naming conventions act 2: the end

This commit is contained in:
lustlion
2022-03-06 09:35:45 +01:00
parent edd064c2fd
commit 05bf757ea5
29 changed files with 509 additions and 536 deletions

View File

@@ -1,6 +1,6 @@
function LevelLoadTiles()
function loadLevelTiles()
math.randomseed(3)
LevelData = dofile("data/levels/"..currLevel)
LevelData = dofile("data/levels/"..level_current)
--[[
on level format:
@@ -12,19 +12,19 @@ function LevelLoadTiles()
overlay_depth = foreground/background overlay depth
type = collision type
]]
LevelGetTileData()
getLevelTileData()
LevelTiles = LevelData.tiles
LevelUpdateDimensions()
LevelIndexTiles()
TileCreateObjects()
updateLevelDimensions()
indexLevelTiles()
createTileObjects()
end
function LevelExpandCanvas(horizontal,vertical)
function expandLevelCanvas(horizontal,vertical)
local horizontal = horizontal or 0
local vertical = vertical or 0
local h = LevelGetTileWidth()
local v = LevelGetTileHeight()
local h = getLevelTileWidth()
local v = getLevelTileHeight()
-- get new canvas size
local newCanvasH = h + math.abs(horizontal)
@@ -35,7 +35,7 @@ function LevelExpandCanvas(horizontal,vertical)
for i = 1, newCanvasV do
ExpandedLevel[i] = {}
for j = 1, newCanvasH do
ExpandedLevel[i][j] = InstanceTile(0)
ExpandedLevel[i][j] = instanceTile(0)
end
end
@@ -53,7 +53,7 @@ function LevelExpandCanvas(horizontal,vertical)
-- get data from old canvas to new canvas
for i = 1, #LevelTiles do
for j = 1, #LevelTiles[i] do
ExpandedLevel[i+expand_v][j+expand_h] = InstanceTile(LevelTiles[i][j].id)
ExpandedLevel[i+expand_v][j+expand_h] = instanceTile(LevelTiles[i][j].id)
end
end
@@ -62,11 +62,11 @@ function LevelExpandCanvas(horizontal,vertical)
end
function LevelReduceCanvas(horizontal,vertical)
function reduceLevelCanvas(horizontal,vertical)
local horizontal = horizontal or 0
local vertical = vertical or 0
local h = LevelGetTileWidth()
local v = LevelGetTileHeight()
local h = getLevelTileWidth()
local v = getLevelTileHeight()
-- get new canvas size
local newCanvasH = h - math.abs(horizontal)
@@ -77,7 +77,7 @@ function LevelReduceCanvas(horizontal,vertical)
for i = 1, newCanvasV do
ExpandedLevel[i] = {}
for j = 1, newCanvasH do
ExpandedLevel[i][j] = InstanceTile(0)
ExpandedLevel[i][j] = instanceTile(0)
end
end
@@ -95,17 +95,17 @@ function LevelReduceCanvas(horizontal,vertical)
-- get data from old canvas to new canvas
for i = 1, #ExpandedLevel do
for j = 1, #ExpandedLevel[i] do
ExpandedLevel[i][j] = InstanceTile(LevelTiles[i+expand_v][j+expand_h].id)
ExpandedLevel[i][j] = instanceTile(LevelTiles[i+expand_v][j+expand_h].id)
end
end
-- use new canvas
LevelTiles = ExpandedLevel
LevelExpandCanvas()
expandLevelCanvas()
end
function LevelGetTileData()
function getLevelTileData()
for k, v in pairs(tileset) do
if v == LevelData.tileset then
TileData = dofile("data/tileset/"..k..".lua")
@@ -113,20 +113,20 @@ function LevelGetTileData()
end
end
function LevelReloadTiles()
LevelUpdateDimensions()
function reloadLevelTiles()
updateLevelDimensions()
end
function LevelUpdateDimensions()
LevelData.Width = LevelGetWidth()
LevelData.Height = LevelGetHeight()
function updateLevelDimensions()
LevelData.Width = getLevelWidth()
LevelData.Height = getLevelHeight()
end
function LevelGetTileHeight()
function getLevelTileHeight()
return #LevelTiles
end
function LevelGetTileWidth()
function getLevelTileWidth()
local width = 0
for i = 1, #LevelTiles do
if width < #LevelTiles[i] then width = #LevelTiles[i] end
