Mercurial > vanillian
view AdvTiledLoader/Map.lua @ 48:eeb43b94f625 default tip
merge
| author | Makdaam |
|---|---|
| date | Sun, 16 Dec 2012 19:50:44 +0100 |
| parents | 0c46edeabad6 |
| children |
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--------------------------------------------------------------------------------------------------- -- -= Map =- --------------------------------------------------------------------------------------------------- -- Setup -- Import the other classes TILED_LOADER_PATH = TILED_LOADER_PATH or ({...})[1]:gsub("[%.\\/][Mm]ap$", "") .. '.' local Tile = require( TILED_LOADER_PATH .. "Tile") local TileSet = require( TILED_LOADER_PATH .. "TileSet") local TileLayer = require( TILED_LOADER_PATH .. "TileLayer") local Object = require( TILED_LOADER_PATH .. "Object") local ObjectLayer = require( TILED_LOADER_PATH .. "ObjectLayer") -- Localize some functions so they are faster local love = love local table = table local ceil = math.ceil local floor = math.floor -- Make our map class local Map = {class = "Map"} Map.__index = Map --------------------------------------------------------------------------------------------------- -- Returns a new map function Map:new(name, width, height, tileWidth, tileHeight, orientation, path, prop) -- Our map local map = setmetatable({}, Map) prop = prop or {} -- Public: map.name = name or "Unnamed Map" -- Name of the map map.width = width or 0 -- Width of the map in tiles map.height = height or 0 -- Height of the map in tiles map.tileWidth = tileWidth or 0 -- Width in pixels of each tile map.tileHeight = tileHeight or 0 -- Height in pixels of each tile map.orientation = orientation or "orthogonal" -- Type of map. orthogonal or isometric map.properties = prop or {} -- Properties of the map set by Tiled map.useSpriteBatch = prop.atl_useSpriteBatch -- True = TileLayers use sprite batches map.visible = true -- False = the map will not be drawn map.drawObjects = prop.atl_drawObjects -- True = object layers will be drawn map.viewX = prop.atl_viewX or 0 -- X coord of the viewing screen. map.viewY = prop.atl_viewY or 0 -- Y coord of the viewing screen. map.viewW = prop.atl_viewW or love.graphics.getWidth() -- The width of the viewing screen map.viewH = prop.atl_viewH or love.graphics.getHeight() -- The height of the viewing screen map.viewScaling = 1 -- The game scaling map.viewPadding = 10 -- Padding for the view map.offsetX = prop.atl_offsetX or 0 -- Drawing offset X map.offsetY = prop.atl_offsetY or 0 -- Drawing offset Y map.layers = {} -- Layers of the map indexed by name map.tilesets = {} -- Tilesets indexed by name map.tiles = {} -- Tiles indexed by id map.layerOrder = {} -- The order of the layers. Callbacks are called in this order. -- Private: map._widestTile = 0 -- The widest tile on the map. map._highestTile = 0 -- The tallest tile on the map. map._forceRedraw = false -- If true then the next redraw is forced map._previousUseSpriteBatch = false -- The previous useSpiteBatch. map._tileClipboard = nil -- The value that stored for tile copying and pasting. map._directory = path -- The directory the map is in -- Return the new map return map end --------------------------------------------------------------------------------------------------- -- Creates a new tileset and adds it to the map. The map will then auto-update its tiles. function Map:newTileSet(...) if not name then error("Map:newTileSet - The name parameter is invalid") end self.tilesets[name] = TileSet:new(...) self:updateTiles() return self.tilesets[name] end --------------------------------------------------------------------------------------------------- -- Creates a new TileLayer and adds it to the map. The position parameter is the position to insert -- the layer into the layerOrder. function Map:newTileLayer(position, ...) if self.layers[name] then error( string.format("Map:newTileLayer - The layer name \"%s\" already exists.", name) ) end self.layers[name] = TileLayer:new(self, ...) table.insert(self.layerOrder, position or #self.layerOrder + 1, self.layers[name]) return self.layers[name] end --------------------------------------------------------------------------------------------------- -- Creates a new ObjectLayer and inserts it into the map function Map:newObjectLayer(position, ...) if self.layers[name] then error( string.format("Map:newObjectLayer - The layer name \"%s\" already exists.", name) ) end self.layers[name] = ObjectLayer:new(self, ...) table.insert(self.layerOrder, position or #self.layerOrder + 1, self.layers[name]) return self.layers[name] end --------------------------------------------------------------------------------------------------- -- Add a custom layer to the map. You can include a predefined layer table or one will be created. function Map:newCustomLayer(name, position, layer) if self.layers[name] then error( string.format("Map:newCustomLayer - The layer name \"%s\" already exists.", name) ) end self.layers[name] = layer or {name=name} self.layers[name].class = "CustomLayer" table.insert(self.layerOrder, position or #self.layerOrder + 1, self.layers[name]) return self.layers[name] end --------------------------------------------------------------------------------------------------- -- Cuts tiles out of tilesets and stores them in the tiles tables under their id -- Call this after the tilesets are set up function Map:updateTiles() self.tiles = {} self._widestTile = 0 self._highestTile = 0 for _, ts in pairs(self.tilesets) do if ts.tileWidth > self._widestTile then self._widestTile = ts.tileWidth end if ts.tileHeight > self._highestTile then self._highestTile = ts.tileHeight end for id, val in pairs(ts:getTiles()) do self.tiles[id] = val end end end --------------------------------------------------------------------------------------------------- -- Forces the map to redraw the sprite batches. function Map:forceRedraw() self._forceRedraw = true end --------------------------------------------------------------------------------------------------- -- Performs a callback on all map layers. local layer function Map:callback(cb, ...) if cb == "draw" then self:_updateTileRange() end for i = 1, #self.layerOrder do layer = self.layerOrder[i] if layer[cb] then layer[cb](layer, ...) end end end --------------------------------------------------------------------------------------------------- -- Draw the map. function Map:draw() if self.visible then self:callback("draw") end end --------------------------------------------------------------------------------------------------- -- Returns the position of the layer inside the map's layerOrder. Can be the layer name or table. function Map:layerPosition(layer) if type(layer) == "string" then layer = self.layers[layer] end for i = 1,#self.layerOrder do if self.layerOrder[i] == layer then return i end end end --------------------------------------------------------------------------------------------------- -- Returns the position of the layer inside the map's layerOrder. The passed layers can be the -- layer name, the layer tables themselves, or the layer positions. function Map:swapLayers(layer1, layer2) if type(layer1) ~= "number" then layer1 = self:layerPosition(layer1) end if type(layer2) ~= "number" then layer2 = self:layerPosition(layer2) end local bubble = self.layers[layer1] self.layers[layer1] = self.layers[layer2] self.layers[layer2] = bubble end --------------------------------------------------------------------------------------------------- -- Removes a layer from the map function Map:removeLayer(layer) if type(layer) ~= "number" then layer = self:layerPosition(layer) end layer = table.remove(self.layerOrder, layer) self.layers[layer.name] = nil return layer end --------------------------------------------------------------------------------------------------- -- Turns an isometric location into a world location. The unit length for isometric tiles is always -- the map's tileHeight. This is both for width and height. local h, tw, th function Map:fromIso(x, y) h, tw, th = self.height, self.tileWidth, self.tileHeight return ((x-y)/th + h - 1)*tw/2, (x+y)/2 end --------------------------------------------------------------------------------------------------- -- Turns a world location into an isometric location local ix, iy function Map:toIso(a, b) a, b = a or 0, b or 0 h, tw, th = self.height, self.tileWidth, self.tileHeight ix = b - (h-1)*th/2 + (a*th)/tw iy = 2*b - ix return ix, iy end --------------------------------------------------------------------------------------------------- -- Sets the draw range function Map:setDrawRange(x,y,w,h) self.viewX, self.viewY, self.viewW, self.viewH = x, y, w, h self.viewPadding = 0 self.viewScaling = 1 end --------------------------------------------------------------------------------------------------- -- Automatically sets the draw range to fit the display function Map:autoDrawRange(tx, ty, scale, pad) tx, ty, scale, pad = tx or 0, ty or 0, scale or 1, pad or 0 self.viewX = -tx self.viewY = -ty self.viewW = love.graphics.getWidth() self.viewH = love.graphics.getHeight() self.viewScaling = scale > 0.001 and scale or 0.001 self.viewPadding = pad end --------------------------------------------------------------------------------------------------- -- Returns the normal draw range function Map:getDrawRange() return self.viewX - self.viewPadding, self.viewY - self.viewPadding, self.viewW/self.viewScaling + self.viewPadding*2, self.viewH/self.viewScaling + self.viewPadding*2 end ---------------------------------------------------------------------------------------------------- -- Private Functions ---------------------------------------------------------------------------------------------------- -- This is an internal function used to update the map's _tileRange, _previousTileRange, and -- _specialRedraw local x1, y1, x2, y2, highOffset, widthOffset, tr, ptr, layer function Map:_updateTileRange() -- Offset to make sure we can always draw the highest and widest tile heightOffset = self._highestTile - self.tileHeight widthOffset = self._widestTile - self.tileWidth -- Go through each layer for i = 1,#self.layerOrder do layer = self.layerOrder[i] -- If the layer is a TileLayer if layer.class == "TileLayer" then -- Get the draw range. x1 = self.viewX * layer.parallaxX - self.viewPadding + layer.offsetX y1 = self.viewY * layer.parallaxY - self.viewPadding + layer.offsetY x2 = self.viewW/self.viewScaling + self.viewPadding*2 y2 = self.viewH/self.viewScaling + self.viewPadding*2 -- Apply the offset x1 = x1 - self.offsetX - layer.offsetX y1 = y1 - self.offsetY - layer.offsetY -- Calculate the _tileRange for orthogonal tiles if self.orientation == "orthogonal" then -- Limit the drawing range. We must make sure we can draw the tiles that are bigger -- than the self's tileWidth and tileHeight. if x1 and y1 and x2 and y2 then x2 = ceil(x2/self.tileWidth) y2 = ceil((y2+heightOffset)/self.tileHeight) x1 = floor((x1-widthOffset)/self.tileWidth) y1 = floor(y1/self.tileHeight) -- Make sure that we stay within the boundry of the map x1 = x1 > 0 and x1 or 0 y1 = y1 > 0 and y1 or 0 x2 = x2 < self.width and x2 or self.width - 1 y2 = y2 < self.height and y2 or self.height - 1 else -- If the drawing range isn't defined then we draw all the tiles x1, y1, x2, y2 = 0, 0, self.width-1, self.height-1 end -- Calculate the _tileRange for isometric tiles. else -- If the drawRange is set if x1 and y1 and x2 and y2 then x1, y1 = self:toIso(x1-self._widestTile,y1) x1, y1 = ceil(x1/self.tileHeight), ceil(y1/self.tileHeight)-1 x2 = ceil((x2+self._widestTile)/self.tileWidth) y2 = ceil((y2+heightOffset)/self.tileHeight) -- else draw everything else x1 = 0 y1 = 0 x2 = self.width - 1 y2 = self.height - 1 end end -- Assign the new values to the tile range tr, ptr = layer._tileRange, layer._previousTileRange ptr[1], ptr[2], ptr[3], ptr[4] = tr[1], tr[2], tr[3], tr[4] tr[1], tr[2], tr[3], tr[4] = x1, y1, x2, y2 -- If the tile range or useSpriteBatch is different than the last frame then we need to -- update its sprite batches. layer._redraw = self.useSpriteBatch ~= self._previousUseSpriteBatch or self._forceRedraw or tr[1] ~= ptr[1] or tr[2] ~= ptr[2] or tr[3] ~= ptr[3] or tr[4] ~= ptr[4] end end -- Set the previous useSpritebatch self._previousUseSpriteBatch = self.useSpriteBatch -- Reset the forced special redraw self._forceRedraw = false end --------------------------------------------------------------------------------------------------- -- Calling the map as a function will return the layer function Map:__call(layerName) return self.layers[layerName] end --------------------------------------------------------------------------------------------------- -- Returns the Map class return Map --[[Copyright (c) 2011-2012 Casey Baxter Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. Except as contained in this notice, the name(s) of the above copyright holders shall not be used in advertising or otherwise to promote the sale, use or other dealings in this Software without prior written authorization. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 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.--]]
