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+--- Simple and fast Tiled map loader and renderer.
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+-- @module sti
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+-- @author Landon Manning
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+-- @copyright 2019
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+-- @license MIT/X11
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+
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+local STI = {
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+ _LICENSE = "MIT/X11",
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+ _URL = "https://github.com/karai17/Simple-Tiled-Implementation",
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+ _VERSION = "1.2.3.0",
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+ _DESCRIPTION = "Simple Tiled Implementation is a Tiled Map Editor library designed for the *awesome* LÖVE framework.",
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+ cache = {}
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+}
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+STI.__index = STI
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+
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+local love = _G.love
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+local cwd = (...):gsub('%.init$', '') .. "."
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+local utils = require(cwd .. "utils")
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+local ceil = math.ceil
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+local floor = math.floor
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+local lg = require(cwd .. "graphics")
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+local Map = {}
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+Map.__index = Map
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+
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+local function new(map, plugins, ox, oy)
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+ local dir = ""
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+
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+ if type(map) == "table" then
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+ map = setmetatable(map, Map)
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+ else
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+ -- Check for valid map type
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+ local ext = map:sub(-4, -1)
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+ assert(ext == ".lua", string.format(
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+ "Invalid file type: %s. File must be of type: lua.",
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+ ext
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+ ))
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+
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+ -- Get directory of map
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+ dir = map:reverse():find("[/\\]") or ""
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+ if dir ~= "" then
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+ dir = map:sub(1, 1 + (#map - dir))
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+ end
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+
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+ -- Load map
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+ map = setmetatable(assert(love.filesystem.load(map))(), Map)
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+ end
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+
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+ map:init(dir, plugins, ox, oy)
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+
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+ return map
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+end
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+
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+--- Instance a new map.
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+-- @param map Path to the map file or the map table itself
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+-- @param plugins A list of plugins to load
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+-- @param ox Offset of map on the X axis (in pixels)
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+-- @param oy Offset of map on the Y axis (in pixels)
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+-- @return table The loaded Map
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+function STI.__call(_, map, plugins, ox, oy)
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+ return new(map, plugins, ox, oy)
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+end
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+
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+--- Flush image cache.
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+function STI:flush()
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+ self.cache = {}
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+end
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+
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+--- Map object
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+
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+--- Instance a new map
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+-- @param path Path to the map file
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+-- @param plugins A list of plugins to load
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+-- @param ox Offset of map on the X axis (in pixels)
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+-- @param oy Offset of map on the Y axis (in pixels)
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+function Map:init(path, plugins, ox, oy)
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+ if type(plugins) == "table" then
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+ self:loadPlugins(plugins)
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+ end
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+
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+ self:resize()
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+ self.objects = {}
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+ self.tiles = {}
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+ self.tileInstances = {}
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+ self.drawRange = {
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+ sx = 1,
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+ sy = 1,
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+ ex = self.width,
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+ ey = self.height,
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+ }
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+ self.offsetx = ox or 0
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+ self.offsety = oy or 0
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+
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+ self.freeBatchSprites = {}
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+ setmetatable(self.freeBatchSprites, { __mode = 'k' })
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+
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+ -- Set tiles, images
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+ local gid = 1
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+ for i, tileset in ipairs(self.tilesets) do
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+ assert(tileset.image, "STI does not support Tile Collections.\nYou need to create a Texture Atlas.")
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+
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+ -- Cache images
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+ if lg.isCreated then
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+ local formatted_path = utils.format_path(path .. tileset.image)
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+
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+ if not STI.cache[formatted_path] then
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+ utils.fix_transparent_color(tileset, formatted_path)
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+ utils.cache_image(STI, formatted_path, tileset.image)
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+ else
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+ tileset.image = STI.cache[formatted_path]
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+ end
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+ end
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+
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+ gid = self:setTiles(i, tileset, gid)
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+ end
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+
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+ local layers = {}
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+ for _, layer in ipairs(self.layers) do
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+ self:groupAppendToList(layers, layer)
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+ end
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+ self.layers = layers
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+
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+ -- Set layers
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+ for _, layer in ipairs(self.layers) do
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+ self:setLayer(layer, path)
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+ end
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+end
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+
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+--- Layers from the group are added to the list
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+-- @param layers List of layers
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+-- @param layer Layer data
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+function Map:groupAppendToList(layers, layer)
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+ if layer.type == "group" then
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+ for _, groupLayer in pairs(layer.layers) do
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+ groupLayer.name = layer.name .. "." .. groupLayer.name
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+ groupLayer.visible = layer.visible
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+ groupLayer.opacity = layer.opacity * groupLayer.opacity
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+ groupLayer.offsetx = layer.offsetx + groupLayer.offsetx
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+ groupLayer.offsety = layer.offsety + groupLayer.offsety
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+
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+ for key, property in pairs(layer.properties) do
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+ if groupLayer.properties[key] == nil then
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+ groupLayer.properties[key] = property
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+ end
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+ end
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+
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+ self:groupAppendToList(layers, groupLayer)
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+ end
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+ else
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+ table.insert(layers, layer)
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+ end
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+end
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+
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+--- Load plugins
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+-- @param plugins A list of plugins to load
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+function Map:loadPlugins(plugins)
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+ for _, plugin in ipairs(plugins) do
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+ local pluginModulePath = cwd .. 'plugins.' .. plugin
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+ local ok, pluginModule = pcall(require, pluginModulePath)
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+ if ok then
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+ for k, func in pairs(pluginModule) do
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+ if not self[k] then
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+ self[k] = func
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+ end
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+ end
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+ end
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+ end
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+end
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+
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+--- Create Tiles
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+-- @param index Index of the Tileset
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+-- @param tileset Tileset data
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+-- @param gid First Global ID in Tileset
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+-- @return number Next Tileset's first Global ID
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+function Map:setTiles(index, tileset, gid)
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+ local quad = lg.newQuad
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+ local imageW = tileset.imagewidth
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+ local imageH = tileset.imageheight
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+ local tileW = tileset.tilewidth
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+ local tileH = tileset.tileheight
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+ local margin = tileset.margin
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+ local spacing = tileset.spacing
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+ local w = utils.get_tiles(imageW, tileW, margin, spacing)
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+ local h = utils.get_tiles(imageH, tileH, margin, spacing)
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+
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+ for y = 1, h do
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+ for x = 1, w do
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+ local id = gid - tileset.firstgid
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+ local quadX = (x - 1) * tileW + margin + (x - 1) * spacing
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+ local quadY = (y - 1) * tileH + margin + (y - 1) * spacing
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+ local type = ""
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+ local properties, terrain, animation, objectGroup
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+
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+ for _, tile in pairs(tileset.tiles) do
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+ if tile.id == id then
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+ properties = tile.properties
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+ animation = tile.animation
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+ objectGroup = tile.objectGroup
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+ type = tile.type
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+
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+ if tile.terrain then
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+ terrain = {}
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+
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+ for i = 1, #tile.terrain do
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+ terrain[i] = tileset.terrains[tile.terrain[i] + 1]
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+ end
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+ end
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+ end
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+ end
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+
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+ local tile = {
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+ id = id,
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+ gid = gid,
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+ tileset = index,
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+ type = type,
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+ quad = quad(
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+ quadX, quadY,
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+ tileW, tileH,
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+ imageW, imageH
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+ ),
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+ properties = properties or {},
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+ terrain = terrain,
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+ animation = animation,
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+ objectGroup = objectGroup,
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+ frame = 1,
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+ time = 0,
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+ width = tileW,
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+ height = tileH,
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+ sx = 1,
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+ sy = 1,
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+ r = 0,
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+ offset = tileset.tileoffset,
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+ }
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+
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+ self.tiles[gid] = tile
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+ gid = gid + 1
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+ end
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+ end
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+
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+ return gid
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+end
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+
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+--- Create Layers
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+-- @param layer Layer data
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+-- @param path (Optional) Path to an Image Layer's image
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+function Map:setLayer(layer, path)
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+ if layer.encoding then
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+ if layer.encoding == "base64" then
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+ assert(require "ffi", "Compressed maps require LuaJIT FFI.\nPlease Switch your interperator to LuaJIT or your Tile Layer Format to \"CSV\".")
