format and stuff

main
Simon Kellet 2 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)
if key == "escape" then
musicBattle:setVolume(0)
musicPause:setVolume(0.5)
musicPause:setVolume(0.6)
_G.GAMESTATE = "PAUSE"
print("STATE CHANEGD: PAUSED!")
@ -13,13 +12,8 @@ function GameKeyPressed(key)
DebugFlag = not DebugFlag
end
--TODO: Move player movement code into here!
--[[
-- TODO: Better restart
--TODO: Better restart
if key == "r" and not _G.PAUSED then
love.load()
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)
--Check if anyone has won
if checkWinState() == true then
print("STATE CHNAGED: WIN!")
_G.GAMESTATE = "WIN"
end
--WindField
World:update(dt)
local max = math.max
KeyPressTime1 = max(0, KeyPressTime1 - dt)
if KeyPressTime1 <= 0 then
EnableKeyPress1 = true
@ -13,6 +35,7 @@ function UpdateGame(dt)
if KeyPressTime2 <= 0 then
EnableKeyPress2 = true
end
for i, v in ipairs(Bullets1) do
v:update(dt)
if v.y < 0 then --top of screen
@ -69,7 +92,10 @@ function UpdateGame(dt)
end
end
end
UserPlayer1:handleKeys("w", "s", "a", "d", dt)
UserPlayer2:handleKeys("up", "down", "left", "right", dt)
UserPlayer1:updateCol()
UserPlayer2:updateCol()
UserPlayer1:update(dt)
UserPlayer2:update(dt)
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
local rounding = 30 -- used for rounding the buttons
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
love.graphics.setColor(love.math.colorFromBytes(244,67,54))
love.graphics.setColor(love.math.colorFromBytes(244, 67, 54))
end
-- Draw rectangle
love.graphics.rectangle("line", x, y, w, h, rounding, rounding)
@ -25,13 +25,12 @@ local function title()
local height = love.graphics.getHeight()
local width = love.graphics.getWidth()
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.setColor(0,0,0)
love.graphics.print("MENU", 100,100)
love.graphics.setColor(0, 0, 0)
love.graphics.print("MENU", 100, 100)
end
function DrawMenu()
local bwidth, bheight = 300, 140
title()
@ -40,5 +39,5 @@ function DrawMenu()
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)
love.graphics.setColor(255,255,255) -- reset colours
love.graphics.setColor(255, 255, 255) -- reset colours
end

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

@ -1,2 +1 @@
function UpdateMenu(dt)
end
function UpdateMenu(dt) 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
local rounding = 30 -- used for rounding the buttons
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
love.graphics.setColor(love.math.colorFromBytes(244,67,54))
love.graphics.setColor(love.math.colorFromBytes(244, 67, 54))
end
-- Draw rectangle
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
-- Place text inside the rectangle
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)
end
function DrawPause()
local opacity = 0.3
local height = love.graphics.getHeight()
@ -31,15 +30,15 @@ function DrawPause()
love.graphics.setFont(GameFont)
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.setColor(1,1,1)
love.graphics.print("PAUSED", 100,100)
love.graphics.setColor(1, 1, 1)
love.graphics.print("PAUSED", 100, 100)
--love.graphics.print("" .. PAUSE_POS, 200,200)
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, 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

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

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

@ -1,3 +1,11 @@
--[[
* Game states:
* - MENU
* - GAME
* - PAUSE
* - WIN
]]
--
GAMESTATE = "MENU"
MENU_POS = 0
@ -6,3 +14,7 @@ MENU_MAX = 3 --0 play, 1 ?, 2 ?, 3 quit
PAUSED = false
PAUSE_POS = 0
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.
--
local Object = {}
Object.__index = Object
function Object:new()
end
function Object:new() end
function Object:extend()
local cls = {}
@ -29,9 +25,8 @@ function Object:extend()
return cls
end
function Object:implement(...)
for _, cls in pairs({...}) do
for _, cls in pairs({ ... }) do
for k, v in pairs(cls) do
if self[k] == nil and type(v) == "function" then
self[k] = v
@ -40,7 +35,6 @@ function Object:implement(...)
end
end
function Object:is(T)
local mt = getmetatable(self)
while mt do
@ -52,17 +46,14 @@ function Object:is(T)
return false
end
function Object:__tostring()
return "Object"
end
function Object:__call(...)
local obj = setmetatable({}, self)
obj:new(...)
