graphics.isActive() then
love.graphics.origin() love.graphics.origin()
love.graphics.clear(love.graphics.getBackgroundColor()) love.graphics.clear(love.graphics.getBackgroundColor())
if love.draw then love.draw() end if love.draw then
love.draw()
end
love.graphics.present() love.graphics.present()
end end
if love.timer then love.timer.sleep(0.001) end if love.timer then
love.timer.sleep(0.001)
end
end end
end end
@ -112,12 +124,11 @@ function love.load()
musicStory = love.audio.newSource("music/story.mp3", "stream") musicStory = love.audio.newSource("music/story.mp3", "stream")
musicPause = musicBattle:clone() musicPause = musicBattle:clone()
musicPause:setFilter{ musicPause:setFilter({
type = 'lowpass', type = "lowpass",
volume = 0.3, volume = 0.7,
highgain = 0.4, highgain = 0.4,
} })
end end
function love.keypressed(key) function love.keypressed(key)
@ -130,7 +141,6 @@ function love.keypressed(key)
if _G.GAMESTATE == "GAME" then if _G.GAMESTATE == "GAME" then
GameKeyPressed(key) GameKeyPressed(key)
end end
end end
function love.update(dt) function love.update(dt)
@ -162,6 +172,11 @@ function love.update(dt)
love.audio.play(musicPause) love.audio.play(musicPause)
end end
end end
if _G.GAMESTATE == "WIN" then
print(P1_WIN)
print(P2_WIN)
love.event.quit()
end
end end
function love.draw() function love.draw()
@ -179,5 +194,4 @@ function love.draw()
love.graphics.print("" .. GAMESTATE, 200, 200) love.graphics.print("" .. GAMESTATE, 200, 200)
end end
end end
end end

@ -47,38 +47,38 @@ function Player:shoot(bulletSpeed)
return newBullet return newBullet
end end
function handleKeys(dt) function Player:handleKeys(up, down, left, right, dt)
end self.vx, self.vy = 0, 0 --reset every frame
if love.keyboard.isDown(up) then
-- Update method for the Player class
function Player:update(dt)
if _G.GAMESTATE == "GAME" then
self.vx = 0
self.vy = 0
local bulletSpeed = 20000
if self.p == 1 then
-- Handle player 1 controls
if love.keyboard.isDown("w") then
self.vx = cos(self.rotation) * (self.speed * dt) self.vx = cos(self.rotation) * (self.speed * dt)
self.vy = sin(self.rotation) * (self.speed * dt) self.vy = sin(self.rotation) * (self.speed * dt)
elseif love.keyboard.isDown("s") then elseif love.keyboard.isDown(down) then
self.vx = cos(self.rotation) * (self.speed * dt) * -1 self.vx = cos(self.rotation) * (self.speed * dt) * -1
self.vy = sin(self.rotation) * (self.speed * dt) * -1 self.vy = sin(self.rotation) * (self.speed * dt) * -1
elseif love.keyboard.isDown("a") then elseif love.keyboard.isDown(left) then
self.rotation = self.rotation - (self.rotSpeed * dt) self.rotation = self.rotation - (self.rotSpeed * dt)
elseif love.keyboard.isDown("d") then elseif love.keyboard.isDown(right) then
self.rotation = self.rotation + (self.rotSpeed * dt) self.rotation = self.rotation + (self.rotSpeed * dt)
end end
self.collider:setLinearVelocity(self.vx, self.vy) self.collider:setLinearVelocity(self.vx, self.vy)
end
-- Check for collision with walls function Player:updateCol()
if self.collider:enter("Wall") then if self.p == 1 then
print("Player 1 collided with wall") self.x = self.collider:getX()
self.y = self.collider:getY()
elseif self.p == 2 then
self.x = self.collider:getX()
self.y = self.collider:getY()
end end
end
if EnableKeyPress1 == true and GAMESTATE == "GAME" then -- Update method for the Player class
function Player:update(dt)
local bulletSpeed = 20000
if EnableKeyPress1 == true and self.p == 1 then
if love.keyboard.isDown("space") then if love.keyboard.isDown("space") then
local newBullet = self:shoot(bulletSpeed) local newBullet = self:shoot(bulletSpeed)
table.insert(Bullets1, newBullet) table.insert(Bullets1, newBullet)
@ -86,30 +86,8 @@ function Player:update(dt)
EnableKeyPress1 = false EnableKeyPress1 = false
end end
end end
self.x = self.collider:getX()
self.y = self.collider:getY()
elseif self.p == 2 then if EnableKeyPress2 == true and self.p == 2 then
-- Handle player 2 controls
if love.keyboard.isDown("up") then
self.vx = cos(self.rotation) * (self.speed * dt)
self.vy = sin(self.rotation) * (self.speed * dt)
elseif love.keyboard.isDown("down") then
self.vx = cos(self.rotation) * (self.speed * dt) * -1
self.vy = sin(self.rotation) * (self.speed * dt) * -1
elseif love.keyboard.isDown("left") then
self.rotation = self.rotation - (self.rotSpeed * dt)
elseif love.keyboard.isDown("right") then
self.rotation = self.rotation + (self.rotSpeed * dt)
end
self.collider:setLinearVelocity(self.vx, self.vy)
-- Check for collision with walls
if self.collider:enter("Wall") then
print("Player 2 collided with wall")
end
if EnableKeyPress2 == true then
if love.keyboard.isDown("return") then if love.keyboard.isDown("return") then
local newBullet = self:shoot(bulletSpeed) local newBullet = self:shoot(bulletSpeed)
table.insert(Bullets2, newBullet) table.insert(Bullets2, newBullet)
@ -117,10 +95,6 @@ function Player:update(dt)
EnableKeyPress2 = false EnableKeyPress2 = false
end end
end end
end
self.x = self.collider:getX()
self.y = self.collider:getY()
end
end end
function Player:draw() function Player:draw()

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