@@ -134,42 +134,42 @@ function LevelGetTileWidth()
return width
end
function LevelGetHeight()
return LevelGetTileHeight() * tileProperties.height
function getLevelHeight()
return getLevelTileHeight() * tile_properties.height
end
function LevelGetWidth()
return LevelGetTileWidth() * tileProperties.width
function getLevelWidth()
return getLevelTileWidth() * tile_properties.width
end
function LevelIndexTiles()
function indexLevelTiles()
TileIndex = {}
-- index from tileset
local width = LevelData.tileset:getPixelWidth()/tileProperties.width
local height = LevelData.tileset:getPixelHeight()/tileProperties.height
local width = LevelData.tileset:getPixelWidth()/tile_properties.width
local height = LevelData.tileset:getPixelHeight()/tile_properties.height
for i = 0, height do
for j = 0, width do
TileIndex[i*width+j+1] = love.graphics.newQuad(
j*tileProperties.width,
i*tileProperties.height,
tileProperties.width,
tileProperties.height,
j*tile_properties.width,
i*tile_properties.height,
tile_properties.width,
tile_properties.height,
LevelData.tileset:getDimensions()
)
end
end
TileDataInitialize()
initTileData()
-- instance level tiles according to the Properties
for i = 1, #LevelTiles do
for j = 1, #LevelTiles[i] do
SetTile(i,j,LevelTiles[i][j])
setTile(i,j,LevelTiles[i][j])
end
end
end
function TileDataInitialize()
function initTileData()
for _, Properties in pairs(TileData) do
if Properties.animation ~= nil then
Properties.tileset = love.graphics.newImage("assets/terrain/"..Properties.animation..".png")
@@ -178,18 +178,18 @@ function TileDataInitialize()
Properties.current_subimage = 1
local tileset = Properties.tileset
local width = tileset:getPixelWidth()/tileProperties.width
local height = tileset:getPixelHeight()/tileProperties.height
local width = tileset:getPixelWidth()/tile_properties.width
local height = tileset:getPixelHeight()/tile_properties.height
local image_count = 0
for i = 0, height-1 do
for j = 0, width-1 do
local quad =
love.graphics.newQuad(
j*tileProperties.width,
i*tileProperties.height,
tileProperties.width,
tileProperties.height,
j*tile_properties.width,
i*tile_properties.height,
tile_properties.width,
tile_properties.height,
tileset:getDimensions()
)
image_count = image_count + 1
@@ -202,7 +202,7 @@ function TileDataInitialize()
end
end
function InstanceTile(id)
function instanceTile(id)
local tile = {}
tile.id = id
@@ -225,8 +225,8 @@ function InstanceTile(id)
return tile
end
function SetTile(i,j,id)
LevelTiles[i][j] = InstanceTile(id)
function setTile(i,j,id)
LevelTiles[i][j] = instanceTile(id)
end
function drawGridDisplay()
@@ -234,16 +234,16 @@ function drawGridDisplay()
for j = 1, #LevelTiles[i] do
love.graphics.rectangle(
"line",
tileProperties.scale * (j * tileProperties.width + (levelProperties.offset.x - tileProperties.width)) - Camera.pos.x,
tileProperties.scale * (i * tileProperties.height + (levelProperties.offset.y - tileProperties.height)) - Camera.pos.y,
tileProperties.scale * tileProperties.width,
tileProperties.scale * tileProperties.height
tile_properties.scale * (j * tile_properties.width + (level_properties.offset.x - tile_properties.width)) - Camera.pos.x,
tile_properties.scale * (i * tile_properties.height + (level_properties.offset.y - tile_properties.height)) - Camera.pos.y,
tile_properties.scale * tile_properties.width,
tile_properties.scale * tile_properties.height
)
end
end
end
function TileOptimizeObjects()
function optimizeTileObjects()
logPrint("Optimizing Objects...")