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+ local fd = love.data.decode("string", "base64", layer.data)
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+
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+ if not layer.compression then
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+ layer.data = utils.get_decompressed_data(fd)
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+ else
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+ assert(love.data.decompress, "zlib and gzip compression require LOVE 11.0+.\nPlease set your Tile Layer Format to \"Base64 (uncompressed)\" or \"CSV\".")
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+
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+ if layer.compression == "zlib" then
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+ local data = love.data.decompress("string", "zlib", fd)
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+ layer.data = utils.get_decompressed_data(data)
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+ end
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+
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+ if layer.compression == "gzip" then
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+ local data = love.data.decompress("string", "gzip", fd)
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+ layer.data = utils.get_decompressed_data(data)
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+ end
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+ end
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+ end
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+ end
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+
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+ layer.x = (layer.x or 0) + layer.offsetx + self.offsetx
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+ layer.y = (layer.y or 0) + layer.offsety + self.offsety
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+ layer.update = function() end
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+
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+ if layer.type == "tilelayer" then
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+ self:setTileData(layer)
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+ self:setSpriteBatches(layer)
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+ layer.draw = function() self:drawTileLayer(layer) end
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+ elseif layer.type == "objectgroup" then
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+ self:setObjectData(layer)
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+ self:setObjectCoordinates(layer)
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+ self:setObjectSpriteBatches(layer)
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+ layer.draw = function() self:drawObjectLayer(layer) end
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+ elseif layer.type == "imagelayer" then
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+ layer.draw = function() self:drawImageLayer(layer) end
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+
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+ if layer.image ~= "" then
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+ local formatted_path = utils.format_path(path .. layer.image)
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+ if not STI.cache[formatted_path] then
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+ utils.cache_image(STI, formatted_path)
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+ end
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+
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+ layer.image = STI.cache[formatted_path]
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+ layer.width = layer.image:getWidth()
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+ layer.height = layer.image:getHeight()
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+ end
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+ end
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+
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+ self.layers[layer.name] = layer
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+end
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+
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+--- Add Tiles to Tile Layer
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+-- @param layer The Tile Layer
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+function Map:setTileData(layer)
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+ if layer.chunks then
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+ for _, chunk in ipairs(layer.chunks) do
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+ self:setTileData(chunk)
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+ end
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+ return
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+ end
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+
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+ local i = 1
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+ local map = {}
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+
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+ for y = 1, layer.height do
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+ map[y] = {}
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+ for x = 1, layer.width do
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+ local gid = layer.data[i]
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+
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+ -- NOTE: Empty tiles have a GID of 0
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+ if gid > 0 then
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+ map[y][x] = self.tiles[gid] or self:setFlippedGID(gid)
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+ end
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+
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+ i = i + 1
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+ end
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+ end
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+
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+ layer.data = map
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+end
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+
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+--- Add Objects to Layer
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+-- @param layer The Object Layer
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+function Map:setObjectData(layer)
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+ for _, object in ipairs(layer.objects) do
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+ object.layer = layer
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+ self.objects[object.id] = object
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+ end
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+end
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+
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+--- Correct position and orientation of Objects in an Object Layer
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+-- @param layer The Object Layer
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+function Map:setObjectCoordinates(layer)
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+ for _, object in ipairs(layer.objects) do
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+ local x = layer.x + object.x
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+ local y = layer.y + object.y
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+ local w = object.width
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+ local h = object.height
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+ local cos = math.cos(math.rad(object.rotation))
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+ local sin = math.sin(math.rad(object.rotation))
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+
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+ if object.shape == "rectangle" and not object.gid then
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+ object.rectangle = {}
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+
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+ local vertices = {
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+ { x=x, y=y },
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+ { x=x + w, y=y },
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+ { x=x + w, y=y + h },
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+ { x=x, y=y + h },
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+ }
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+
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+ for _, vertex in ipairs(vertices) do
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+ vertex.x, vertex.y = utils.rotate_vertex(self, vertex, x, y, cos, sin)
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+ table.insert(object.rectangle, { x = vertex.x, y = vertex.y })
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+ end
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+ elseif object.shape == "ellipse" then
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+ object.ellipse = {}
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+ local vertices = utils.convert_ellipse_to_polygon(x, y, w, h)
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+
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+ for _, vertex in ipairs(vertices) do
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+ vertex.x, vertex.y = utils.rotate_vertex(self, vertex, x, y, cos, sin)
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+ table.insert(object.ellipse, { x = vertex.x, y = vertex.y })
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+ end
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+ elseif object.shape == "polygon" then
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+ for _, vertex in ipairs(object.polygon) do
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+ vertex.x = vertex.x + x
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+ vertex.y = vertex.y + y
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+ vertex.x, vertex.y = utils.rotate_vertex(self, vertex, x, y, cos, sin)
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+ end
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+ elseif object.shape == "polyline" then
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+ for _, vertex in ipairs(object.polyline) do
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+ vertex.x = vertex.x + x
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+ vertex.y = vertex.y + y
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+ vertex.x, vertex.y = utils.rotate_vertex(self, vertex, x, y, cos, sin)
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+ end
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+ end
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+ end
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+end
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+
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+--- Convert tile location to tile instance location
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+-- @param layer Tile layer
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+-- @param tile Tile
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+-- @param x Tile location on X axis (in tiles)
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+-- @param y Tile location on Y axis (in tiles)
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+-- @return number Tile instance location on X axis (in pixels)
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+-- @return number Tile instance location on Y axis (in pixels)
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+function Map:getLayerTilePosition(layer, tile, x, y)
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+ local tileW = self.tilewidth
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+ local tileH = self.tileheight
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+ local tileX, tileY
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+
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+ if self.orientation == "orthogonal" then
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+ local tileset = self.tilesets[tile.tileset]
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+ tileX = (x - 1) * tileW + tile.offset.x
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+ tileY = (y - 0) * tileH + tile.offset.y - tileset.tileheight
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+ tileX, tileY = utils.compensate(tile, tileX, tileY, tileW, tileH)
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+ elseif self.orientation == "isometric" then
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+ tileX = (x - y) * (tileW / 2) + tile.offset.x + layer.width * tileW / 2 - self.tilewidth / 2
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+ tileY = (x + y - 2) * (tileH / 2) + tile.offset.y
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+ else
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+ local sideLen = self.hexsidelength or 0
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+ if self.staggeraxis == "y" then
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+ if self.staggerindex == "odd" then
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+ if y % 2 == 0 then
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+ tileX = (x - 1) * tileW + tileW / 2 + tile.offset.x
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|
+ else
|
|
|
+ tileX = (x - 1) * tileW + tile.offset.x
|
|
|
+ end
|
|
|
+ else
|
|
|
+ if y % 2 == 0 then
|
|
|
+ tileX = (x - 1) * tileW + tile.offset.x
|
|
|
+ else
|
|
|
+ tileX = (x - 1) * tileW + tileW / 2 + tile.offset.x
|
|
|
+ end
|
|
|
+ end
|
|
|
+
|
|
|
+ local rowH = tileH - (tileH - sideLen) / 2
|
|
|
+ tileY = (y - 1) * rowH + tile.offset.y
|
|
|
+ else
|
|
|
+ if self.staggerindex == "odd" then
|
|
|
+ if x % 2 == 0 then
|
|
|
+ tileY = (y - 1) * tileH + tileH / 2 + tile.offset.y
|
|
|
+ else
|
|
|
+ tileY = (y - 1) * tileH + tile.offset.y
|
|
|
+ end
|
|
|
+ else
|
|
|
+ if x % 2 == 0 then
|
|
|
+ tileY = (y - 1) * tileH + tile.offset.y
|
|
|
+ else
|
|
|
+ tileY = (y - 1) * tileH + tileH / 2 + tile.offset.y
|
|
|
+ end
|
|
|
+ end
|
|
|
+
|
|
|
+ local colW = tileW - (tileW - sideLen) / 2
|
|
|
+ tileX = (x - 1) * colW + tile.offset.x
|
|
|
+ end
|
|
|
+ end
|
|
|
+
|
|
|
+ return tileX, tileY
|
|
|
+end
|
|
|
+
|
|
|
+--- Place new tile instance
|
|
|
+-- @param layer Tile layer
|
|
|
+-- @param chunk Layer chunk
|
|
|
+-- @param tile Tile
|
|
|
+-- @param number Tile location on X axis (in tiles)
|
|
|
+-- @param number Tile location on Y axis (in tiles)
|
|
|
+function Map:addNewLayerTile(layer, chunk, tile, x, y)
|
|
|
+ local tileset = tile.tileset
|
|
|
+ local image = self.tilesets[tile.tileset].image
|
|
|
+ local batches
|
|
|
+ local size
|
|
|
+
|
|
|
+ if chunk then
|
|
|
+ batches = chunk.batches
|
|
|
+ size = chunk.width * chunk.height
|
|
|
+ else
|
|
|
+ batches = layer.batches
|
|
|
+ size = layer.width * layer.height
|
|
|
+ end
|
|
|
+
|
|
|
+ batches[tileset] = batches[tileset] or lg.newSpriteBatch(image, size)
|
|
|
+
|
|
|
+ local batch = batches[tileset]
|
|
|
+ local tileX, tileY = self:getLayerTilePosition(layer, tile, x, y)
|
|
|
+
|
|
|
+ local instance = {
|
|
|
+ layer = layer,
|
|
|
+ chunk = chunk,
|
|
|
+ gid = tile.gid,
|
|
|
+ x = tileX,
|
|
|
+ y = tileY,
|
|
|
+ r = tile.r,
|
|
|
+ oy = 0
|
|
|
+ }
|
|
|
+
|
|
|
+ -- NOTE: STI can run headless so it is not guaranteed that a batch exists.
