streuner-game/src/main.lua
Sebastian Hugentobler 47525f364d initial commit
2014-04-03 09:15:25 +02:00

105 lines
2.6 KiB
Lua

class = require '30log'
local HC = require 'hardoncollider'
-- has to come before the sti initialization so I can add the collision tiles
collider = HC(100)
local sti = require "sti"
local character = require "character"
local ui = require "ui"
local characters = {}
function love.load()
windowWidth = love.graphics.getWidth()
windowHeight = love.graphics.getHeight()
map = sti.new("assets/map")
collision = map:getCollisionMap("collision")
initCharacters()
end
function love.update(dt)
for _, char in ipairs(characters) do
if char.relevantKeys then
for _, relevantKey in ipairs(char.relevantKeys) do
if love.keyboard.isDown(relevantKey) then
char.controller:sendKey(relevantKey)
end
end
end
end
collider:update(dt)
map:update(dt)
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()
--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 initCharacters()
local collisionBoxOffset = 5
map:addCustomLayer("character layer", 4)
local characterLayer = map.layers["character layer"]
characterLayer.sprites = {}
for _, char in pairs(map.layers["characters"].objects) do
local filename = "characters/" .. char.name .. ".lua"
local charinfo = love.filesystem.load(filename)()
charinfo.x = char.x - character.width / 4
charinfo.y = char.y
charinfo.controller.charinfo = charinfo
charinfo.image = love.graphics.newImage(charinfo.spritesheet)
charinfo.controller:init()
table.insert(characterLayer.sprites, {info = charinfo})
table.insert(characters, charinfo)
end
-- Draw callback for Custom Layer
function characterLayer:draw()
table.sort(self.sprites, character.sortNorthSouth)
for _, sprite in pairs(self.sprites) do
local x = math.floor(sprite.info.x)
local y = math.floor(sprite.info.y)
local offsetX = sprite.info.pose.offsetX * character.width
local offsetY = sprite.info.pose.offsetY * character.height
local quad = love.graphics.newQuad(offsetX, offsetY, character.width, character.height, sprite.info.image:getWidth(), sprite.info.image:getHeight())
love.graphics.draw(sprite.info.image, quad, x, y)
end
end
map.layers["characters"].visible = false
end