local unoptimized = 0
local isTileOptimized = {}
@@ -313,14 +313,14 @@ function TileOptimizeObjects()
logPrint("- Group size: "..m.."x"..n)
unoptimized = unoptimized + m * n
local base_x = tileProperties.scale * j * tileProperties.width + tileProperties.scale * (levelProperties.offset.x - tileProperties.height)
local base_y = tileProperties.scale * i * tileProperties.height + tileProperties.scale * (levelProperties.offset.y - tileProperties.height)
local base_x = tile_properties.scale * j * tile_properties.width + tile_properties.scale * (level_properties.offset.x - tile_properties.height)
local base_y = tile_properties.scale * i * tile_properties.height + tile_properties.scale * (level_properties.offset.y - tile_properties.height)
local col = Collision:new(
base_x,
base_y,
base_x + tileProperties.width * tileProperties.scale * n,
base_y + tileProperties.height * tileProperties.scale * m
base_x + tile_properties.width * tile_properties.scale * n,
base_y + tile_properties.height * tile_properties.scale * m
)
table.insert(LoadedObjects.Collisions,col)
end
@@ -331,13 +331,13 @@ function TileOptimizeObjects()
logPrint("collisions optimized from " .. unoptimized .. " to " .. #LoadedObjects.Collisions)
end
function TileCreateObjects()
function createTileObjects()
LoadedObjects.Collisions = {}
LoadedObjects.Platforms = {}
LoadedObjects.Ladders = {}
LoadedObjects.Hazards = {}
TileOptimizeObjects()
optimizeTileObjects()
for i = 1, #LevelTiles do
for j = 1, #LevelTiles[i] do
@@ -345,14 +345,14 @@ function TileCreateObjects()
local type = TileData[LevelTiles[i][j].id].type
local light = TileData[LevelTiles[i][j].id].light
local base_x = tileProperties.scale * j * tileProperties.width + tileProperties.scale * (levelProperties.offset.x - tileProperties.height)
local base_y = tileProperties.scale * i * tileProperties.height + tileProperties.scale * (levelProperties.offset.y - tileProperties.height)
local base_x = tile_properties.scale * j * tile_properties.width + tile_properties.scale * (level_properties.offset.x - tile_properties.height)
local base_y = tile_properties.scale * i * tile_properties.height + tile_properties.scale * (level_properties.offset.y - tile_properties.height)
if light ~= 0 and light ~= nil then
CreateLight(
base_x + tileProperties.width/2 * tileProperties.scale,
base_y + tileProperties.height/2 * tileProperties.scale,
base_x + tile_properties.width/2 * tile_properties.scale,
base_y + tile_properties.height/2 * tile_properties.scale,
light
)
end
@@ -362,17 +362,17 @@ function TileCreateObjects()
local col = Collision:new(
base_x,
base_y,
base_x + tileProperties.width * tileProperties.scale,
base_y + tileProperties.height * tileProperties.scale
base_x + tile_properties.width * tile_properties.scale,
base_y + tile_properties.height * tile_properties.scale
)
table.insert(LoadedObjects.Collisions,col)
else]]if type == "half_bottom" then
local col = Collision:new(
base_x,
base_y + tileProperties.height/2 * tileProperties.scale,
base_x + tileProperties.width * tileProperties.scale,
base_y + tileProperties.height * tileProperties.scale
base_y + tile_properties.height/2 * tile_properties.scale,
base_x + tile_properties.width * tile_properties.scale,
base_y + tile_properties.height * tile_properties.scale
)
table.insert(LoadedObjects.Collisions,col)
@@ -381,18 +381,18 @@ function TileCreateObjects()
local col = Collision:new(
base_x,
base_y ,
base_x + tileProperties.width * tileProperties.scale,
base_y + tileProperties.height/2 * tileProperties.scale