|
|
|
+ if batch then
|
|
|
+ instance.batch = batch
|
|
|
+ instance.id = batch:add(tile.quad, tileX, tileY, tile.r, tile.sx, tile.sy)
|
|
|
+ end
|
|
|
+
|
|
|
+ self.tileInstances[tile.gid] = self.tileInstances[tile.gid] or {}
|
|
|
+ table.insert(self.tileInstances[tile.gid], instance)
|
|
|
+end
|
|
|
+
|
|
|
+function Map:set_batches(layer, chunk)
|
|
|
+ if chunk then
|
|
|
+ chunk.batches = {}
|
|
|
+ else
|
|
|
+ layer.batches = {}
|
|
|
+ end
|
|
|
+
|
|
|
+ if self.orientation == "orthogonal" or self.orientation == "isometric" then
|
|
|
+ local offsetX = chunk and chunk.x or 0
|
|
|
+ local offsetY = chunk and chunk.y or 0
|
|
|
+
|
|
|
+ local startX = 1
|
|
|
+ local startY = 1
|
|
|
+ local endX = chunk and chunk.width or layer.width
|
|
|
+ local endY = chunk and chunk.height or layer.height
|
|
|
+ local incrementX = 1
|
|
|
+ local incrementY = 1
|
|
|
+
|
|
|
+ -- Determine order to add tiles to sprite batch
|
|
|
+ -- Defaults to right-down
|
|
|
+ if self.renderorder == "right-up" then
|
|
|
+ startY, endY, incrementY = endY, startY, -1
|
|
|
+ elseif self.renderorder == "left-down" then
|
|
|
+ startX, endX, incrementX = endX, startX, -1
|
|
|
+ elseif self.renderorder == "left-up" then
|
|
|
+ startX, endX, incrementX = endX, startX, -1
|
|
|
+ startY, endY, incrementY = endY, startY, -1
|
|
|
+ end
|
|
|
+
|
|
|
+ for y = startY, endY, incrementY do
|
|
|
+ for x = startX, endX, incrementX do
|
|
|
+ -- NOTE: Cannot short circuit this since it is valid for tile to be assigned nil
|
|
|
+ local tile
|
|
|
+ if chunk then
|
|
|
+ tile = chunk.data[y][x]
|
|
|
+ else
|
|
|
+ tile = layer.data[y][x]
|
|
|
+ end
|
|
|
+
|
|
|
+ if tile then
|
|
|
+ self:addNewLayerTile(layer, chunk, tile, x + offsetX, y + offsetY)
|
|
|
+ end
|
|
|
+ end
|
|
|
+ end
|
|
|
+ else
|
|
|
+ if self.staggeraxis == "y" then
|
|
|
+ for y = 1, (chunk and chunk.height or layer.height) do
|
|
|
+ for x = 1, (chunk and chunk.width or layer.width) do
|
|
|
+ -- NOTE: Cannot short circuit this since it is valid for tile to be assigned nil
|
|
|
+ local tile
|
|
|
+ if chunk then
|
|
|
+ tile = chunk.data[y][x]
|
|
|
+ else
|
|
|
+ tile = layer.data[y][x]
|
|
|
+ end
|
|
|
+
|
|
|
+ if tile then
|
|
|
+ self:addNewLayerTile(layer, chunk, tile, x, y)
|
|
|
+ end
|
|
|
+ end
|
|
|
+ end
|
|
|
+ else
|
|
|
+ local i = 0
|
|
|
+ local _x
|
|
|
+
|
|
|
+ if self.staggerindex == "odd" then
|
|
|
+ _x = 1
|
|
|
+ else
|
|
|
+ _x = 2
|
|
|
+ end
|
|
|
+
|
|
|
+ while i < (chunk and chunk.width * chunk.height or layer.width * layer.height) do
|
|
|
+ for _y = 1, (chunk and chunk.height or layer.height) + 0.5, 0.5 do
|
|
|
+ local y = floor(_y)
|
|
|
+
|
|
|
+ for x = _x, (chunk and chunk.width or layer.width), 2 do
|
|
|
+ i = i + 1
|
|
|
+
|
|
|
+ -- NOTE: Cannot short circuit this since it is valid for tile to be assigned nil
|
|
|
+ local tile
|
|
|
+ if chunk then
|
|
|
+ tile = chunk.data[y][x]
|
|
|
+ else
|
|
|
+ tile = layer.data[y][x]
|
|
|
+ end
|
|
|
+
|
|
|
+ if tile then
|
|
|
+ self:addNewLayerTile(layer, chunk, tile, x, y)
|
|
|
+ end
|
|
|
+ end
|
|
|
+
|
|
|
+ if _x == 1 then
|
|
|
+ _x = 2
|
|
|
+ else
|
|
|
+ _x = 1
|
|
|
+ end
|
|
|
+ end
|
|
|
+ end
|
|
|
+ end
|
|
|
+ end
|
|
|
+end
|
|
|
+
|
|
|
+--- Batch Tiles in Tile Layer for improved draw speed
|
|
|
+-- @param layer The Tile Layer
|
|
|
+function Map:setSpriteBatches(layer)
|
|
|
+ if layer.chunks then
|
|
|
+ for _, chunk in ipairs(layer.chunks) do
|
|
|
+ self:set_batches(layer, chunk)
|
|
|
+ end
|
|
|
+ return
|
|
|
+ end
|
|
|
+
|
|
|
+ self:set_batches(layer)
|
|
|
+end
|
|
|
+
|
|
|
+--- Batch Tiles in Object Layer for improved draw speed
|
|
|
+-- @param layer The Object Layer
|
|
|
+function Map:setObjectSpriteBatches(layer)
|
|
|
+ local newBatch = lg.newSpriteBatch
|
|
|
+ local batches = {}
|
|
|
+
|
|
|
+ if layer.draworder == "topdown" then
|
|
|
+ table.sort(layer.objects, function(a, b)
|
|
|
+ return a.y + a.height < b.y + b.height
|
|
|
+ end)
|
|
|
+ end
|
|
|
+
|
|
|
+ for _, object in ipairs(layer.objects) do
|
|
|
+ if object.gid then
|
|
|
+ local tile = self.tiles[object.gid] or self:setFlippedGID(object.gid)
|
|
|
+ local tileset = tile.tileset
|
|
|
+ local image = self.tilesets[tileset].image
|
|
|
+
|
|
|
+ batches[tileset] = batches[tileset] or newBatch(image)
|
|
|
+
|
|
|
+ local sx = object.width / tile.width
|
|
|
+ local sy = object.height / tile.height
|
|
|
+
|
|
|
+ -- Tiled rotates around bottom left corner, where love2D rotates around top left corner
|
|
|
+ local ox = 0
|
|
|
+ local oy = tile.height
|
|
|
+
|
|
|
+ local batch = batches[tileset]
|
|
|
+ local tileX = object.x + tile.offset.x
|
|
|
+ local tileY = object.y + tile.offset.y
|
|
|
+ local tileR = math.rad(object.rotation)
|
|
|
+
|
|
|
+ -- Compensation for scale/rotation shift
|
|
|
+ if tile.sx == -1 then
|
|
|
+ tileX = tileX + object.width
|
|
|
+
|
|
|
+ if tileR ~= 0 then
|
|
|
+ tileX = tileX - object.width
|
|
|
+ ox = ox + tile.width
|
|
|
+ end
|
|
|
+ end
|
|
|
+
|
|
|
+ if tile.sy == -1 then
|
|
|
+ tileY = tileY - object.height
|
|
|
+
|
|
|
+ if tileR ~= 0 then
|
|
|
+ tileY = tileY + object.width
|
|
|
+ oy = oy - tile.width
|
|
|
+ end
|
|
|
+ end
|
|
|
+
|
|
|
+ local instance = {
|
|
|
+ id = batch:add(tile.quad, tileX, tileY, tileR, tile.sx * sx, tile.sy * sy, ox, oy),
|
|
|
+ batch = batch,
|
|
|
+ layer = layer,
|
|
|
+ gid = tile.gid,
|
|
|
+ x = tileX,
|
|
|
+ y = tileY - oy,
|
|
|
+ r = tileR,
|
|
|
+ oy = oy
|
