building the engine...

This commit is contained in:
Sebastian Hugentobler 2014-05-21 11:10:14 +02:00
parent c3759f1e1c
commit d70e7ec524
2 changed files with 125 additions and 106 deletions

120
src/engine.lua Normal file
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@ -0,0 +1,120 @@
local HC = require 'libs/hardoncollider'
-- has to come before the sti initialization so I can add the collision tiles
collider = HC(100)
local sti = require "libs/sti"
local object = require "object"
local ui = require "ui"
Engine = class()
Engine.objects = {}
function Engine:__init()
self.windowWidth = love.graphics.getWidth()
self.windowHeight = love.graphics.getHeight()
self.map = sti.new("assets/map")
self.collision = self.map:getCollisionMap("collision")
self:initObjects()
end
function Engine:checkObjectAnimation(key)
for _, object in ipairs(self.objects) do
if object.relevantKeys then
for _, relevantKey in ipairs(object.relevantKeys) do
if key == relevantKey then
object.controller:stopAnimation()
end
end
end
end
end
function Engine:checkObjectKeys(dt)
if not ui.active then
for _, object in ipairs(self.objects) do
object.controller.animation:update(dt)
if object.relevantKeys then
for _, relevantKey in ipairs(object.relevantKeys) do
if love.keyboard.isDown(relevantKey) then
object.controller:sendKey(relevantKey)
end
end
end
end
else
for _, relevantKey in ipairs(ui.relevantKeys) do
if love.keyboard.isDown(relevantKey) then
ui:sendKey(relevantKey)
end
end
end
end
function Engine:update(dt)
self:checkObjectKeys(dt)
collider:update(dt)
self.map:update(dt)
end
function Engine:draw()
local translateX = 0
local translateY = 0
-- Draw Range culls unnecessary tiles
self.map:setDrawRange(translateX, translateY, self.windowWidth, self.windowHeight)
self.map:draw()
ui:draw()
--self:debugDrawing()
end
function Engine:initObjects()
self.map:addCustomLayer("object layer", 4)
local objectLayer = self.map.layers["object layer"]
objectLayer.sprites = {}
for _, obj in pairs(self.map.layers["objects"].objects) do
local filename = "objects/" .. obj.name .. ".lua"
local objectinfo = love.filesystem.load(filename)()
objectinfo.x = obj.x - object.width / 4
objectinfo.y = obj.y
objectinfo.controller.objectinfo = objectinfo
objectinfo.image = love.graphics.newImage(objectinfo.spritesheet)
objectinfo.controller:init()
table.insert(objectLayer.sprites, {info = objectinfo})
table.insert(self.objects, objectinfo)
end
-- Draw callback for Custom Layer
function objectLayer:draw()
table.sort(self.sprites, object.sortNorthSouth)
for _, sprite in pairs(self.sprites) do
local x = math.floor(sprite.info.x)
local y = math.floor(sprite.info.y)
sprite.info.controller.animation:draw(sprite.info.image, x, y)
end
end
self.map.layers["objects"].visible = false
end
function Engine:debugDrawing()
-- draw collision shapes for debugging
for shape in pairs(collider:shapesInRange(0, 0, self.windowWidth, self.windowHeight)) do
shape:draw()
end
-- Draw Collision Map (useful for debugging)
self.map:drawCollisionMap(collision)
end

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@ -1,122 +1,21 @@
local HC = require 'libs/hardoncollider'
-- has to come before the sti initialization so I can add the collision tiles
collider = HC(100)
class = require 'libs/30log'
local sti = require "libs/sti"
local object = require "object"
local ui = require "ui"
local objects = {}
local engine = require 'engine'
function love.load(arg)
if arg[#arg] == "-debug" then require("mobdebug").start() end -- debugging in ZeroBraineStudio
windowWidth = love.graphics.getWidth()
windowHeight = love.graphics.getHeight()
map = sti.new("assets/map")
collision = map:getCollisionMap("collision")
initObjects()
ui:showMessage("Sed ut perspiciatis unde omnis iste natus error sit voluptatem accusantium doloremque laudantium, totam rem aperiam, eaque ipsa quae ab illo inventore veritatis et quasi architecto beatae vitae dicta sunt explicabo. Nemo enim ipsam voluptatem quia voluptas sit aspernatur aut odit aut fugit, sed quia consequuntur magni dolores eos qui ratione voluptatem sequi nesciunt. Neque porro quisquam est, qui dolorem ipsum quia dolor sit amet, consectetur, adipisci velit, sed quia non numquam eius modi tempora incidunt ut labore et dolore magnam aliquam quaerat voluptatem. Ut enim ad minima veniam, quis nostrum exercitationem ullam corporis suscipit laboriosam, nisi ut aliquid ex ea commodi consequatur? Quis autem vel eum iure reprehenderit qui in ea voluptate velit esse quam nihil molestiae consequatur, vel illum qui dolorem eum fugiat quo voluptas nulla pariatur?")
engine = Engine()
end
function love.update(dt)
if not ui.active then
for _, object in ipairs(objects) do
object.controller.animation:update(dt)
if object.relevantKeys then
for _, relevantKey in ipairs(object.relevantKeys) do
if love.keyboard.isDown(relevantKey) then
object.controller:sendKey(relevantKey)
end
end
end
end
else
for _, relevantKey in ipairs(ui.relevantKeys) do
if love.keyboard.isDown(relevantKey) then
ui:sendKey(relevantKey)
end
end
end
collider:update(dt)
map:update(dt)
engine:update(dt)
end
function love.keyreleased(key)
for _, object in ipairs(objects) do
if object.relevantKeys then
for _, relevantKey in ipairs(object.relevantKeys) do
if key == relevantKey then
object.controller:stopAnimation()
end
end
end
end
engine:checkObjectAnimation(key)
end
function love.draw()
-- Translation would normally be based on a player's x/y
local translateX = 0
local translateY = 0
-- Draw Range culls unnecessary tiles
map:setDrawRange(translateX, translateY, windowWidth, windowHeight)
map:draw()
ui:draw()
--debugDrawing()
end
function debugDrawing()
-- draw collision shapes for debugging
for shape in pairs(collider:shapesInRange(0, 0, windowWidth, windowHeight)) do
shape:draw()
end
-- Draw Collision Map (useful for debugging)
map:drawCollisionMap(collision)
end
function initObjects()
map:addCustomLayer("object layer", 4)
local objectLayer = map.layers["object layer"]
objectLayer.sprites = {}
for _, obj in pairs(map.layers["objects"].objects) do
local filename = "objects/" .. obj.name .. ".lua"
local objectinfo = love.filesystem.load(filename)()
objectinfo.x = obj.x - object.width / 4
objectinfo.y = obj.y
objectinfo.controller.objectinfo = objectinfo
objectinfo.image = love.graphics.newImage(objectinfo.spritesheet)
objectinfo.controller:init()
table.insert(objectLayer.sprites, {info = objectinfo})
table.insert(objects, objectinfo)
end
-- Draw callback for Custom Layer
function objectLayer:draw()
table.sort(self.sprites, object.sortNorthSouth)
for _, sprite in pairs(self.sprites) do
local x = math.floor(sprite.info.x)
local y = math.floor(sprite.info.y)
sprite.info.controller.animation:draw(sprite.info.image, x, y)
end
end
map.layers["objects"].visible = false
engine:draw()
end