base_x + tile_properties.width * tile_properties.scale,
base_y + tile_properties.height/2 * tile_properties.scale
)
table.insert(LoadedObjects.Collisions,col)
elseif type == "half_right" then
local col = Collision:new(
base_x + tileProperties.height/2 * tileProperties.scale,
base_x + tile_properties.height/2 * tile_properties.scale,
base_y,
base_x + tileProperties.width * tileProperties.scale,
base_y + tileProperties.height * tileProperties.scale
base_x + tile_properties.width * tile_properties.scale,
base_y + tile_properties.height * tile_properties.scale
)
table.insert(LoadedObjects.Collisions,col)
@@ -401,17 +401,17 @@ function TileCreateObjects()
local col = Collision:new(
base_x,
base_y,
base_x + tileProperties.height/2 * tileProperties.scale,
base_y + tileProperties.height * tileProperties.scale
base_x + tile_properties.height/2 * tile_properties.scale,
base_y + tile_properties.height * tile_properties.scale
)
table.insert(LoadedObjects.Collisions,col)
elseif type == "platform" then
local plat = Collision:new(
base_x,
base_y + tileProperties.scale * 2,
base_x + tileProperties.width * tileProperties.scale,
base_y + tileProperties.height/4 * tileProperties.scale + tileProperties.scale * 2
base_y + tile_properties.scale * 2,
base_x + tile_properties.width * tile_properties.scale,
base_y + tile_properties.height/4 * tile_properties.scale + tile_properties.scale * 2
)
table.insert(LoadedObjects.Platforms,plat)
@@ -420,9 +420,9 @@ function TileCreateObjects()
-- do ramp owo
local slope = Collision:new(
base_x,
base_y + k * tileProperties.scale - tileProperties.scale,
base_x + k * 2 * tileProperties.scale,
base_y + k * tileProperties.scale
base_y + k * tile_properties.scale - tile_properties.scale,
base_x + k * 2 * tile_properties.scale,
base_y + k * tile_properties.scale
)
table.insert(LoadedObjects.Collisions,slope)
@@ -430,9 +430,9 @@ function TileCreateObjects()
-- fill lower half
local col = Collision:new(
base_x,
base_y + tileProperties.height/2 * tileProperties.scale,
base_x + tileProperties.width * tileProperties.scale,
base_y + tileProperties.height * tileProperties.scale
base_y + tile_properties.height/2 * tile_properties.scale,
base_x + tile_properties.width * tile_properties.scale,
base_y + tile_properties.height * tile_properties.scale
)
table.insert(LoadedObjects.Collisions,col)
@@ -441,9 +441,9 @@ function TileCreateObjects()
-- do ramp owo
local slope = Collision:new(
base_x,
base_y + tileProperties.height/2 * tileProperties.scale + k * tileProperties.scale - tileProperties.scale,
base_x + k * 2 * tileProperties.scale,
base_y + tileProperties.height/2 * tileProperties.scale + k * tileProperties.scale
base_y + tile_properties.height/2 * tile_properties.scale + k * tile_properties.scale - tile_properties.scale,
base_x + k * 2 * tile_properties.scale,
base_y + tile_properties.height/2 * tile_properties.scale + k * tile_properties.scale
)
table.insert(LoadedObjects.Collisions,slope)
@@ -454,9 +454,9 @@ function TileCreateObjects()
-- do ramp owo
local slope = Collision:new(
base_x,
base_y + tileProperties.height/2 * tileProperties.scale - tileProperties.scale + k * tileProperties.scale,
base_x + tileProperties.width * tileProperties.scale - (k-1) * 2 * tileProperties.scale,
base_y + tileProperties.height/2 * tileProperties.scale - tileProperties.scale + k * tileProperties.scale + tileProperties.scale
base_y + tile_properties.height/2 * tile_properties.scale - tile_properties.scale + k * tile_properties.scale,
base_x + tile_properties.width * tile_properties.scale - (k-1) * 2 * tile_properties.scale,