|
|
+ }
|
|
|
+
|
|
|
+ self.tileInstances[tile.gid] = self.tileInstances[tile.gid] or {}
|
|
|
+ table.insert(self.tileInstances[tile.gid], instance)
|
|
|
+ end
|
|
|
+ end
|
|
|
+
|
|
|
+ layer.batches = batches
|
|
|
+end
|
|
|
+
|
|
|
+--- Create a Custom Layer to place userdata in (such as player sprites)
|
|
|
+-- @param name Name of Custom Layer
|
|
|
+-- @param index Draw order within Layer stack
|
|
|
+-- @return table Custom Layer
|
|
|
+function Map:addCustomLayer(name, index)
|
|
|
+ index = index or #self.layers + 1
|
|
|
+ local layer = {
|
|
|
+ type = "customlayer",
|
|
|
+ name = name,
|
|
|
+ visible = true,
|
|
|
+ opacity = 1,
|
|
|
+ properties = {},
|
|
|
+ }
|
|
|
+
|
|
|
+ function layer.draw() end
|
|
|
+ function layer.update() end
|
|
|
+
|
|
|
+ table.insert(self.layers, index, layer)
|
|
|
+ self.layers[name] = self.layers[index]
|
|
|
+
|
|
|
+ return layer
|
|
|
+end
|
|
|
+
|
|
|
+--- Convert another Layer into a Custom Layer
|
|
|
+-- @param index Index or name of Layer to convert
|
|
|
+-- @return table Custom Layer
|
|
|
+function Map:convertToCustomLayer(index)
|
|
|
+ local layer = assert(self.layers[index], "Layer not found: " .. index)
|
|
|
+
|
|
|
+ layer.type = "customlayer"
|
|
|
+ layer.x = nil
|
|
|
+ layer.y = nil
|
|
|
+ layer.width = nil
|
|
|
+ layer.height = nil
|
|
|
+ layer.encoding = nil
|
|
|
+ layer.data = nil
|
|
|
+ layer.chunks = nil
|
|
|
+ layer.objects = nil
|
|
|
+ layer.image = nil
|
|
|
+
|
|
|
+ function layer.draw() end
|
|
|
+ function layer.update() end
|
|
|
+
|
|
|
+ return layer
|
|
|
+end
|
|
|
+
|
|
|
+--- Remove a Layer from the Layer stack
|
|
|
+-- @param index Index or name of Layer to remove
|
|
|
+function Map:removeLayer(index)
|
|
|
+ local layer = assert(self.layers[index], "Layer not found: " .. index)
|
|
|
+
|
|
|
+ if type(index) == "string" then
|
|
|
+ for i, l in ipairs(self.layers) do
|
|
|
+ if l.name == index then
|
|
|
+ table.remove(self.layers, i)
|
|
|
+ self.layers[index] = nil
|
|
|
+ break
|
|
|
+ end
|
|
|
+ end
|
|
|
+ else
|
|
|
+ local name = self.layers[index].name
|
|
|
+ table.remove(self.layers, index)
|
|
|
+ self.layers[name] = nil
|
|
|
+ end
|
|
|
+
|
|
|
+ -- Remove layer batches
|
|
|
+ if layer.batches then
|
|
|
+ for _, batch in pairs(layer.batches) do
|
|
|
+ self.freeBatchSprites[batch] = nil
|
|
|
+ end
|
|
|
+ end
|
|
|
+
|
|
|
+ -- Remove chunk batches
|
|
|
+ if layer.chunks then
|
|
|
+ for _, chunk in ipairs(layer.chunks) do
|
|
|
+ for _, batch in pairs(chunk.batches) do
|
|
|
+ self.freeBatchSprites[batch] = nil
|
|
|
+ end
|
|
|
+ end
|
|
|
+ end
|
|
|
+
|
|
|
+ -- Remove tile instances
|
|
|
+ if layer.type == "tilelayer" then
|
|
|
+ for _, tiles in pairs(self.tileInstances) do
|
|
|
+ for i = #tiles, 1, -1 do
|
|
|
+ local tile = tiles[i]
|
|
|
+ if tile.layer == layer then
|
|
|
+ table.remove(tiles, i)
|
|
|
+ end
|
|
|
+ end
|
|
|
+ end
|
|
|
+ end
|
|
|
+
|
|
|
+ -- Remove objects
|
|
|
+ if layer.objects then
|
|
|
+ for i, object in pairs(self.objects) do
|
|
|
+ if object.layer == layer then
|
|
|
+ self.objects[i] = nil
|
|
|
+ end
|
|
|
+ end
|
|
|
+ end
|
|
|
+end
|
|
|
+
|
|
|
+--- Animate Tiles and update every Layer
|
|
|
+-- @param dt Delta Time
|
|
|
+function Map:update(dt)
|
|
|
+ for _, tile in pairs(self.tiles) do
|
|
|
+ local update = false
|
|
|
+
|
|
|
+ if tile.animation then
|
|
|
+ tile.time = tile.time + dt * 1000
|
|
|
+
|
|
|
+ while tile.time > tonumber(tile.animation[tile.frame].duration) do
|
|
|
+ update = true
|
|
|
+ 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
|
|
|
+ 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]
|
|
|
+ j.batch:set(j.id, t.quad, j.x, j.y, j.r, tile.sx, tile.sy, 0, j.oy)
|
|
|
+ end
|
|
|
+ end
|
|
|
+ end
|
|
|
+ end
|
|
|
+
|
|
|
+ for _, layer in ipairs(self.layers) do
|
|
|
+ layer:update(dt)
|
|
|
+ end
|
|
|
+end
|
|
|
+
|
|
|
+--- Draw every Layer
|
|
|
+-- @param tx Translate on X
|
|
|
+-- @param ty Translate on Y
|
|
|
+-- @param sx Scale on X
|
|
|
+-- @param sy Scale on Y
|
|
|
+function Map:draw(tx, ty, sx, sy)
|
|
|
+ local current_canvas = lg.getCanvas()
|
|
|
+ lg.setCanvas(self.canvas)
|
|
|
+ lg.clear()
|
|
|
+
|
|
|
+ -- Scale map to 1.0 to draw onto canvas, this fixes tearing issues
|
|
|
+ -- Map is translated to correct position so the right section is drawn
|
|
|
+ lg.push()
|
|
|
+ lg.origin()
|
|
|
+ lg.translate(math.floor(tx or 0), math.floor(ty or 0))
|
|
|
+
|
|
|
+ for _, layer in ipairs(self.layers) do
|
|
|
+ if layer.visible and layer.opacity > 0 then
|
|
|
+ self:drawLayer(layer)
|
|
|
+ end
|
|
|
+ end
|
|
|
+
|
|
|
+ lg.pop()
|
|
|
+
|
|
|
+ -- Draw canvas at 0,0; this fixes scissoring issues
|
|
|
+ -- Map is scaled to correct scale so the right section is shown
|
|
|
+ lg.push()
|
|
|
+ lg.origin()
|
|
|
+ lg.scale(sx or 1, sy or sx or 1)
|
|
|
+
|
|
|
+ lg.setCanvas(current_canvas)
|
|
|
+ lg.draw(self.canvas)
|
|
|
+
|
|
|
+ lg.pop()
|
|
|
+end
|
|
|
+
|
|
|
+--- Draw an individual Layer
|
|
|
+-- @param layer The Layer to draw
|
|
|
+function Map.drawLayer(_, layer)
|
|
|
+ local r,g,b,a = lg.getColor()
|
|
|
+ lg.setColor(r, g, b, a * layer.opacity)
|
|
|
+ layer:draw()
|
|
|
+ lg.setColor(r,g,b,a)
|
|
|
+end
|
|
|
+
|
|
|
+--- Default draw function for Tile Layers
|
|
|
+-- @param layer The Tile Layer to draw
|
|
|
+function Map:drawTileLayer(layer)
|
|
|
+ if type(layer) == "string" or type(layer) == "number" then
|
|
|
+ layer = self.layers[layer]
|
|
|
