Compare commits
4 Commits
Author | SHA1 | Date | |
---|---|---|---|
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577b7576cf | ||
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fa4b2c86b5 | ||
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e8cef497d4 | ||
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b3a12305da |
51
code/chunk.lua
Normal file
51
code/chunk.lua
Normal file
@ -0,0 +1,51 @@
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-- pieces of levels
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Chunk = {all = {}}
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Chunk.__index = Chunk
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-- CLASS METHODS
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-- box == nil for global chunks
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function Chunk:new(filename, box)
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local o = { filename = filename, box = box }
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setmetatable(o, self)
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self.all[o] = true
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end
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function Chunk:getExportList()
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local r = {}
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for chunk in pairs(self.all) do
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table.insert(r, {chunk.filename, chunk.box})
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end
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return r
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end
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-- INSTANCE METHODS
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function Chunk:containsPoint(pt)
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return self.box == nil or self.box:containsPoint(pt)
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end
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function Chunk:load()
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if self.loaded then
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return
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end
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logPrint("loading chunk "..self.filename)
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self.data = dofile(level_current.."/chunks/"..self.filename)
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self.loaded = { rooms = {}, collisions = {} }
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LevelTiles = self.data.tiles
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indexLevelTiles()
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optimizeTileObjects(self.loaded.collisions)
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for _, v in ipairs(self.data.rooms or {}) do
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local room = Collision:new(v[1],v[2],v[3],v[4])
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table.insert(self.data.rooms, room)
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table.insert(LoadedObjects.Rooms, room)
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end
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logPrint("loaded chunk with "..#self.loaded.collisions.." collisions")
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end
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function Chunk:save(chunkdir)
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return love.filesystem.write(chunkdir.."/"..self.filename, "return "..serialize_lua_value(self.data))
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end
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@ -100,7 +100,7 @@ function stepEditor()
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if name_prompt.canceled then return end
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Prompt:new({
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name = "filename",
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input = "level.lua",
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input = "unnamed_level",
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func = function(file_prompt)
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if file_prompt.canceled then return end
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exportLevel(name_prompt.input, file_prompt.input)
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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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121
code/in_out.lua
121
code/in_out.lua
@ -1,90 +1,51 @@
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function exportLevel(levelname, filename)
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love.filesystem.createDirectory("export")
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filename = filename or "output.lua"
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if string.sub(filename, 1, 1) ~= "/" then
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filename = "export/"..filename
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end
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exportFile = io.open(filename, "w+")
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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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logPrint("error creating directory")
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end
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if exportFile then
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logPrint("Exporting level \"".. levelname .. "\"...")
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exportFile:write("return {")
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local exportTable = {}
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exportTable.name = levelname
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exportTable.tileset = "library"
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exportTable.properties = LevelData.properties
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--exportTable.tiles = LevelTiles
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--logPrint("- objects")
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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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--end
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logPrint("- level name")
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exportFile:write("\n name = \"" .. levelname .. "\",")
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--logPrint(" - rooms")
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logPrint("- tileset")
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for k, v in pairs(tileset) do
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if v == LevelData.tileset then
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exportFile:write("\n tileset = tileset." .. k .. ",")
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end
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end
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--for i, room in ipairs(LoadedObjects.Rooms) do
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--- table.insert(exportTable.objects.rooms,{room:asRect():getCoords()})
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--end
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exportTable.chunks = Chunk:getExportList()
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logPrint("Writing to file...")
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local ok, err = love.filesystem.write(dirname.."/level.lua", "return "..serialize_lua_value(exportTable))
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logPrint("- properties")
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exportFile:write("\n properties = {")
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logPrint(" - darkness: ".. tostring(LevelData.properties.darkness))
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exportFile:write("\n darkness = " .. tostring(LevelData.properties.darkness))
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exportFile:write("\n },")
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logPrint("- tiles")
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exportFile:write("\n tiles = {")
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local rows = #LevelTiles
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for i = 1, #LevelTiles do
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if i > 1 then
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exportFile:write(", ")
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if ok then
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logPrint("Saving chunks...")