return obj
end
return Object

@ -23,7 +23,7 @@ local _internal = {}
-- @tparam number line Line number
-- @tparam[opt] table info Debug info table
function profile.hooker(event, line, info)
info = info or debug.getinfo(2, 'fnS')
info = info or debug.getinfo(2, "fnS")
local f = info.func
-- ignore the profiler itself
if _internal[f] or info.what ~= "Lua" then
@ -35,7 +35,7 @@ function profile.hooker(event, line, info)
end
-- find the line definition
if not _defined[f] then
_defined[f] = info.short_src..":"..info.linedefined
_defined[f] = info.short_src .. ":" .. info.linedefined
_ncalls[f] = 0
_telapsed[f] = 0
end
@ -45,10 +45,10 @@ function profile.hooker(event, line, info)
_tcalled[f] = nil
end
if event == "tail call" then
local prev = debug.getinfo(3, 'fnS')
local prev = debug.getinfo(3, "fnS")
profile.hooker("return", line, prev)
profile.hooker("call", line, info)
elseif event == 'call' then
elseif event == "call" then
_tcalled[f] = clock()
else
_ncalls[f] = _ncalls[f] + 1
@ -64,7 +64,7 @@ end
--- Starts collecting data.
function profile.start()
if rawget(_G, 'jit') then
if rawget(_G, "jit") then
jit.off()
jit.flush()
end
@ -82,7 +82,7 @@ function profile.stop()
-- merge closures
local lookup = {}
for f, d in pairs(_defined) do
local id = (_labeled[f] or '?')..d
local id = (_labeled[f] or "?") .. d
local f2 = lookup[id]
if f2 then
_ncalls[f2] = _ncalls[f2] + (_ncalls[f] or 0)
@ -93,7 +93,7 @@ function profile.stop()
lookup[id] = f
end
end
collectgarbage('collect')
collectgarbage("collect")
end
--- Resets all collected data.
@ -107,7 +107,7 @@ function profile.reset()
for f in pairs(_tcalled) do
_tcalled[f] = nil
end
collectgarbage('collect')
collectgarbage("collect")
end
--- This is an internal function.
@ -144,7 +144,7 @@ function profile.query(limit)
if _tcalled[f] then
dt = clock() - _tcalled[f]
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
return t
end
@ -165,22 +165,24 @@ function profile.report(n)
s = tostring(s)
local l1 = s:len()
if l1 < l2 then
s = s..(' '):rep(l2-l1)
s = s .. (" "):rep(l2 - l1)
elseif l1 > l2 then
s = s:sub(l1 - l2 + 1, l1)
end
row[j] = s
end
out[i] = table.concat(row, ' | ')
out[i] = table.concat(row, " | ")
end
local row = " +-----+-------------------------------+-------------+--------------------------+----------------------------------+ \n"
local col = " | # | Function | Calls | Time | Code | \n"
local sz = row..col..row
local row =
" +-----+-------------------------------+-------------+--------------------------+----------------------------------+ \n"
local col =
" | # | Function | Calls | Time | Code | \n"
local sz = row .. col .. row
if #out > 0 then
sz = sz..' | '..table.concat(out, ' | \n | ')..' | \n'
sz = sz .. " | " .. table.concat(out, " | \n | ") .. " | \n"
end
return '\n'..sz..row
return "\n" .. sz .. row
end
-- 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 ids Array with ids of each file
-- @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)
return {x = x, y = y, w = w, h = h}
return { x = x, y = y, w = w, h = h }
end
local function nextpow2( n )
local function nextpow2(n)
local res = 1
while res <= n do
res = res * 2
@ -29,14 +28,18 @@ function module.Atlas( files, sort, ids, pow2 )
for i = 1, #files do
images[i] = {}
--images[i].name = files[i]
if ids then images[i].id = ids[i] end
images[i].img = love.graphics.newImage( files[i] )
if ids then
images[i].id = ids[i]
end
images[i].img = love.graphics.newImage(files[i])
images[i].w = images[i].img:getWidth()
images[i].h = images[i].img:getHeight()
images[i].area = images[i].w * images[i].h
end
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
return images
end
@ -46,16 +49,22 @@ function module.Atlas( files, sort, ids, pow2 )
if root.left or root.right then
if root.left then
local node = add(root.left, id, w, h)
if node then return node end