+ end
|
|
|
+
|
|
|
+ assert(layer.type == "tilelayer", "Invalid layer type: " .. layer.type .. ". Layer must be of type: tilelayer")
|
|
|
+
|
|
|
+ -- NOTE: This does not take into account any sort of draw range clipping and will always draw every chunk
|
|
|
+ if layer.chunks then
|
|
|
+ for _, chunk in ipairs(layer.chunks) do
|
|
|
+ for _, batch in pairs(chunk.batches) do
|
|
|
+ lg.draw(batch, 0, 0)
|
|
|
+ end
|
|
|
+ end
|
|
|
+
|
|
|
+ return
|
|
|
+ end
|
|
|
+
|
|
|
+ for _, batch in pairs(layer.batches) do
|
|
|
+ lg.draw(batch, floor(layer.x), floor(layer.y))
|
|
|
+ end
|
|
|
+end
|
|
|
+
|
|
|
+--- Default draw function for Object Layers
|
|
|
+-- @param layer The Object Layer to draw
|
|
|
+function Map:drawObjectLayer(layer)
|
|
|
+ if type(layer) == "string" or type(layer) == "number" then
|
|
|
+ layer = self.layers[layer]
|
|
|
+ end
|
|
|
+
|
|
|
+ assert(layer.type == "objectgroup", "Invalid layer type: " .. layer.type .. ". Layer must be of type: objectgroup")
|
|
|
+
|
|
|
+ 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 reset = { r, g, b, a * layer.opacity }
|
|
|
+
|
|
|
+ local function sortVertices(obj)
|
|
|
+ local vertex = {}
|
|
|
+
|
|
|
+ for _, v in ipairs(obj) do
|
|
|
+ table.insert(vertex, v.x)
|
|
|
+ table.insert(vertex, v.y)
|
|
|
+ end
|
|
|
+
|
|
|
+ return vertex
|
|
|
+ end
|
|
|
+
|
|
|
+ local function drawShape(obj, shape)
|
|
|
+ local vertex = sortVertices(obj)
|
|
|
+
|
|
|
+ if shape == "polyline" then
|
|
|
+ lg.setColor(line)
|
|
|
+ lg.line(vertex)
|
|
|
+ return
|
|
|
+ elseif shape == "polygon" then
|
|
|
+ lg.setColor(fill)
|
|
|
+ if not love.math.isConvex(vertex) then
|
|
|
+ local triangles = love.math.triangulate(vertex)
|
|
|
+ for _, triangle in ipairs(triangles) do
|
|
|
+ lg.polygon("fill", triangle)
|
|
|
+ end
|
|
|
+ else
|
|
|
+ lg.polygon("fill", vertex)
|
|
|
+ end
|
|
|
+ else
|
|
|
+ lg.setColor(fill)
|
|
|
+ lg.polygon("fill", vertex)
|
|
|
+ end
|
|
|
+
|
|
|
+ lg.setColor(line)
|
|
|
+ lg.polygon("line", vertex)
|
|
|
+ end
|
|
|
+
|
|
|
+ for _, object in ipairs(layer.objects) do
|
|
|
+ if object.visible then
|
|
|
+ if object.shape == "rectangle" and not object.gid then
|
|
|
+ drawShape(object.rectangle, "rectangle")
|
|
|
+ elseif object.shape == "ellipse" then
|
|
|
+ drawShape(object.ellipse, "ellipse")
|
|
|
+ elseif object.shape == "polygon" then
|
|
|
+ drawShape(object.polygon, "polygon")
|
|
|
+ elseif object.shape == "polyline" then
|
|
|
+ drawShape(object.polyline, "polyline")
|
|
|
+ elseif object.shape == "point" then
|
|
|
+ lg.points(object.x, object.y)
|
|
|
+ end
|
|
|
+ end
|
|
|
+ end
|
|
|
+
|
|
|
+ lg.setColor(reset)
|
|
|
+ for _, batch in pairs(layer.batches) do
|
|
|
+ lg.draw(batch, 0, 0)
|
|
|
+ end
|
|
|
+ lg.setColor(r,g,b,a)
|
|
|
+end
|
|
|
+
|
|
|
+--- Default draw function for Image Layers
|
|
|
+-- @param layer The Image Layer to draw
|
|
|
+function Map:drawImageLayer(layer)
|
|
|
+ if type(layer) == "string" or type(layer) == "number" then
|
|
|
+ layer = self.layers[layer]
|
|
|
+ end
|
|
|
+
|
|
|
+ assert(layer.type == "imagelayer", "Invalid layer type: " .. layer.type .. ". Layer must be of type: imagelayer")
|
|
|
+
|
|
|
+ if layer.image ~= "" then
|
|
|
+ lg.draw(layer.image, layer.x, layer.y)
|
|
|
+ end
|
|
|
+end
|
|
|
+
|
|
|
+--- Resize the drawable area of the Map
|
|
|
+-- @param w The new width of the drawable area (in pixels)
|
|
|
+-- @param h The new Height of the drawable area (in pixels)
|
|
|
+function Map:resize(w, h)
|
|
|
+ if lg.isCreated then
|
|
|
+ w = w or lg.getWidth()
|
|
|
+ h = h or lg.getHeight()
|
|
|
+
|
|
|
+ self.canvas = lg.newCanvas(w, h)
|
|
|
+ self.canvas:setFilter("nearest", "nearest")
|
|
|
+ end
|
|
|
+end
|
|
|
+
|
|
|
+--- Create flipped or rotated Tiles based on bitop flags
|
|
|
+-- @param gid The flagged Global ID
|
|
|
+-- @return table Flipped Tile
|
|
|
+function Map:setFlippedGID(gid)
|
|
|
+ local bit31 = 2147483648
|
|
|
+ local bit30 = 1073741824
|
|
|
+ local bit29 = 536870912
|
|
|
+ local flipX = false
|
|
|
+ local flipY = false
|
|
|
+ local flipD = false
|
|
|
+ local realgid = gid
|
|
|
+
|
|
|
+ if realgid >= bit31 then
|
|
|
+ realgid = realgid - bit31
|
|
|
+ flipX = not flipX
|
|
|
+ end
|
|
|
+
|
|
|
+ if realgid >= bit30 then
|
|
|
+ realgid = realgid - bit30
|
|
|
+ flipY = not flipY
|
|
|
+ end
|
|
|
+
|
|
|
+ if realgid >= bit29 then
|
|
|
+ realgid = realgid - bit29
|
|
|
+ flipD = not flipD
|
|
|
+ end
|
|
|
+
|
|
|
+ local tile = self.tiles[realgid]
|
|
|
+ local data = {
|
|
|
+ id = tile.id,
|
|
|
+ gid = gid,
|
|
|
+ tileset = tile.tileset,
|
|
|
+ frame = tile.frame,
|
|
|
+ time = tile.time,
|
|
|
+ width = tile.width,
|
|
|
+ height = tile.height,
|
|
|
+ offset = tile.offset,
|
|
|
+ quad = tile.quad,
|
|
|
+ properties = tile.properties,
|
|
|
+ terrain = tile.terrain,
|
|
|
+ animation = tile.animation,
|
|
|
+ sx = tile.sx,
|
|
|
+ sy = tile.sy,
|
|
|
+ r = tile.r,
|
|
|
+ }
|
|
|
+
|
|
|
+ if flipX then
|
|
|
+ if flipY and flipD then
|
|
|
+ data.r = math.rad(-90)
|
|
|
+ data.sy = -1
|
|
|
+ elseif flipY then
|
|
|
+ data.sx = -1
|
|
|
+ data.sy = -1
|
|
|
+ elseif flipD then
|
|
|
+ data.r = math.rad(90)
|
|
|
+ else
|
|
|
+ data.sx = -1
|
|
|
+ end
|
|
|
+ elseif flipY then
|
|
|
+ if flipD then
|
|
|
+ data.r = math.rad(-90)
|
|
|
+ else
|
|
|
+ data.sy = -1
|
|
|
+ end
|
|
|
+ elseif flipD then
|
|
|
+ data.r = math.rad(90)
|
|
|
+ data.sy = -1
|
|
|
+ end
|
|
|
+
|
|
|
+ self.tiles[gid] = data
