reworking level loading logic
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@ -20,7 +20,6 @@ function drawGameworldBackground()
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for i = 1, #LevelTiles do
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for j = 1, #LevelTiles[i] do
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if LevelTiles[i][j].id ~= 0 then
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local depth = TileData[LevelTiles[i][j].id].depth
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drawTile(
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LevelTiles[i][j],
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@ -1,5 +1,10 @@
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function exportLevel(levelname, dirname)
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dirname = "export/"..dirname
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if love.filesystem.exists(dirname) then
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-- TODO: prompt to overwrite
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error("file already exists")
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end
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local ok = love.filesystem.createDirectory(dirname)
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if not ok then
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@ -17,7 +22,7 @@ function exportLevel(levelname, dirname)
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exportTable.objects = { spawns = {}, rooms = {} }
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logPrint(" - spawns")
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for i, v in ipairs(LoadedObjects.Spawns) do
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exportTable.objects.spawns = {v.archetype.name,{},v.args}
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--exportTable.objects.spawns = {v.archetype.name,{},v.args}
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end
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logPrint(" - rooms")
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@ -26,8 +31,7 @@ function exportLevel(levelname, dirname)
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table.insert(exportTable.objects.rooms,{room:asRect():getCoords()})
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end
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logPrint("Writing to file...")
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-- FIXME: serialize_lua_table isn't real...
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local ok, err = love.filesystem.write(dirname.."/level.bin", serialize_lua_table("string", "", exportTable))
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local ok, err = love.filesystem.write(dirname.."/level.lua", "return "..serialize_lua_value(exportTable))
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if ok then
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logPrint("Exporting complete.")
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else
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@ -1,6 +1,11 @@
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function loadLevelTiles()
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math.randomseed(3)
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LevelData = dofile("data/levels/"..level_current)
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LevelData = dofile( love.filesystem.getSaveDirectory().."/export/unnamed_level/level.lua")
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if type(LevelData.tileset) == "string" then
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LevelData.tileset_name = LevelData.tileset
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end
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LevelData.tileset = tileset[LevelData.tileset_name]
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--dofile("data/levels/"..level_current)
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--[[
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on level format:
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@ -24,14 +29,14 @@ end
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function createRoomObjects()
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LoadedObjects.Rooms = {}
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for _, v in pairs(LevelData.objects.rooms) do
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table.insert(LoadedObjects.Rooms, Collision:new(v[1][1],v[1][2],v[2][1],v[2][2]))
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table.insert(LoadedObjects.Rooms, Collision:new(v[1],v[2],v[3],v[4]))
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end
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end
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function getSpawns()
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LoadedObjects.Spawns = {}
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for _, v in pairs(LevelData.objects.spawns) do
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addSpawn(v[1],unpack(v[2]))
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--addSpawn(v[1],unpack(v[2]))
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end
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end
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@ -121,11 +126,8 @@ function reduceLevelCanvas(horizontal,vertical)
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end
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function getLevelTileData()
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for k, v in pairs(tileset) do
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if v == LevelData.tileset then
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TileData = dofile("data/tileset/"..k..".lua")
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end
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end
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TileData = dofile("data/tileset/"..LevelData.tileset_name..".lua")
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end
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function reloadLevelTiles()
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@ -159,10 +161,10 @@ end
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function indexLevelTiles()
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TileIndex = {}
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local this_tileset = LevelData.tileset
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-- index from tileset
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local width = LevelData.tileset:getPixelWidth()/tile_properties.width
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local height = LevelData.tileset:getPixelHeight()/tile_properties.height
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local width = this_tileset:getPixelWidth()/tile_properties.width
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local height = this_tileset:getPixelHeight()/tile_properties.height
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for i = 0, height do
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for j = 0, width do
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TileIndex[i*width+j+1] = love.graphics.newQuad(
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@ -170,7 +172,7 @@ function indexLevelTiles()
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i*tile_properties.height,
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tile_properties.width,
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tile_properties.height,
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LevelData.tileset:getDimensions()
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this_tileset:getDimensions()
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)
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end
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end
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@ -220,6 +222,9 @@ end
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function instanceTile(id)
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local tile = {}
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if type(id) == "table" then
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id = id.id
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end
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tile.id = id
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local Properties = TileData[tile.id]
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@ -270,8 +275,9 @@ function optimizeTileObjects()
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end
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for i = 1, #LevelTiles do
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for j = 1, #LevelTiles[i] do
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if LevelTiles[i][j].id ~= 0 then
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local type = TileData[LevelTiles[i][j].id].type
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if LevelTiles[i][j].id ~= 0 and TileData[LevelTiles[i][j].id] then
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local tile_dat = TileData[LevelTiles[i][j].id]
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local type = tile_dat.type
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if type == "whole" and not isTileOptimized[i][j] then
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isTileOptimized[i][j] = true
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local n = 1
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@ -357,9 +363,9 @@ function createTileObjects()
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for i = 1, #LevelTiles do
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for j = 1, #LevelTiles[i] do
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if LevelTiles[i][j].id ~= 0 then
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local type = TileData[LevelTiles[i][j].id].type
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local light = TileData[LevelTiles[i][j].id].light
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local tile_dat = TileData[LevelTiles[i][j].id] or {}
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local type = tile_dat.type
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local light = tile_dat.light
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local base_x = tile_properties.scale * j * tile_properties.width + tile_properties.scale * (level_properties.offset.x - tile_properties.height)
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local base_y = tile_properties.scale * i * tile_properties.height + tile_properties.scale * (level_properties.offset.y - tile_properties.height)
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@ -7,6 +7,7 @@ require "data/sfx"
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require "code/locale"
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-- support functions
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require "code/serialize"
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require "code/math"
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require "code/draw"
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require "code/hex"
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