if node then
return node
end
end
if root.right then
local node = add(root.right, id, w, h)
if node then return node end
if node then
return node
end
end
return nil
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
@ -75,7 +84,9 @@ function module.Atlas( files, sort, ids, pow2 )
end
local function unmap(root)
if not root then return {} end
if not root then
return {}
end
local tree = {}
if root.id then
@ -105,8 +116,12 @@ function module.Atlas( files, sort, ids, pow2 )
local w, h = images[1].w, images[1].h
if pow2 then
if w % 1 == 0 then w = nextpow2(w) end
if h % 1 == 0 then h = nextpow2(h) end
if w % 1 == 0 then
w = nextpow2(w)
end
if h % 1 == 0 then
h = nextpow2(h)
end
end
repeat
@ -116,14 +131,24 @@ function module.Atlas( files, sort, ids, pow2 )
for i = 1, #images do
node = add(root, i, images[i].w, images[i].h)
if not node then break end
if not node then
break
end
end
if not node then
if h <= w then
if pow2 then h = h * 2 else h = h + 1 end
if pow2 then
h = h * 2
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
else
break
@ -137,17 +162,21 @@ function module.Atlas( files, sort, ids, pow2 )
local coords = unmap(root)
local map = love.graphics.newCanvas(w, h)
love.graphics.setCanvas( map )
-- love.graphics.clear()
love.graphics.setCanvas(map)
-- love.graphics.clear()
for i = 1, #images do
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
love.graphics.setCanvas()
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
return { image = map, coords = coords }

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

@ -5,8 +5,8 @@
-- @license MIT/X11
local love = _G.love
local utils = require((...):gsub('plugins.box2d', 'utils'))
local lg = require((...):gsub('plugins.box2d', 'graphics'))
local utils = require((...):gsub("plugins.box2d", "utils"))
local lg = require((...):gsub("plugins.box2d", "graphics"))
return {
box2d_LICENSE = "MIT/X11",
@ -40,13 +40,13 @@ return {
local currentBody = body
--dynamic are objects/players etc.
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.
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
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
local fixture = love.physics.newFixture(currentBody, shape)
@ -89,12 +89,12 @@ return {
y = (object.dy or object.y) + map.offsety,
w = object.width,
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 = {
object = o,
properties = object.properties
properties = object.properties,
}
o.r = object.rotation or 0
@ -133,10 +133,10 @@ return {
end
o.polygon = {
{ 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+o.h },
{ x=o.x+0, y=o.y+o.h }
{ 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 + o.h },
{ x = o.x + 0, y = o.y + o.h },
}
for _, vertex in ipairs(o.polygon) do
@ -202,7 +202,7 @@ return {
y = instance.y,
width = map.tilewidth,
height = map.tileheight,
properties = tile.properties
properties = tile.properties,
}
calculateObjectPosition(object, instance)
@ -227,7 +227,7 @@ return {
y = instance.y,
width = tileset.tilewidth,
height = tileset.tileheight,
properties = tile.properties
properties = tile.properties,
}
calculateObjectPosition(object, instance)
@ -245,7 +245,7 @@ return {
y = layer.y or 0,
width = layer.width,
height = layer.height,
properties = layer.properties
properties = layer.properties,
}
calculateObjectPosition(object)
@ -295,7 +295,7 @@ return {
lg.translate(math.floor(tx or 0), math.floor(ty or 0))
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()
if shape_type == "edge" or shape_type == "chain" then
@ -303,12 +303,12 @@ return {
elseif shape_type == "polygon" then
love.graphics.polygon("line", points)
else
error("sti box2d plugin does not support "..shape_type.." shapes")
error("sti box2d plugin does not support " .. shape_type .. " shapes")
end
end
lg.pop()
end
end,
}
--- Custom Properties in Tiled are used to tell this plugin what to do.