base_y + tile_properties.height/2 * tile_properties.scale - tile_properties.scale + k * tile_properties.scale + tile_properties.scale
)
table.insert(LoadedObjects.Collisions,slope)
@@ -465,8 +465,8 @@ function TileCreateObjects()
local col = Collision:new(
base_x,
base_y,
base_x + tileProperties.width * tileProperties.scale,
base_y + tileProperties.height/2 * tileProperties.scale
base_x + tile_properties.width * tile_properties.scale,
base_y + tile_properties.height/2 * tile_properties.scale
)
table.insert(LoadedObjects.Collisions,col)
@@ -475,9 +475,9 @@ function TileCreateObjects()
-- do ramp owo
local slope = Collision:new(
base_x,
base_y - tileProperties.scale + k * tileProperties.scale,
base_x + tileProperties.width * tileProperties.scale - (k-1) * 2 * tileProperties.scale,
base_y - tileProperties.scale + k * tileProperties.scale + tileProperties.scale
base_y - tile_properties.scale + k * tile_properties.scale,
base_x + tile_properties.width * tile_properties.scale - (k-1) * 2 * tile_properties.scale,
base_y - tile_properties.scale + k * tile_properties.scale + tile_properties.scale
)
table.insert(LoadedObjects.Collisions,slope)
@@ -487,10 +487,10 @@ function TileCreateObjects()
for k = 1, 8 do
-- do ramp owo
local slope = Collision:new(
base_x + (k-8) * -2 * tileProperties.scale,
base_y - tileProperties.scale + k * tileProperties.scale,
base_x + tileProperties.width * tileProperties.scale,
base_y - tileProperties.scale + k * tileProperties.scale + tileProperties.scale
base_x + (k-8) * -2 * tile_properties.scale,
base_y - tile_properties.scale + k * tile_properties.scale,
base_x + tile_properties.width * tile_properties.scale,
base_y - tile_properties.scale + k * tile_properties.scale + tile_properties.scale
)
table.insert(LoadedObjects.Collisions,slope)
@@ -498,9 +498,9 @@ function TileCreateObjects()
-- fill lower half
local col = Collision:new(
base_x,
base_y + tileProperties.height/2 * tileProperties.scale,
base_x + tileProperties.width * tileProperties.scale,
base_y + tileProperties.height * tileProperties.scale
base_y + tile_properties.height/2 * tile_properties.scale,
base_x + tile_properties.width * tile_properties.scale,
base_y + tile_properties.height * tile_properties.scale
)
table.insert(LoadedObjects.Collisions,col)
@@ -508,10 +508,10 @@ function TileCreateObjects()
for k = 1, 8 do
-- do ramp owo
local slope = Collision:new(
base_x + (k-8) * -2 * tileProperties.scale,
base_y + tileProperties.height/2 * tileProperties.scale - tileProperties.scale + k * tileProperties.scale,
base_x + tileProperties.width * tileProperties.scale,
base_y + tileProperties.height/2 * tileProperties.scale - tileProperties.scale + k * tileProperties.scale + tileProperties.scale
base_x + (k-8) * -2 * tile_properties.scale,
base_y + tile_properties.height/2 * tile_properties.scale - tile_properties.scale + k * tile_properties.scale,
base_x + tile_properties.width * tile_properties.scale,
base_y + tile_properties.height/2 * tile_properties.scale - tile_properties.scale + k * tile_properties.scale + tile_properties.scale
)
table.insert(LoadedObjects.Collisions,slope)
@@ -521,10 +521,10 @@ function TileCreateObjects()
for k = 1, 8 do
-- do ramp owo
local slope = Collision:new(
base_x + (k-8) * -2 * tileProperties.scale,
base_y + tileProperties.height/2 * tileProperties.scale - k * tileProperties.scale,
base_x + tileProperties.width * tileProperties.scale,
base_y + tileProperties.height/2 * tileProperties.scale - k * tileProperties.scale + tileProperties.scale
