now there are spawn objects! now entity spawns are loaded from level! now entity spawns are saved to level!
75 lines
1.6 KiB
Lua
75 lines
1.6 KiB
Lua
LoadedObjects = {}
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-- level functions
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function LoadedObjects.drawCollisions()
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for _, ladder in pairs(LoadedObjects.Collisions) do
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ladder:draw(1)
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end
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for _, platform in pairs(LoadedObjects.Platforms) do
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if platform.is_disabled == true then platform:Draw(2) end
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if platform.is_disabled == false then platform:Draw(1) end
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end
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for _, ladder in pairs(LoadedObjects.Ladders) do
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ladder:draw(2)
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end
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for _, hazard in pairs(LoadedObjects.Hazards) do
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hazard:draw(1)
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end
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end
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-- returns true if theres a collision at that point
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function isThereObjectAt(x,y,objectType)
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for _, object in pairs(objectType) do
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if object.is_disabled then
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-- Dont calculate if dissabled
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elseif x >= object.from.x
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and x <= object.to.x
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and y >= object.from.y
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and y <= object.to.y then
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object.is_colliding = true
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return true
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end
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end
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return false
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end
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function isThereCollisionAt(x,y)
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if x >= 0 and x < #CollisionTable
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and y >= 0 and y < #CollisionTable[0] then
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return CollisionTable[math.floor(y)][math.floor(x)]
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end
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return false
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end
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-- flags
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function setCollisionFlags()
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local Check = {
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LoadedObjects.Collisions,
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LoadedObjects.Ladders,
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LoadedObjects.Platforms,
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LoadedObjects.Hazards
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}
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for _, type in pairs(Check) do
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for _, object in pairs(type) do
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object.is_colliding = false
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end
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end
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for _, platform in pairs(LoadedObjects.Platforms) do
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if main_player.pos.y < platform.from.y then
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platform.is_disabled = false
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else
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platform.is_disabled = true
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end
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end
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for _, platform in pairs(LoadedObjects.Hazards) do
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if main_player.isOnGround then
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platform.is_disabled = true
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else
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platform.is_disabled = false
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end
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end
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end
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