@ -4,7 +4,7 @@
-- @copyright 2019
-- @license MIT/X11
local lg = require((...):gsub('plugins.bump', 'graphics'))
local lg = require((...):gsub("plugins.bump", "graphics"))
return {
bump_LICENSE = "MIT/X11",
@ -36,8 +36,7 @@ return {
width = object.width,
height = object.height,
layer = instance.layer,
properties = object.properties
properties = object.properties,
}
world:add(t, t.x, t.y, t.width, t.height)
@ -55,7 +54,7 @@ return {
height = map.tileheight,
layer = instance.layer,
type = tile.type,
properties = tile.properties
properties = tile.properties,
}
world:add(t, t.x, t.y, t.width, t.height)
@ -72,19 +71,18 @@ return {
if layer.type == "tilelayer" then
for y, tiles in ipairs(layer.data) do
for x, tile in pairs(tiles) do
if tile.objectGroup then
for _, object in ipairs(tile.objectGroup.objects) do
if object.properties.collidable == true then
local t = {
name = object.name,
type = object.type,
x = ((x-1) * map.tilewidth + tile.offset.x + map.offsetx) + object.x,
y = ((y-1) * map.tileheight + tile.offset.y + map.offsety) + object.y,
x = ((x - 1) * map.tilewidth + tile.offset.x + map.offsetx) + object.x,
y = ((y - 1) * map.tileheight + tile.offset.y + map.offsety) + object.y,
width = object.width,
height = object.height,
layer = layer,
properties = object.properties
properties = object.properties,
}
world:add(t, t.x, t.y, t.width, t.height)
@ -93,15 +91,14 @@ return {
end
end
local t = {
x = (x-1) * map.tilewidth + tile.offset.x + map.offsetx,
y = (y-1) * map.tileheight + tile.offset.y + map.offsety,
x = (x - 1) * map.tilewidth + tile.offset.x + map.offsetx,
y = (y - 1) * map.tileheight + tile.offset.y + map.offsety,
width = tile.width,
height = tile.height,
layer = layer,
type = tile.type,
properties = tile.properties
properties = tile.properties,
}
world:add(t, t.x, t.y, t.width, t.height)
@ -128,7 +125,7 @@ return {
width = obj.width,
height = obj.height,
layer = layer,
properties = obj.properties
properties = obj.properties,
}
if obj.gid then
@ -157,11 +154,7 @@ return {
for i = #collidables, 1, -1 do
local obj = collidables[i]
if obj.layer == layer
and (
layer.properties.collidable == true
or obj.properties.collidable == true
) then
if obj.layer == layer and (layer.properties.collidable == true or obj.properties.collidable == true) then
map.bump_world:remove(obj)
table.remove(collidables, i)
end
@ -185,7 +178,7 @@ return {
end
lg.pop()
end
end,
}
--- 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
function utils.format_path(path)
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_gen1, np_gen2 = "[^SEP]+SEP%.%.SEP?", "SEP+%.?SEP"
local np_pat1, np_pat2 = np_gen1:gsub("SEP", "/"), np_gen2:gsub("SEP", "/")
local k
repeat -- /./ -> /
path,k = path:gsub(np_pat2,'/',1)
path, k = path:gsub(np_pat2, "/", 1)
until k == 0
repeat -- A/../ -> (empty)
path,k = path:gsub(np_pat1,'',1)
path, k = path:gsub(np_pat1, "", 1)
until k == 0
if path == '' then path = '.' end
if path == "" then
path = "."
end
return path
end
@ -25,8 +27,12 @@ function utils.compensate(tile, tileX, tileY, tileW, tileH)
local compx = 0
local compy = 0
if tile.sx < 0 then compx = tileW end
if tile.sy < 0 then compy = tileH end
if tile.sx < 0 then
compx = tileW
end
if tile.sy < 0 then
compy = tileH
end
if tile.r > 0 then
tileX = tileX + tileH - compy
@ -56,8 +62,12 @@ function utils.get_tiles(imageW, tileW, margin, spacing)
while imageW >= tileW do
imageW = imageW - tileW
if n ~= 0 then imageW = imageW - spacing end
if imageW >= 0 then n = n + 1 end
if n ~= 0 then
imageW = imageW - spacing
end
if imageW >= 0 then
n = n + 1
end
end
return n
@ -65,7 +75,7 @@ end
-- Decompress tile layer data
function utils.get_decompressed_data(data)
local ffi = require "ffi"
local ffi = require("ffi")
local d = {}
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
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
if love and love.physics then
@ -117,7 +127,7 @@ function utils.convert_ellipse_to_polygon(x, y, w, h, max_segments)
-- Box2D threshold
if dist1 < 0.0025 or dist2 < 0.0025 then
return calc_segments(segments-2)
return calc_segments(segments - 2)
end
return segments
@ -148,9 +158,7 @@ function utils.rotate_vertex(map, vertex, x, y, cos, sin, oy)
vertex.x = vertex.x - x
vertex.y = vertex.y - y
return
x + cos * vertex.x - sin * vertex.y,
y + sin * vertex.x + cos * vertex.y - (oy or 0)
return x + cos * vertex.x - sin * vertex.y, y + sin * vertex.x + cos * vertex.y - (oy or 0)
end
--- Project isometric position to cartesian position
@ -162,9 +170,7 @@ function utils.convert_isometric_to_screen(map, x, y)
local tileY = y / tileH
local offsetX = mapW * tileW / 2
return
(tileX - tileY) * tileW / 2 + offsetX,
(tileX + tileY) * tileH / 2
return (tileX - tileY) * tileW / 2 + offsetX, (tileX + tileY) * tileH / 2
end
function utils.hex_to_color(hex)
@ -175,16 +181,14 @@ function utils.hex_to_color(hex)
return {
r = tonumber(hex:sub(1, 2), 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
function utils.pixel_function(_, _, r, g, b, a)
local mask = utils._TC
if r == mask.r and
g == mask.g and
b == mask.b then
if r == mask.r and g == mask.g and b == mask.b then
return r, g, b, 0
end
@ -205,7 +209,7 @@ end
function utils.deepCopy(t)
local copy = {}
for k,v in pairs(t) do
for k, v in pairs(t) do
if type(v) == "table" then
v = utils.deepCopy(v)
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,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
]]--
]]
--
local path = ... .. '.'