|
|
|
+
|
|
|
+ return self.tiles[gid]
|
|
|
+end
|
|
|
+
|
|
|
+--- Get custom properties from Layer
|
|
|
+-- @param layer The Layer
|
|
|
+-- @return table List of properties
|
|
|
+function Map:getLayerProperties(layer)
|
|
|
+ local l = self.layers[layer]
|
|
|
+
|
|
|
+ if not l then
|
|
|
+ return {}
|
|
|
+ end
|
|
|
+
|
|
|
+ return l.properties
|
|
|
+end
|
|
|
+
|
|
|
+--- Get custom properties from Tile
|
|
|
+-- @param layer The Layer that the Tile belongs to
|
|
|
+-- @param x The X axis location of the Tile (in tiles)
|
|
|
+-- @param y The Y axis location of the Tile (in tiles)
|
|
|
+-- @return table List of properties
|
|
|
+function Map:getTileProperties(layer, x, y)
|
|
|
+ local tile = self.layers[layer].data[y][x]
|
|
|
+
|
|
|
+ if not tile then
|
|
|
+ return {}
|
|
|
+ end
|
|
|
+
|
|
|
+ return tile.properties
|
|
|
+end
|
|
|
+
|
|
|
+--- Get custom properties from Object
|
|
|
+-- @param layer The Layer that the Object belongs to
|
|
|
+-- @param object The index or name of the Object
|
|
|
+-- @return table List of properties
|
|
|
+function Map:getObjectProperties(layer, object)
|
|
|
+ local o = self.layers[layer].objects
|
|
|
+
|
|
|
+ if type(object) == "number" then
|
|
|
+ o = o[object]
|
|
|
+ else
|
|
|
+ for _, v in ipairs(o) do
|
|
|
+ if v.name == object then
|
|
|
+ o = v
|
|
|
+ break
|
|
|
+ end
|
|
|
+ end
|
|
|
+ end
|
|
|
+
|
|
|
+ if not o then
|
|
|
+ return {}
|
|
|
+ end
|
|
|
+
|
|
|
+ return o.properties
|
|
|
+end
|
|
|
+
|
|
|
+--- Change a tile in a layer to another tile
|
|
|
+-- @param layer The Layer that the Tile belongs to
|
|
|
+-- @param x The X axis location of the Tile (in tiles)
|
|
|
+-- @param y The Y axis location of the Tile (in tiles)
|
|
|
+-- @param gid The gid of the new tile
|
|
|
+function Map:setLayerTile(layer, x, y, gid)
|
|
|
+ layer = self.layers[layer]
|
|
|
+
|
|
|
+ layer.data[y] = layer.data[y] or {}
|
|
|
+ local tile = layer.data[y][x]
|
|
|
+ local instance
|
|
|
+ if tile then
|
|
|
+ local tileX, tileY = self:getLayerTilePosition(layer, tile, x, y)
|
|
|
+ for _, inst in pairs(self.tileInstances[tile.gid]) do
|
|
|
+ if inst.x == tileX and inst.y == tileY then
|
|
|
+ instance = inst
|
|
|
+ break
|
|
|
+ end
|
|
|
+ end
|
|
|
+ end
|
|
|
+
|
|
|
+ if tile == self.tiles[gid] then
|
|
|
+ return
|
|
|
+ end
|
|
|
+
|
|
|
+ tile = self.tiles[gid]
|
|
|
+
|
|
|
+ if instance then
|
|
|
+ self:swapTile(instance, tile)
|
|
|
+ else
|
|
|
+ self:addNewLayerTile(layer, tile, x, y)
|
|
|
+ end
|
|
|
+ layer.data[y][x] = tile
|
|
|
+end
|
|
|
+
|
|
|
+--- Swap a tile in a spritebatch
|
|
|
+-- @param instance The current Instance object we want to replace
|
|
|
+-- @param tile The Tile object we want to use
|
|
|
+-- @return none
|
|
|
+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
|
|
|
+ )
|
|
|
+ else
|
|
|
+ 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)
|
|
|
+ end
|
|
|
+ end
|
|
|
+
|
|
|
+ -- Remove old tile instance
|
|
|
+ for i, ins in ipairs(self.tileInstances[instance.gid]) do
|
|
|
+ if ins.batch == instance.batch and ins.id == instance.id then
|
|
|
+ table.remove(self.tileInstances[instance.gid], i)
|
|
|
+ break
|
|
|
+ end
|
|
|
+ end
|
|
|
+
|
|
|
+ -- Add new tile instance
|
|
|
+ if tile then
|
|
|
+ self.tileInstances[tile.gid] = self.tileInstances[tile.gid] or {}
|
|
|
+
|
|
|
+ local freeBatchSprites = self.freeBatchSprites[instance.batch]
|
|
|
+ local newInstance
|
|
|
+ if freeBatchSprites and #freeBatchSprites > 0 then
|
|
|
+ newInstance = freeBatchSprites[#freeBatchSprites]
|
|
|
+ freeBatchSprites[#freeBatchSprites] = nil
|
|
|
+ else
|
|
|
+ newInstance = {}
|
|
|
+ end
|
|
|
+
|
|
|
+ newInstance.layer = instance.layer
|
|
|
+ newInstance.batch = instance.batch
|
|
|
+ newInstance.id = instance.id
|
|
|
+ newInstance.gid = tile.gid or 0
|
|
|
+ newInstance.x = instance.x
|
|
|
+ newInstance.y = instance.y
|
|
|
+ newInstance.r = tile.r or 0
|
|
|
+ newInstance.oy = tile.r ~= 0 and tile.height or 0
|
|
|
+ table.insert(self.tileInstances[tile.gid], newInstance)
|
|
|
+ end
|
|
|
+end
|
|
|
+
|
|
|
+--- Convert tile location to pixel location
|
|
|
+-- @param x The X axis location of the point (in tiles)
|
|
|
+-- @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)
|
|
|
+ if self.orientation == "orthogonal" then
|
|
|
+ local tileW = self.tilewidth
|
|
|
+ local tileH = self.tileheight
|
|
|
+ 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
|
|
|
+ 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)
|
|
|
+ else
|
|
|
+ return
|
|
|
+ ceil(x) * (tileW + sideLen) + (ceil(x) % 2 == 0 and tileW or 0),
|
|
|
+ y * tileH
|
|
|
+ end
|
|
|
+ end
|
|
|
+end
|
|
|
+
|
|
|
+--- Convert pixel location to tile location
|
|
|
+-- @param x The X axis location of the point (in pixels)
|
|
|
+-- @param y The Y axis location of the point (in pixels)
|
|
|
+-- @return number The X axis location of the point (in tiles)
|
|
|
+-- @return number The Y axis location of the point (in tiles)
|
|
|
+function Map:convertPixelToTile(x, y)
|
|
|
+ if self.orientation == "orthogonal" then
|
|
|
+ local tileW = self.tilewidth
|
|
|
+ local tileH = self.tileheight
|
|
|
+ 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
|
|
|
+ elseif self.orientation == "staggered" then
|
|
|
+ local staggerX = self.staggeraxis == "x"
|
|
|
+ local even = self.staggerindex == "even"
|
|
|
+
|
|
|
+ local function topLeft(x, y)
|
|
|
+ if staggerX then
|
|
|
+ if ceil(x) % 2 == 1 and even then