base_x + (k-8) * -2 * tile_properties.scale,
base_y + tile_properties.height/2 * tile_properties.scale - k * tile_properties.scale,
base_x + tile_properties.width * tile_properties.scale,
base_y + tile_properties.height/2 * tile_properties.scale - k * tile_properties.scale + tile_properties.scale
)
table.insert(LoadedObjects.Collisions,slope)
@@ -534,10 +534,10 @@ function TileCreateObjects()
for k = 1, 8 do
-- do ramp owo
local slope = Collision:new(
base_x + (k-8) * -2 * tileProperties.scale,
base_y + tileProperties.height/2 * tileProperties.scale + tileProperties.height/2 * tileProperties.scale - k * tileProperties.scale,
base_x + tileProperties.width * tileProperties.scale,
base_y + tileProperties.height/2 * tileProperties.scale + tileProperties.height/2 * tileProperties.scale - k * tileProperties.scale + tileProperties.scale
base_x + (k-8) * -2 * tile_properties.scale,
base_y + tile_properties.height/2 * tile_properties.scale + tile_properties.height/2 * tile_properties.scale - k * tile_properties.scale,
base_x + tile_properties.width * tile_properties.scale,
base_y + tile_properties.height/2 * tile_properties.scale + tile_properties.height/2 * tile_properties.scale - k * tile_properties.scale + tile_properties.scale
)
table.insert(LoadedObjects.Collisions,slope)
@@ -546,8 +546,8 @@ function TileCreateObjects()
local col = Collision:new(
base_x,
base_y,
base_x + tileProperties.width * tileProperties.scale,
base_y + tileProperties.height/2 * tileProperties.scale
base_x + tile_properties.width * tile_properties.scale,
base_y + tile_properties.height/2 * tile_properties.scale
)
table.insert(LoadedObjects.Collisions,col)
@@ -557,9 +557,9 @@ function TileCreateObjects()
-- do ramp owo
local slope = Collision:new(
base_x,
base_y + k * tileProperties.scale - tileProperties.scale,
base_x + k * tileProperties.scale,
base_y + k * tileProperties.scale
base_y + k * tile_properties.scale - tile_properties.scale,
base_x + k * tile_properties.scale,
base_y + k * tile_properties.scale
)
table.insert(LoadedObjects.Collisions,slope)
@@ -568,28 +568,28 @@ function TileCreateObjects()
elseif type == "ladder_right" then
local ladder = Collision:new(
base_x + (tileProperties.width-4)* tileProperties.scale,
base_x + (tile_properties.width-4)* tile_properties.scale,
base_y,
base_x + tileProperties.width * tileProperties.scale,
base_y + tileProperties.height * tileProperties.scale
base_x + tile_properties.width * tile_properties.scale,
base_y + tile_properties.height * tile_properties.scale
)
table.insert(LoadedObjects.Ladders,ladder)
elseif type == "ladder_platform_right" then
local ladder = Collision:new(
base_x + (tileProperties.width-4)* tileProperties.scale,
base_y + tileProperties.scale * 2,
base_x + tileProperties.width * tileProperties.scale,
base_y + tileProperties.height * tileProperties.scale
base_x + (tile_properties.width-4)* tile_properties.scale,
base_y + tile_properties.scale * 2,
base_x + tile_properties.width * tile_properties.scale,
base_y + tile_properties.height * tile_properties.scale
)
table.insert(LoadedObjects.Ladders,ladder)
local plat = Collision:new(
base_x,
base_y + tileProperties.scale * 2,
base_x + tileProperties.width * tileProperties.scale,
base_y + tileProperties.height/4 * tileProperties.scale + tileProperties.scale * 2
base_y + tile_properties.scale * 2,
base_x + tile_properties.width * tile_properties.scale,
base_y + tile_properties.height/4 * tile_properties.scale + tile_properties.scale * 2
)
table.insert(LoadedObjects.Platforms,plat)