local path = ... .. "."
local wf = {}
wf.Math = require(path .. 'mlib.mlib')
wf.Math = require(path .. "mlib.mlib")
World = {}
World.__index = World
@ -32,14 +33,28 @@ World.__index = World
function wf.newWorld(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:addCollisionClass('Default')
world:addCollisionClass("Default")
-- 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
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, ...)
return v(self.box2d_world, ...)
end
@ -84,18 +99,20 @@ function World:draw(alpha)
for _, body in ipairs(bodies) do
local fixtures = body:getFixtures()
for _, fixture in ipairs(fixtures) do
if fixture:getShape():type() == 'PolygonShape' then
love.graphics.polygon('line', body:getWorldPoints(fixture:getShape():getPoints()))
elseif fixture:getShape():type() == 'EdgeShape' or fixture:getShape():type() == 'ChainShape' then
local points = {body:getWorldPoints(fixture:getShape():getPoints())}
if fixture:getShape():type() == "PolygonShape" then
love.graphics.polygon("line", body:getWorldPoints(fixture:getShape():getPoints()))
elseif fixture:getShape():type() == "EdgeShape" or fixture:getShape():type() == "ChainShape" then
local points = { body:getWorldPoints(fixture:getShape():getPoints()) }
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
elseif fixture:getShape():type() == 'CircleShape' then
end
elseif fixture:getShape():type() == "CircleShape" then
local body_x, body_y = body:getPosition()
local shape_x, shape_y = fixture:getShape():getPoint()
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
@ -106,8 +123,12 @@ function World:draw(alpha)
local joints = self.box2d_world:getJoints()
for _, joint in ipairs(joints) do
local x1, y1, x2, y2 = joint:getAnchors()
if x1 and y1 then love.graphics.circle('line', x1, y1, 4) end
if x2 and y2 then love.graphics.circle('line', x2, y2, 4) end
if x1 and y1 then
love.graphics.circle("line", x1, y1, 4)
end
if x2 and y2 then
love.graphics.circle("line", x2, y2, 4)
end
end
love.graphics.setColor(255, 255, 255, alpha)
@ -115,15 +136,17 @@ function World:draw(alpha)
love.graphics.setColor(64, 64, 222, alpha)
for _, query_draw in ipairs(self.query_debug_draw) do
query_draw.frames = query_draw.frames - 1
if query_draw.type == 'circle' then
love.graphics.circle('line', query_draw.x, query_draw.y, query_draw.r)
elseif query_draw.type == 'rectangle' then
love.graphics.rectangle('line', query_draw.x, query_draw.y, query_draw.w, query_draw.h)
elseif query_draw.type == 'line' then
if query_draw.type == "circle" then
love.graphics.circle("line", query_draw.x, query_draw.y, query_draw.r)
elseif query_draw.type == "rectangle" then
love.graphics.rectangle("line", query_draw.x, query_draw.y, query_draw.w, query_draw.h)
elseif query_draw.type == "line" then
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)
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
for i = #self.query_debug_draw, 1, -1 do
@ -143,7 +166,9 @@ function World:setExplicitCollisionEvents(value)
end
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
self.collision_classes[collision_class_name] = collision_class or {}
@ -177,10 +202,18 @@ function World:collisionClassesSet()
local collision_table = self:getCollisionCallbacksTable()
for collision_class_name, collision_list in pairs(collision_table) 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 == '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
if collision_info.type == "enter" then
self:addCollisionEnter(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
@ -213,26 +246,34 @@ end
function World:addCollisionEnter(type1, type2)
if not self:isCollisionBetweenSensors(type1, type2) then
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
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
end
function World:addCollisionExit(type1, type2)
if not self:isCollisionBetweenSensors(type1, type2) then
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
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
end
function World:addCollisionPre(type1, type2)
if not self:isCollisionBetweenSensors(type1, type2) then
table.insert(self.collisions.pre.non_sensor, {type1 = type1, type2 = type2})
else table.insert(self.collisions.pre.sensor, {type1 = type1, type2 = type2}) end
table.insert(self.collisions.pre.non_sensor, { type1 = type1, type2 = type2 })
else
table.insert(self.collisions.pre.sensor, { type1 = type1, type2 = type2 })
end
end
function World:addCollisionPost(type1, type2)
if not self:isCollisionBetweenSensors(type1, type2) then
table.insert(self.collisions.post.non_sensor, {type1 = type1, type2 = type2})
else table.insert(self.collisions.post.sensor, {type1 = type1, type2 = type2}) end
table.insert(self.collisions.post.non_sensor, { type1 = type1, type2 = type2 })
else
table.insert(self.collisions.post.sensor, { type1 = type1, type2 = type2 })
end
end
function World:doesType1IgnoreType2(type1, type2)
@ -246,31 +287,46 @@ function World:doesType1IgnoreType2(type1, type2)
end
local ignored_types = {}
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
