streuner-game/src/engine/libs/sti/plugins/bump.lua
Sebastian Hugentobler 814fc96669 update to love 0.10.1
2016-03-15 13:41:39 +01:00

104 lines
3.5 KiB
Lua
Executable File

--- Bump.lua plugin for STI
-- @module bump.lua
-- @author David Serrano (BobbyJones|FrenchFryLord)
-- @copyright 2016
-- @license MIT/X11
return {
bump_LICENSE = "MIT/X11",
bump_URL = "https://github.com/karai17/Simple-Tiled-Implementation",
bump_VERSION = "3.1.5.2",
bump_DESCRIPTION = "Bump hooks for STI.",
--- Adds each collidable tile to the Bump world.
-- @param world The Bump world to add objects to.
-- @return collidables table containing the handles to the objects in the Bump world.
bump_init = function(map, world)
local collidables = {}
for _, tileset in ipairs(map.tilesets) do
for _, tile in ipairs(tileset.tiles) do
local gid = tileset.firstgid + tile.id
-- Every object in every instance of a tile
if tile.properties and tile.properties.collidable == "true" and map.tileInstances[gid] then
for _, instance in ipairs(map.tileInstances[gid]) do
local t = {properties = tile.properties, x = instance.x + map.offsetx, y = instance.y + map.offsety, width = map.tilewidth, height = map.tileheight, layer = instance.layer }
world:add(t, t.x,t.y, t.width,t.height)
table.insert(collidables,t)
end
end
end
end
for _, layer in ipairs(map.layers) do
-- Entire layer
if layer.properties.collidable == "true" then
if layer.type == "tilelayer" then
for y, tiles in ipairs(layer.data) do
for x, tile in pairs(tiles) do
local t = {properties = tile.properties, x = x * map.tilewidth + tile.offset.x + map.offsetx, y = y * map.tileheight + tile.offset.y + map.offsety, width = tile.width, height = tile.height, layer = layer }
world:add(t, t.x,t.y, t.width,t.height )
table.insert(collidables,t)
end
end
elseif layer.type == "imagelayer" then
world:add(layer, layer.x,layer.y, layer.width,layer.height)
table.insert(collidables,layer)
end
end
-- individual collidable objects in a layer that is not "collidable"
-- or whole collidable objects layer
if layer.type == "objectgroup" then
for _, obj in ipairs(layer.objects) do
if (layer.properties and layer.properties.collidable == "true")
or (obj.properties and obj.properties.collidable == "true") then
if obj.shape == "rectangle" then
local t = {properties = obj.properties, x = obj.x, y = obj.y, width = obj.width, height = obj.height, type = obj.type, name = obj.name, id = obj.id, gid = obj.gid, layer = layer }
if obj.gid then t.y = t.y - obj.height end
world:add(t, t.x,t.y, t.width,t.height )
table.insert(collidables,t)
end -- TODO implement other object shapes?
end
end
end
end
map.bump_collidables = collidables
end,
--- Remove layer
-- @params index to layer to be removed
-- @params world bump world the holds the tiles
-- @return nil
bump_removeLayer = function(map, index, world)
local layer = assert(map.layers[index], "Layer not found: " .. index)
local collidables = map.bump_collidables
-- Remove collision objects
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
world:remove(obj)
table.remove(collidables, i)
end
end
end,
--- Draw bump collisions world.
-- @params world bump world holding the tiles geometry
-- @return nil
bump_draw = function(map, world)
for k,collidable in pairs(map.bump_collidables) do
love.graphics.rectangle("line",world:getRect(collidable))
end
end
}