|
|
|
+ return x - 1, y
|
|
|
+ else
|
|
|
+ return x - 1, y - 1
|
|
|
+ end
|
|
|
+ else
|
|
|
+ if ceil(y) % 2 == 1 and even then
|
|
|
+ return x, y - 1
|
|
|
+ else
|
|
|
+ return x - 1, y - 1
|
|
|
+ end
|
|
|
+ end
|
|
|
+ end
|
|
|
+
|
|
|
+ local function topRight(x, y)
|
|
|
+ if staggerX then
|
|
|
+ if ceil(x) % 2 == 1 and even then
|
|
|
+ return x + 1, y
|
|
|
+ else
|
|
|
+ return x + 1, y - 1
|
|
|
+ end
|
|
|
+ else
|
|
|
+ if ceil(y) % 2 == 1 and even then
|
|
|
+ return x + 1, y - 1
|
|
|
+ else
|
|
|
+ return x, y - 1
|
|
|
+ end
|
|
|
+ end
|
|
|
+ end
|
|
|
+
|
|
|
+ local function bottomLeft(x, y)
|
|
|
+ if staggerX then
|
|
|
+ if ceil(x) % 2 == 1 and even then
|
|
|
+ return x - 1, y + 1
|
|
|
+ else
|
|
|
+ return x - 1, y
|
|
|
+ end
|
|
|
+ else
|
|
|
+ if ceil(y) % 2 == 1 and even then
|
|
|
+ return x, y + 1
|
|
|
+ else
|
|
|
+ return x - 1, y + 1
|
|
|
+ end
|
|
|
+ end
|
|
|
+ end
|
|
|
+
|
|
|
+ local function bottomRight(x, y)
|
|
|
+ if staggerX then
|
|
|
+ if ceil(x) % 2 == 1 and even then
|
|
|
+ return x + 1, y + 1
|
|
|
+ else
|
|
|
+ return x + 1, y
|
|
|
+ end
|
|
|
+ else
|
|
|
+ if ceil(y) % 2 == 1 and even then
|
|
|
+ return x + 1, y + 1
|
|
|
+ else
|
|
|
+ return x, y + 1
|
|
|
+ end
|
|
|
+ end
|
|
|
+ end
|
|
|
+
|
|
|
+ local tileW = self.tilewidth
|
|
|
+ local tileH = self.tileheight
|
|
|
+
|
|
|
+ if staggerX then
|
|
|
+ x = x - (even and tileW / 2 or 0)
|
|
|
+ else
|
|
|
+ y = y - (even and tileH / 2 or 0)
|
|
|
+ end
|
|
|
+
|
|
|
+ local halfH = tileH / 2
|
|
|
+ local ratio = tileH / tileW
|
|
|
+ local referenceX = ceil(x / tileW)
|
|
|
+ local referenceY = ceil(y / tileH)
|
|
|
+ local relativeX = x - referenceX * tileW
|
|
|
+ local relativeY = y - referenceY * tileH
|
|
|
+
|
|
|
+ if (halfH - relativeX * ratio > relativeY) then
|
|
|
+ return topLeft(referenceX, referenceY)
|
|
|
+ elseif (-halfH + relativeX * ratio > relativeY) then
|
|
|
+ return topRight(referenceX, referenceY)
|
|
|
+ elseif (halfH + relativeX * ratio < relativeY) then
|
|
|
+ return bottomLeft(referenceX, referenceY)
|
|
|
+ elseif (halfH * 3 - relativeX * ratio < relativeY) then
|
|
|
+ return bottomRight(referenceX, referenceY)
|
|
|
+ end
|
|
|
+
|
|
|
+ return referenceX, referenceY
|
|
|
+ elseif self.orientation == "hexagonal" then
|
|
|
+ local staggerX = self.staggeraxis == "x"
|
|
|
+ local even = self.staggerindex == "even"
|
|
|
+ local tileW = self.tilewidth
|
|
|
+ local tileH = self.tileheight
|
|
|
+ local sideLenX = 0
|
|
|
+ local sideLenY = 0
|
|
|
+
|
|
|
+ local colW = tileW / 2
|
|
|
+ local rowH = tileH / 2
|
|
|
+ if staggerX then
|
|
|
+ sideLenX = self.hexsidelength
|
|
|
+ x = x - (even and tileW or (tileW - sideLenX) / 2)
|
|
|
+ colW = colW - (colW - sideLenX / 2) / 2
|
|
|
+ else
|
|
|
+ sideLenY = self.hexsidelength
|
|
|
+ y = y - (even and tileH or (tileH - sideLenY) / 2)
|
|
|
+ rowH = rowH - (rowH - sideLenY / 2) / 2
|
|
|
+ end
|
|
|
+
|
|
|
+ local referenceX = ceil(x) / (colW * 2)
|
|
|
+ local referenceY = ceil(y) / (rowH * 2)
|
|
|
+
|
|
|
+ -- If in staggered line, then shift reference by 0.5 of other axes
|
|
|
+ if staggerX then
|
|
|
+ if (floor(referenceX) % 2 == 0) == even then
|
|
|
+ referenceY = referenceY - 0.5
|
|
|
+ end
|
|
|
+ else
|
|
|
+ if (floor(referenceY) % 2 == 0) == even then
|
|
|
+ referenceX = referenceX - 0.5
|
|
|
+ end
|
|
|
+ end
|
|
|
+
|
|
|
+ local relativeX = x - referenceX * colW * 2
|
|
|
+ local relativeY = y - referenceY * rowH * 2
|
|
|
+ local centers
|
|
|
+
|
|
|
+ if staggerX then
|
|
|
+ local left = sideLenX / 2
|
|
|
+ local centerX = left + colW
|
|
|
+ local centerY = tileH / 2
|
|
|
+
|
|
|
+ centers = {
|
|
|
+ { x = left, y = centerY },
|
|
|
+ { x = centerX, y = centerY - rowH },
|
|
|
+ { x = centerX, y = centerY + rowH },
|
|
|
+ { x = centerX + colW, y = centerY },
|
|
|
+ }
|
|
|
+ else
|
|
|
+ local top = sideLenY / 2
|
|
|
+ local centerX = tileW / 2
|
|
|
+ local centerY = top + rowH
|
|
|
+
|
|
|
+ centers = {
|
|
|
+ { x = centerX, y = top },
|
|
|
+ { x = centerX - colW, y = centerY },
|
|
|
+ { x = centerX + colW, y = centerY },
|
|
|
+ { x = centerX, y = centerY + rowH }
|
|
|
+ }
|
|
|
+ end
|
|
|
+
|
|
|
+ local nearest = 0
|
|
|
+ local minDist = math.huge
|
|
|
+
|
|
|
+ local function len2(ax, ay)
|
|
|
+ return ax * ax + ay * ay
|
|
|
+ end
|
|
|
+
|
|
|
+ for i = 1, 4 do
|
|
|
+ local dc = len2(centers[i].x - relativeX, centers[i].y - relativeY)
|
|
|
+
|
|
|
+ if dc < minDist then
|
|
|
+ minDist = dc
|
|
|
+ nearest = i
|
|
|
+ end
|
|
|
+ end
|
|
|
+
|
|
|
+ local offsetsStaggerX = {
|
|
|
+ { x = 1, y = 1 },
|
|
|
+ { x = 2, y = 0 },
|
|
|
+ { x = 2, y = 1 },
|
|
|
+ { x = 3, y = 1 },
|
|
|
+ }
|
|
|
+
|
|
|
+ local offsetsStaggerY = {
|
|
|
+ { x = 1, y = 1 },
|
|
|
+ { x = 0, y = 2 },
|
|
|
+ { x = 1, y = 2 },
|
|
|
+ { x = 1, y = 3 },
|
|
|
+ }
|
|
|
+
|
|
|
+ local offsets = staggerX and offsetsStaggerX or offsetsStaggerY
|
|
|
+
|
|
|
+ return
|
|
|
+ referenceX + offsets[nearest].x,
|
|
|
+ referenceY + offsets[nearest].y
|
|
|
+ end
|
|
|
+end
|
|
|
+
|
|
|
+--- A list of individual layers indexed both by draw order and name
|
|
|
+-- @table Map.layers
|
|
|
+-- @see TileLayer
|
|
|
+-- @see ObjectLayer
|
|
|
+-- @see ImageLayer
|
|
|
+-- @see CustomLayer
|
|
|
+
|
|
|
+--- A list of individual tiles indexed by Global ID
|
|
|
+-- @table Map.tiles
|
|
|
+-- @see Tile
|
|
|
+-- @see Map.tileInstances
|
|
|
+
|
|
|
+--- A list of tile instances indexed by Global ID
