reworking level loading logic

This commit is contained in:
binarycat 2022-03-16 12:02:11 -04:00
parent b3a12305da
commit e8cef497d4
4 changed files with 31 additions and 21 deletions

View File

@ -20,7 +20,6 @@ function drawGameworldBackground()
for i = 1, #LevelTiles do
for j = 1, #LevelTiles[i] do
if LevelTiles[i][j].id ~= 0 then
local depth = TileData[LevelTiles[i][j].id].depth
drawTile(
LevelTiles[i][j],

View File

@ -1,5 +1,10 @@
function exportLevel(levelname, dirname)
dirname = "export/"..dirname
if love.filesystem.exists(dirname) then
-- TODO: prompt to overwrite
error("file already exists")
end
local ok = love.filesystem.createDirectory(dirname)
if not ok then
@ -17,7 +22,7 @@ function exportLevel(levelname, dirname)
exportTable.objects = { spawns = {}, rooms = {} }
logPrint(" - spawns")
for i, v in ipairs(LoadedObjects.Spawns) do
exportTable.objects.spawns = {v.archetype.name,{},v.args}
--exportTable.objects.spawns = {v.archetype.name,{},v.args}
end
logPrint(" - rooms")
@ -26,8 +31,7 @@ function exportLevel(levelname, dirname)
table.insert(exportTable.objects.rooms,{room:asRect():getCoords()})
end
logPrint("Writing to file...")
-- FIXME: serialize_lua_table isn't real...
local ok, err = love.filesystem.write(dirname.."/level.bin", serialize_lua_table("string", "", exportTable))
local ok, err = love.filesystem.write(dirname.."/level.lua", "return "..serialize_lua_value(exportTable))
if ok then
logPrint("Exporting complete.")
else

View File

@ -1,6 +1,11 @@
function loadLevelTiles()
math.randomseed(3)
LevelData = dofile("data/levels/"..level_current)
LevelData = dofile( love.filesystem.getSaveDirectory().."/export/unnamed_level/level.lua")
if type(LevelData.tileset) == "string" then
LevelData.tileset_name = LevelData.tileset
end
LevelData.tileset = tileset[LevelData.tileset_name]
--dofile("data/levels/"..level_current)
--[[
on level format:
@ -24,14 +29,14 @@ end
function createRoomObjects()
LoadedObjects.Rooms = {}
for _, v in pairs(LevelData.objects.rooms) do
table.insert(LoadedObjects.Rooms, Collision:new(v[1][1],v[1][2],v[2][1],v[2][2]))
table.insert(LoadedObjects.Rooms, Collision:new(v[1],v[2],v[3],v[4]))
end
end
function getSpawns()
LoadedObjects.Spawns = {}
for _, v in pairs(LevelData.objects.spawns) do
addSpawn(v[1],unpack(v[2]))
--addSpawn(v[1],unpack(v[2]))
end
end
@ -121,11 +126,8 @@ function reduceLevelCanvas(horizontal,vertical)
end
function getLevelTileData()
for k, v in pairs(tileset) do
if v == LevelData.tileset then
TileData = dofile("data/tileset/"..k..".lua")
end
end
TileData = dofile("data/tileset/"..LevelData.tileset_name..".lua")
end
function reloadLevelTiles()
@ -159,10 +161,10 @@ end
function indexLevelTiles()
TileIndex = {}
local this_tileset = LevelData.tileset
-- index from tileset
local width = LevelData.tileset:getPixelWidth()/tile_properties.width
local height = LevelData.tileset:getPixelHeight()/tile_properties.height
local width = this_tileset:getPixelWidth()/tile_properties.width
local height = this_tileset:getPixelHeight()/tile_properties.height
for i = 0, height do
for j = 0, width do
TileIndex[i*width+j+1] = love.graphics.newQuad(
@ -170,7 +172,7 @@ function indexLevelTiles()
i*tile_properties.height,
tile_properties.width,
tile_properties.height,
LevelData.tileset:getDimensions()
this_tileset:getDimensions()
)
end
end
@ -220,6 +222,9 @@ end
function instanceTile(id)
local tile = {}
if type(id) == "table" then
id = id.id
end
tile.id = id
local Properties = TileData[tile.id]
@ -270,8 +275,9 @@ function optimizeTileObjects()
end
for i = 1, #LevelTiles do
for j = 1, #LevelTiles[i] do
if LevelTiles[i][j].id ~= 0 then
local type = TileData[LevelTiles[i][j].id].type
if LevelTiles[i][j].id ~= 0 and TileData[LevelTiles[i][j].id] then
local tile_dat = TileData[LevelTiles[i][j].id]
local type = tile_dat.type
if type == "whole" and not isTileOptimized[i][j] then
isTileOptimized[i][j] = true
local n = 1
@ -357,9 +363,9 @@ function createTileObjects()
for i = 1, #LevelTiles do
for j = 1, #LevelTiles[i] do
if LevelTiles[i][j].id ~= 0 then
local type = TileData[LevelTiles[i][j].id].type
local light = TileData[LevelTiles[i][j].id].light
local tile_dat = TileData[LevelTiles[i][j].id] or {}
local type = tile_dat.type
local light = tile_dat.light
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)

View File

@ -7,6 +7,7 @@ require "data/sfx"
require "code/locale"
-- support functions
require "code/serialize"
require "code/math"
require "code/draw"
require "code/hex"