@@ -599,8 +599,8 @@ function TileCreateObjects()
local ladder = Collision:new(
base_x,
base_y,
base_x + tileProperties.scale * 4,
base_y + tileProperties.height * tileProperties.scale
base_x + tile_properties.scale * 4,
base_y + tile_properties.height * tile_properties.scale
)
table.insert(LoadedObjects.Ladders,ladder)
@@ -609,17 +609,17 @@ function TileCreateObjects()
local ladder = Collision:new(
base_x,
base_y + tileProperties.scale * 2,
base_x + tileProperties.scale * 4,
base_y + tileProperties.height * tileProperties.scale
base_y + tile_properties.scale * 2,
base_x + tile_properties.scale * 4,
base_y + tile_properties.height * tile_properties.scale
)
table.insert(LoadedObjects.Ladders,ladder)
local plat = Collision:new(
base_x,
base_y + tileProperties.scale * 2,
base_x + tileProperties.width * tileProperties.scale,
base_y + tileProperties.height/4 * tileProperties.scale + tileProperties.scale * 2
base_y + tile_properties.scale * 2,
base_x + tile_properties.width * tile_properties.scale,
base_y + tile_properties.height/4 * tile_properties.scale + tile_properties.scale * 2
)
table.insert(LoadedObjects.Platforms,plat)
@@ -628,9 +628,9 @@ function TileCreateObjects()
local hazard = Collision:new(
base_x,
base_y + tileProperties.height * 12/16 * tileProperties.scale,
base_x + tileProperties.width * tileProperties.scale,
base_y + tileProperties.height * tileProperties.scale
base_y + tile_properties.height * 12/16 * tile_properties.scale,
base_x + tile_properties.width * tile_properties.scale,
base_y + tile_properties.height * tile_properties.scale
)
table.insert(LoadedObjects.Hazards,hazard)
@@ -641,7 +641,7 @@ function TileCreateObjects()
--CreateCollisionTable()
end
function AnimateTiles()
function animateTiles()
for _, Properties in pairs(TileData) do
if Properties ~= nil then
if Properties.animation ~= nil then
@@ -661,40 +661,7 @@ function AnimateTiles()
end
end
function CreateCollisionTable()
-- init table
CollisionTable = {}
for j=0, 16*LevelGetTileHeight()-1 do
CollisionTable[j] = {}
for i=0, 16*LevelGetTileWidth()-1 do
CollisionTable[j][i] = false
end
end
for _, collision in pairs(LoadedObjects.Collisions) do
for ci=0, math.floor(collision.width)-1 do
for cj=0, math.floor(collision.height)-1 do
print(ci..","..cj)
CollisionTable[collision.from.y+cj][collision.from.x+ci] = true
end
end
end
end
function DrawColisionTable()
for j=1, #CollisionTable do
for i=1, #CollisionTable[j] do
if CollisionTable[j][i] then
love.graphics.setColor(0,1,0,1)
else
love.graphics.setColor(1,0,0,1)
end
love.graphics.points(i,j)
end
end
end
function DrawTile(tile,x,y,depth)
function drawTile(tile,x,y,depth)
local Properties = TileData[tile.id]
if Properties ~= nil then
@@ -707,8 +674,8 @@ function DrawTile(tile,x,y,depth)
x,
y,
0,
tileProperties.scale,
tileProperties.scale
tile_properties.scale,
tile_properties.scale
)
end
elseif Properties.depth == depth then
@@ -720,8 +687,8 @@ function DrawTile(tile,x,y,depth)
x,
y,
0,
tileProperties.scale,
tileProperties.scale
tile_properties.scale,
tile_properties.scale
)
end
else
@@ -731,8 +698,8 @@ function DrawTile(tile,x,y,depth)
x,
y,
0,
tileProperties.scale,
tileProperties.scale
tile_properties.scale,
tile_properties.scale
)
end
end
@@ -747,8 +714,8 @@ function DrawTile(tile,x,y,depth)
x,
y,
0,
tileProperties.scale,
tileProperties.scale
tile_properties.scale,
tile_properties.scale
)
else
love.graphics.draw(
@@ -757,8 +724,8 @@ function DrawTile(tile,x,y,depth)
x,
y,
0,
tileProperties.scale,
tileProperties.scale
tile_properties.scale,
tile_properties.scale
)
end
end