|
|
|
+-- @table Map.tileInstances
|
|
|
+-- @see TileInstance
|
|
|
+-- @see Tile
|
|
|
+-- @see Map.tiles
|
|
|
+
|
|
|
+--- A list of no-longer-used batch sprites, indexed by batch
|
|
|
+--@table Map.freeBatchSprites
|
|
|
+
|
|
|
+--- A list of individual objects indexed by Global ID
|
|
|
+-- @table Map.objects
|
|
|
+-- @see Object
|
|
|
+
|
|
|
+--- @table TileLayer
|
|
|
+-- @field name The name of the layer
|
|
|
+-- @field x Position on the X axis (in pixels)
|
|
|
+-- @field y Position on the Y axis (in pixels)
|
|
|
+-- @field width Width of layer (in tiles)
|
|
|
+-- @field height Height of layer (in tiles)
|
|
|
+-- @field visible Toggle if layer is visible or hidden
|
|
|
+-- @field opacity Opacity of layer
|
|
|
+-- @field properties Custom properties
|
|
|
+-- @field data A tileWo dimensional table filled with individual tiles indexed by [y][x] (in tiles)
|
|
|
+-- @field update Update function
|
|
|
+-- @field draw Draw function
|
|
|
+-- @see Map.layers
|
|
|
+-- @see Tile
|
|
|
+
|
|
|
+--- @table ObjectLayer
|
|
|
+-- @field name The name of the layer
|
|
|
+-- @field x Position on the X axis (in pixels)
|
|
|
+-- @field y Position on the Y axis (in pixels)
|
|
|
+-- @field visible Toggle if layer is visible or hidden
|
|
|
+-- @field opacity Opacity of layer
|
|
|
+-- @field properties Custom properties
|
|
|
+-- @field objects List of objects indexed by draw order
|
|
|
+-- @field update Update function
|
|
|
+-- @field draw Draw function
|
|
|
+-- @see Map.layers
|
|
|
+-- @see Object
|
|
|
+
|
|
|
+--- @table ImageLayer
|
|
|
+-- @field name The name of the layer
|
|
|
+-- @field x Position on the X axis (in pixels)
|
|
|
+-- @field y Position on the Y axis (in pixels)
|
|
|
+-- @field visible Toggle if layer is visible or hidden
|
|
|
+-- @field opacity Opacity of layer
|
|
|
+-- @field properties Custom properties
|
|
|
+-- @field image Image to be drawn
|
|
|
+-- @field update Update function
|
|
|
+-- @field draw Draw function
|
|
|
+-- @see Map.layers
|
|
|
+
|
|
|
+--- Custom Layers are used to place userdata such as sprites within the draw order of the map.
|
|
|
+-- @table CustomLayer
|
|
|
+-- @field name The name of the layer
|
|
|
+-- @field x Position on the X axis (in pixels)
|
|
|
+-- @field y Position on the Y axis (in pixels)
|
|
|
+-- @field visible Toggle if layer is visible or hidden
|
|
|
+-- @field opacity Opacity of layer
|
|
|
+-- @field properties Custom properties
|
|
|
+-- @field update Update function
|
|
|
+-- @field draw Draw function
|
|
|
+-- @see Map.layers
|
|
|
+-- @usage
|
|
|
+-- -- Create a Custom Layer
|
|
|
+-- local spriteLayer = map:addCustomLayer("Sprite Layer", 3)
|
|
|
+--
|
|
|
+-- -- Add data to Custom Layer
|
|
|
+-- spriteLayer.sprites = {
|
|
|
+-- player = {
|
|
|
+-- image = lg.newImage("assets/sprites/player.png"),
|
|
|
+-- x = 64,
|
|
|
+-- y = 64,
|
|
|
+-- r = 0,
|
|
|
+-- }
|
|
|
+-- }
|
|
|
+--
|
|
|
+-- -- Update callback for Custom Layer
|
|
|
+-- function spriteLayer:update(dt)
|
|
|
+-- for _, sprite in pairs(self.sprites) do
|
|
|
+-- sprite.r = sprite.r + math.rad(90 * dt)
|
|
|
+-- end
|
|
|
+-- end
|
|
|
+--
|
|
|
+-- -- Draw callback for Custom Layer
|
|
|
+-- function spriteLayer:draw()
|
|
|
+-- for _, sprite in pairs(self.sprites) do
|
|
|
+-- local x = math.floor(sprite.x)
|
|
|
+-- local y = math.floor(sprite.y)
|
|
|
+-- local r = sprite.r
|
|
|
+-- lg.draw(sprite.image, x, y, r)
|
|
|
+-- end
|
|
|
+-- end
|
|
|
+
|
|
|
+--- @table Tile
|
|
|
+-- @field id Local ID within Tileset
|
|
|
+-- @field gid Global ID
|
|
|
+-- @field tileset Tileset ID
|
|
|
+-- @field quad Quad object
|
|
|
+-- @field properties Custom properties
|
|
|
+-- @field terrain Terrain data
|
|
|
+-- @field animation Animation data
|
|
|
+-- @field frame Current animation frame
|
|
|
+-- @field time Time spent on current animation frame
|
|
|
+-- @field width Width of tile
|
|
|
+-- @field height Height of tile
|
|
|
+-- @field sx Scale value on the X axis
|
|
|
+-- @field sy Scale value on the Y axis
|
|
|
+-- @field r Rotation of tile (in radians)
|
|
|
+-- @field offset Offset drawing position
|
|
|
+-- @field offset.x Offset value on the X axis
|
|
|
+-- @field offset.y Offset value on the Y axis
|
|
|
+-- @see Map.tiles
|
|
|
+
|
|
|
+--- @table TileInstance
|
|
|
+-- @field batch Spritebatch the Tile Instance belongs to
|
|
|
+-- @field id ID within the spritebatch
|
|
|
+-- @field gid Global ID
|
|
|
+-- @field x Position on the X axis (in pixels)
|
|
|
+-- @field y Position on the Y axis (in pixels)
|
|
|
+-- @see Map.tileInstances
|
|
|
+-- @see Tile
|
|
|
+
|
|
|
+--- @table Object
|
|
|
+-- @field id Global ID
|
|
|
+-- @field name Name of object (non-unique)
|
|
|
+-- @field shape Shape of object
|
|
|
+-- @field x Position of object on X axis (in pixels)
|
|
|
+-- @field y Position of object on Y axis (in pixels)
|
|
|
+-- @field width Width of object (in pixels)
|
|
|
+-- @field height Heigh tof object (in pixels)
|
|
|
+-- @field rotation Rotation of object (in radians)
|
|
|
+-- @field visible Toggle if object is visible or hidden
|
|
|
+-- @field properties Custom properties
|
|
|
+-- @field ellipse List of verticies of specific shape
|
|
|
+-- @field rectangle List of verticies of specific shape
|
|
|
+-- @field polygon List of verticies of specific shape
|
|
|
+-- @field polyline List of verticies of specific shape
|
|
|
+-- @see Map.objects
|
|
|
+
|
|
|
+return setmetatable({}, STI)
|