table.insert(ignored_types, collision_class_name)
end
else table.insert(ignored_types, collision_class_type) end
else
table.insert(ignored_types, collision_class_type)
end
end
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 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
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
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][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
if not self.is_sensor_memo[type1] then
self.is_sensor_memo[type1] = {}
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
-- https://love2d.org/forums/viewtopic.php?f=4&t=75441
@ -289,18 +345,18 @@ function World:generateCategoriesMasks()
end
for object_type, ignore_list in pairs(collision_ignores) 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
table.insert(incoming[all_object_type], object_type)
table.insert(expanded[object_type], all_object_type)
end
elseif type(ignored_type) == 'string' then
if ignored_type ~= 'All' then
elseif type(ignored_type) == "string" then
if ignored_type ~= "All" then
table.insert(incoming[ignored_type], object_type)
table.insert(expanded[object_type], ignored_type)
end
end
if key == 'except' then
if key == "except" then
for _, except_ignored_type in ipairs(ignored_type) do
for i, v in ipairs(incoming[except_ignored_type]) do
if v == object_type then
@ -322,7 +378,9 @@ function World:generateCategoriesMasks()
end
local edge_groups = {}
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
local i = 0
for k, v in pairs(incoming) do
@ -330,7 +388,10 @@ function World:generateCategoriesMasks()
for _, c in ipairs(v) do
str = str .. c
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)
end
local categories = {}
@ -343,12 +404,12 @@ function World:generateCategoriesMasks()
end
end
for k, v in pairs(expanded) do
local category = {categories[k]}
local category = { categories[k] }
local current_masks = {}
for _, c in ipairs(v) do
table.insert(current_masks, categories[c])
end
self.masks[k] = {categories = category, masks = current_masks}
self.masks[k] = { categories = category, masks = current_masks }
end
end
@ -356,24 +417,39 @@ function World:getCollisionCallbacksTable()
local collision_table = {}
for collision_class_name, collision_class in pairs(self.collision_classes) do
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.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
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.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
return collision_table
end
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
else return a, b end
if a.collision_class == collision_class_name2 and b.collision_class == collision_class_name1 then
return b, a
else
return a, b
end
end
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
(a.collision_class == collision_class_name2 and b.collision_class == collision_class_name1) then
if
(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
else return false end
else
return false
end
end
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
if collIf(collision.type1, collision.type2, a, b) then
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
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
elseif not (fixture_a:isSensor() or fixture_b:isSensor()) then
if a and b then
for _, collision in ipairs(a.world.collisions.on_enter.non_sensor) do
if collIf(collision.type1, collision.type2, a, b) then
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
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
@ -415,22 +502,33 @@ function World.collisionOnExit(fixture_a, fixture_b, contact)
for _, collision in ipairs(a.world.collisions.on_exit.sensor) do
if collIf(collision.type1, collision.type2, a, b) then
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
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
elseif not (fixture_a:isSensor() or fixture_b:isSensor()) then
if a and b then
for _, collision in ipairs(a.world.collisions.on_exit.non_sensor) do
if collIf(collision.type1, collision.type2, a, b) then
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
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
@ -453,7 +551,6 @@ function World.collisionPre(fixture_a, fixture_b, contact)
end
end
end
elseif not (fixture_a:isSensor() or fixture_b:isSensor()) then
if a and b then
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
elseif not (fixture_a:isSensor() or fixture_b:isSensor()) then
if a and b then
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
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
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
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
function World:newPolygonCollider(vertices, settings)
return self.wf.Collider.new(self, 'Polygon', vertices, settings)
return self.wf.Collider.new(self, "Polygon", vertices, settings)
end
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
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
-- Internal AABB box2d query used before going for more specific and precise computations.