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local chunkdir = dirname.."/chunks"
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love.filesystem.createDirectory(chunkdir)
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for chunk in pairs(Chunk.all) do
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local ok, err = chunk:save(chunkdir)
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if not ok then error(err) end
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end
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exportFile:write("\n { ")
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for j = 1, #LevelTiles[i] do
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if j ~= 1 then
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exportFile:write(", ")
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end
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exportFile:write(tostring(LevelTiles[i][j].id))
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end
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exportFile:write("}")
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logPrint(" - row "..i.."/"..rows.." "..math.floor(100*((i-1)*100/rows))/100 .."%")
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end
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exportFile:write("\n },")
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logPrint("- objects")
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exportFile:write("\n objects = {")
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logPrint(" - spawns")
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exportFile:write("\n spawns = {")
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for i, v in ipairs(LoadedObjects.Spawns) do
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if i > 1 then
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exportFile:write(",")
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end
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exportFile:write("\n {")
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exportFile:write(v.archetype.type)
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exportFile:write(",{")
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for i=1, #v.args do
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if i > 1 then
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exportFile:write(",")
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end
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exportFile:write(v.args[i])
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end
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exportFile:write("}}")
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end
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exportFile:write("\n },")
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logPrint(" - rooms")
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exportFile:write("\n rooms = {")
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for i, room in ipairs(LoadedObjects.Rooms) do
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if i > 1 then
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exportFile:write(",")
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end
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exportFile:write("\n {{")
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exportFile:write(room.from.x)
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exportFile:write(",")
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exportFile:write(room.from.y)
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exportFile:write("},{")
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exportFile:write(room.to.x)
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exportFile:write(",")
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exportFile:write(room.to.y)
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exportFile:write("}}")
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end
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exportFile:write("\n },")
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exportFile:write("\n },")
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logPrint("Exporting complete.")
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exportFile:write("\n}")
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exportFile:close()
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else
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-- TODO: clean up created files
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logPrint("Exporting failed: "..err)
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end
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end
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104
code/level.lua
104
code/level.lua
@ -1,7 +1,25 @@
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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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level_current = "data/levels/level1"
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LevelData = dofile(level_current.."/level.lua")
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LoadedObjects.Collisions = {}
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LoadedObjects.Platforms = {}
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LoadedObjects.Ladders = {}
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LoadedObjects.Hazards = {}
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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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getLevelTileData()
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for _, v in ipairs(LevelData.chunks) do
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Chunk:new(v[1], v[2])
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end
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local global_chunk = next(Chunk.all)
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global_chunk:load()
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LoadedObjects.Collisions = global_chunk.loaded.collisions
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LevelTiles = global_chunk.data.tiles
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--[[
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on level format:
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@ -12,26 +30,26 @@ function loadLevelTiles()
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overlay_depth = foreground/background overlay depth
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type = collision type
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]]
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getLevelTileData()
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LevelTiles = LevelData.tiles
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updateLevelDimensions()
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indexLevelTiles()
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createTileObjects()
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createRoomObjects()
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getSpawns()
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--
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--createTileObjects()
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--createRoomObjects()
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--getSpawns()
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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 +139,8 @@ 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 +174,10 @@ 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 +185,7 @@ 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 +235,9 @@ 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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@ -258,7 +276,7 @@ function drawGridDisplay()
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end