function World:_queryBoundingBox(x1, y1, x2, y2)
local colliders = {}
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
end
self.box2d_world:queryBoundingBox(x1, y1, x2, y2, callback)
@ -536,7 +634,7 @@ function World:_queryBoundingBox(x1, y1, x2, y2)
end
function World:collisionClassInCollisionClassesList(collision_class, collision_classes)
if collision_classes[1] == 'All' then
if collision_classes[1] == "All" then
local all_collision_classes = {}
for class, _ in pairs(self.collision_classes) do
table.insert(all_collision_classes, class)
@ -552,25 +650,43 @@ function World:collisionClassInCollisionClassesList(collision_class, collision_c
end
end
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
else
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
function World:queryCircleArea(x, y, radius, collision_class_names)
if not collision_class_names then 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
if not collision_class_names then
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 = {}
for _, collider in ipairs(colliders) do
if self:collisionClassInCollisionClassesList(collider.collision_class, collision_class_names) then
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)
break
end
@ -581,15 +697,27 @@ function World:queryCircleArea(x, y, radius, collision_class_names)
end
function World:queryRectangleArea(x, y, w, h, collision_class_names)
if not collision_class_names then 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
if not collision_class_names then
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 = {}
for _, collider in ipairs(colliders) do
if self:collisionClassInCollisionClassesList(collider.collision_class, collision_class_names) then
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)
break
end
@ -600,21 +728,35 @@ function World:queryRectangleArea(x, y, w, h, collision_class_names)
end
function World:queryPolygonArea(vertices, collision_class_names)
if not collision_class_names then 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
if not collision_class_names then
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 d_max = 0
for i = 1, #vertices, 2 do
local d = self.wf.Math.line.getLength(cx, cy, vertices[i], vertices[i+1])
if d > d_max then d_max = d end
local d = self.wf.Math.line.getLength(cx, cy, vertices[i], vertices[i + 1])
if d > d_max then
d_max = d
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 = {}
for _, collider in ipairs(colliders) do
if self:collisionClassInCollisionClassesList(collider.collision_class, collision_class_names) then
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)
break
end
@ -625,14 +767,21 @@ function World:queryPolygonArea(vertices, collision_class_names)
end
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
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
local colliders = {}
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
end
self.box2d_world:rayCast(x1, y1, x2, y2, callback)
@ -647,10 +796,14 @@ function World:queryLine(x1, y1, x2, y2, collision_class_names)
end
function World:addJoint(joint_type, ...)
local args = {...}
if args[1].body then args[1] = args[1].body 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))
local args = { ... }
if args[1].body then
args[1] = args[1].body
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
end
@ -665,13 +818,13 @@ function World:destroy()
collider:destroy()
end
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 = nil
end
local Collider = {}
Collider.__index = Collider
@ -702,42 +855,60 @@ function Collider.new(world, collider_type, ...)
self.exit_collision_data = {}
self.stay_collision_data = {}
local args = {...}
local args = { ... }
local shape, fixture
if self.type == 'Circle' then
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')
if self.type == "Circle" then
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")
shape = love.physics.newCircleShape(args[3])
elseif self.type == 'Rectangle' then
self.collision_class = (args[5] and args[5].collision_class) or 'Default'
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')
elseif self.type == "Rectangle" then
self.collision_class = (args[5] and args[5].collision_class) or "Default"
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"
)
shape = love.physics.newRectangleShape(args[3], args[4])
elseif self.type == 'BSGRectangle' then
self.collision_class = (args[6] and args[6].collision_class) or 'Default'
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')
elseif self.type == "BSGRectangle" then
self.collision_class = (args[6] and args[6].collision_class) or "Default"
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"
)
local w, h, s = args[3], args[4], args[5]
shape = love.physics.newPolygonShape({
-w/2, -h/2 + s, -w/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
-w / 2,
-h / 2 + s,
-w / 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
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')
elseif self.type == "Polygon" then
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")
shape = love.physics.newPolygonShape(unpack(args[1]))
elseif self.type == 'Line' then
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')
elseif self.type == "Line" then
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")
shape = love.physics.newEdgeShape(args[1], args[2], args[3], args[4])
elseif self.type == 'Chain' then
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')
elseif self.type == "Chain" then
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")
shape = love.physics.newChainShape(args[1], unpack(args[2]))
end
@ -752,9 +923,9 @@ function Collider.new(world, collider_type, ...)
sensor:setSensor(true)
sensor:setUserData(self)
self.shapes['main'] = shape
self.fixtures['main'] = fixture
self.sensors['main'] = sensor
self.shapes["main"] = shape
self.fixtures["main"] = fixture
self.sensors["main"] = sensor
self.shape = shape
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
-- 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
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, ...)
return v(self.body, ...)
end
end
end
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, ...)
return v(self.fixture, ...)
end
end
end
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, ...)
return v(self.shape, ...)
end
@ -796,7 +991,9 @@ function Collider:collisionEventsClear()
end
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
for _, fixture in pairs(self.fixtures) do
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]
if events and #events >= 1 then
for _, e in ipairs(events) do
if e.collision_type == 'enter' then
if not self.collision_stay[other_collision_class_name] then self.collision_stay[other_collision_class_name] = {} 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}
if e.collision_type == "enter" then
if not self.collision_stay[other_collision_class_name] then
self.collision_stay[other_collision_class_name] = {}
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
end
end
@ -828,14 +1030,16 @@ function Collider:exit(other_collision_class_name)
local events = self.collision_events[other_collision_class_name]
if events and #events >= 1 then
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
for i = #self.collision_stay[other_collision_class_name], 1, -1 do
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
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
end
end
@ -875,9 +1079,11 @@ function Collider:getObject()
end
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
local args = {...}
local shape = love.physics['new' .. shape_type](unpack(args))
if self.shapes[shape_name] or self.fixtures[shape_name] then
error("Shape/fixture " .. shape_name .. " already exists.")
end
local args = { ... }
local shape = love.physics["new" .. shape_type](unpack(args))
local fixture = love.physics.newFixture(self.body, shape)
if self.world.masks[self.collision_class] then
fixture:setCategory(unpack(self.world.masks[self.collision_class].categories))
@ -894,7 +1100,9 @@ function Collider:addShape(shape_name, shape_type, ...)
end
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.fixtures[shape_name]:setUserData(nil)
self.fixtures[shape_name]:destroy()
@ -926,4 +1134,3 @@ wf.World = World
wf.Collider = Collider
return wf

File diff suppressed because it is too large Load Diff

@ -1,10 +1,14 @@
require 'constants'
require("constants")
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.
if love.timer then love.timer.step() end
if love.timer then
love.timer.step()
end
local dt = 0
@ -13,32 +17,40 @@ function love.run()
-- Process events.
if love.event then
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 not love.quit or not love.quit() then
return a or 0
end
end
love.handlers[name](a,b,c,d,e,f)
love.handlers[name](a, b, c, d, e, f)
end
end
-- 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
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
love.graphics.origin()
love.graphics.clear(love.graphics.getBackgroundColor())
if love.draw then love.draw() end
if love.draw then
love.draw()
end
love.graphics.present()
end
if love.timer then love.timer.sleep(0.001) end
if love.timer then
love.timer.sleep(0.001)
end
end
end
@ -112,12 +124,11 @@ function love.load()
musicStory = love.audio.newSource("music/story.mp3", "stream")
musicPause = musicBattle:clone()
musicPause:setFilter{
type = 'lowpass',
volume = 0.3,
musicPause:setFilter({
type = "lowpass",
volume = 0.7,
highgain = 0.4,
}
})
end
function love.keypressed(key)
@ -130,7 +141,6 @@ function love.keypressed(key)
if _G.GAMESTATE == "GAME" then
GameKeyPressed(key)
end
end
function love.update(dt)
@ -162,6 +172,11 @@ function love.update(dt)
love.audio.play(musicPause)
end
end
if _G.GAMESTATE == "WIN" then
print(P1_WIN)
print(P2_WIN)
love.event.quit()
end
end
function love.draw()
@ -179,5 +194,4 @@ function love.draw()
love.graphics.print("" .. GAMESTATE, 200, 200)
end
end
end

@ -47,38 +47,38 @@ function Player:shoot(bulletSpeed)
return newBullet
end
function handleKeys(dt)
end
-- 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
function Player:handleKeys(up, down, left, right, dt)
self.vx, self.vy = 0, 0 --reset every frame
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("s") then
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("a") then
elseif love.keyboard.isDown(left) then
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)
end
self.collider:setLinearVelocity(self.vx, self.vy)
end
-- Check for collision with walls
if self.collider:enter("Wall") then
print("Player 1 collided with wall")
function Player:updateCol()
if self.p == 1 then
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
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
local newBullet = self:shoot(bulletSpeed)
table.insert(Bullets1, newBullet)
@ -86,30 +86,8 @@ function Player:update(dt)
EnableKeyPress1 = false
end
end
self.x = self.collider:getX()
self.y = self.collider:getY()
elseif 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 EnableKeyPress2 == true and self.p == 2 then
if love.keyboard.isDown("return") then
local newBullet = self:shoot(bulletSpeed)
table.insert(Bullets2, newBullet)
@ -117,10 +95,6 @@ function Player:update(dt)
EnableKeyPress2 = false
end
end
end
self.x = self.collider:getX()
self.y = self.collider:getY()
end
end
function Player:draw()

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