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||||
end
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function optimizeTileObjects()
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function optimizeTileObjects(dest)
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logPrint("Optimizing Objects...")
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local unoptimized = 0
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local isTileOptimized = {}
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@ -270,8 +288,9 @@ 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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@ -337,29 +356,27 @@ function optimizeTileObjects()
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base_x + tile_properties.width * tile_properties.scale * n,
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base_y + tile_properties.height * tile_properties.scale * m
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)
|
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table.insert(LoadedObjects.Collisions,col)
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table.insert(dest,col)
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||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
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logPrint("collisions optimized from " .. unoptimized .. " to " .. #LoadedObjects.Collisions)
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--logPrint("collisions optimized from " .. unoptimized .. " to " .. #LoadedObjects.Collisions)
|
||||
end
|
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|
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function createTileObjects()
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LoadedObjects.Collisions = {}
|
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LoadedObjects.Platforms = {}
|
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LoadedObjects.Ladders = {}
|
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LoadedObjects.Hazards = {}
|
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-- currently broken
|
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function createTileObjects(dest)
|
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|
||||
optimizeTileObjects()
|
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|
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optimizeTileObjects(dest.collisions)
|
||||
|
||||
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
|
||||
|
||||
local type = TileData[LevelTiles[i][j].id].type
|
||||
local light = TileData[LevelTiles[i][j].id].light
|
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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)
|
||||
|
||||
@ -372,6 +389,9 @@ function createTileObjects()
|
||||
)
|
||||
end
|
||||
|
||||
local col
|
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local list = dest.collisions
|
||||
|
||||
-- wholes are handled in optimization now
|
||||
--[[if type == "whole" then
|
||||
local col = Collision:new(
|
||||
@ -383,33 +403,33 @@ function createTileObjects()
|
||||
table.insert(LoadedObjects.Collisions,col)
|
||||
else]]if type == "half_bottom" then
|
||||
|
||||
local col = Collision:new(
|
||||
col = Collision:new(
|
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base_x,
|
||||
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
|
||||
)
|
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table.insert(LoadedObjects.Collisions,col)
|
||||
|
||||
|
||||
elseif type == "half_top" then
|
||||
|
||||
local col = Collision:new(
|
||||
col = Collision:new(
|
||||
base_x,
|
||||
base_y ,
|
||||
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(
|
||||
col = Collision:new(
|
||||
base_x + tile_properties.height/2 * tile_properties.scale,
|
||||
base_y,
|
||||
base_x + tile_properties.width * tile_properties.scale,
|
||||
base_y + tile_properties.height * tile_properties.scale
|
||||
)
|
||||
table.insert(LoadedObjects.Collisions,col)
|
||||
|
||||
|
||||
elseif type == "half_left" then
|
||||
|
||||
@ -580,7 +600,8 @@ function createTileObjects()
|
||||
|
||||
end
|
||||
|
||||
elseif type == "ladder_right" then
|
||||
-- TODO: fix ladders
|
||||
--[[elseif type == "ladder_right" then
|
||||
|
||||
local ladder = Collision:new(
|
||||
base_x + (tile_properties.width-4)* tile_properties.scale,
|
||||
@ -638,7 +659,7 @@ function createTileObjects()
|
||||
)
|
||||
table.insert(LoadedObjects.Platforms,plat)
|
||||
|
||||
elseif type == "bottom_hazard" then
|
||||
]]elseif type == "bottom_hazard" then
|
||||
|
||||
|
||||
local hazard = Collision:new(
|
||||
@ -647,9 +668,10 @@ function createTileObjects()
|
||||
base_x + tile_properties.width * tile_properties.scale,
|
||||
base_y + tile_properties.height * tile_properties.scale
|
||||
)
|
||||
table.insert(LoadedObjects.Hazards,hazard)
|
||||
list = dest.hazards
|
||||
|
||||
end
|
||||
table.insert(list, col)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
@ -7,6 +7,7 @@ require "data/sfx"
|
||||
require "code/locale"
|
||||
|
||||
-- support functions
|
||||
require "code/serialize"
|
||||
require "code/math"
|
||||
require "code/draw"
|
||||
require "code/hex"
|
||||
@ -15,6 +16,7 @@ require "code/in_out"
|
||||
-- classes
|
||||
require "code/point"
|
||||
require "code/rect"
|
||||
require "code/chunk"
|
||||
require "code/objects"
|
||||
require "code/level"
|
||||
require "code/camera"
|
||||
|
@ -1,42 +0,0 @@
|
||||
return {
|
||||
name = "Dev Level",
|
||||
tileset = tileset.library,
|
||||
properties = {
|
||||
darkness = false
|
||||
},
|
||||
tiles = {
|
||||
{ 1, 4, 0, 0, 0, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
|
||||
{ 1, 4, 0, 0, 0, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
|
||||
{ 1, 4, 0, 0, 0, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
|
||||
{ 1, 4, 0, 0, 0, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
|
||||
{ 1, 4, 0, 0, 0, 2, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14},
|
||||
{ 1, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
|
||||
{ 1, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
|
||||
{ 1, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
|
||||
{ 1, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
|
||||
{ 1, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
|
||||
{ 1, 13, 13, 13, 13, 13, 13, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
|
||||
{ 1, 1, 1, 1, 1, 1, 1, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
|
||||
{ 1, 1, 1, 1, 1, 1, 1, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
|
||||
{ 1, 1, 1, 1, 1, 1, 1, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
|
||||
{ 1, 1, 1, 1, 1, 1, 1, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
|
||||
{ 1, 1, 1, 1, 1, 1, 1, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
|
||||
{ 1, 1, 1, 1, 1, 1, 1, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
|
||||
{ 1, 1, 1, 1, 1, 1, 1, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
|
||||
{ 1, 1, 1, 1, 1, 1, 1, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
|
||||
{ 1, 1, 1, 1, 1, 1, 1, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13},
|
||||
{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
|
||||
{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}
|
||||
},
|
||||
objects = {
|
||||
spawns = {
|
||||
{Fairy,{100,88}},
|
||||
{HookAnchor,{200,89,100}},
|
||||
{HookAnchor,{400,89,120}}
|
||||
},
|
||||
rooms = {
|
||||
{{96,64},{544,320}},
|
||||
{{0,0},{112,176}}
|
||||
},
|
||||
},
|
||||
}
|
1
data/levels/level1/chunks/global.lua
Normal file
1
data/levels/level1/chunks/global.lua
Normal file
File diff suppressed because one or more lines are too long
1
data/levels/level1/level.lua
Normal file
1
data/levels/level1/level.lua
Normal file
@ -0,0 +1 @@
|
||||
return {[ [[tileset]] ]=[[library]],[ [[chunks]] ]={[ 1 ]={[ 1 ]=[[global.lua]],},},[ [[name]] ]=[[unnamed]],[ [[properties]] ]={[ [[darkness]] ]=false,},}
|
Loading…
Reference in New Issue
Block a user