1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634
|
Map = {}
Map.__index = Map
LAST_SECTION = 26
MT_NORMAL, MT_BOSS = 0,1
local lg = love.graphics
local floor_files = {
"1-1-1.lua",
"1-2.lua",
"2-1.lua",
"2-2.lua"
}
function Map.create(section, level)
local self = setmetatable({}, Map)
-- Load base file
local file
if (level == 1 and section == 8)
or (level == 2 and section == 11)
or (level == 3 and section == 15) then
self.type = MT_BOSS
else
self.type = MT_NORMAL
end
if self.type == MT_NORMAL then
file = love.filesystem.load("maps/base.lua")()
else
file = love.filesystem.load("maps/top_base.lua")()
end
for i,v in ipairs(file.layers) do
if v.name == "main" then
self.data = v.data
break
end
end
self.width = file.width
self.height = file.height
self.section = section + (level-1)*5
self.front_batch = lg.newSpriteBatch(img.tiles, 256)
self.back_batch = lg.newSpriteBatch(img.tiles, 256)
self.redraw = true
self.viewX, self.viewY, self.viewW, self.viewH = 0,0,0,0
self.objects = {}
self.particles = {}
self.enemies = {}
self.humans = {}
self.items = {}
self.fire = {}
for ix = 0,self.width-1 do
self.fire[ix] = {}
end
self.background = img.night
if self.type == MT_NORMAL then
self.minenemy = 1
self.maxenemy = 1
-- easy: section 1 - 8
-- medium: section 6 - 16
-- hard: section 11 - 25
if self.section >= 20 then
self.maxenemy = 7 -- Allow Thief
self.minenemy = 4 -- Disallow Volcano
elseif self.section >= 14 then
self.maxenemy = 6 -- Allow Angry Volcano
self.minenemy = 3 -- Disallow Jumper
elseif self.section >= 10 then
self.maxenemy = 5 -- Allow Angry Jumper
self.minenemy = 2 -- Disallow Normal
elseif self.section >= 8 then
self.maxenemy = 4 -- Allow Angry Normal
elseif self.section >= 4 then
self.maxenemy = 3 -- Allow Volcano
elseif self.section >= 2 then
self.maxenemy = 2 -- allow Jumper
end
self:populate()
else
self.startx = 280
self.starty = 240
if level == 1 then
self.boss = MagmaHulk.create((self.width*16)/2, MAPH-16)
elseif level == 2 then
self.boss = GasLeak.create(368, MAPH-16)
else
self.boss = Charcoal.create(368, MAPH-16)
end
table.insert(self.items, Item.create(16*16, 8*16, "coolant"))
table.insert(self.items, Item.create(24*16, 10*16, "coolant"))
end
return self
end
function Map:populate()
self.rooms = {}
self.starts = {}
for i=1,3 do
self:addFloor(i)
end
local start = table.random(self.starts)
self.startx = start.x + 8
self.starty = start.y + 176
-- Add coolants
for i=1,2 do
local roomindex = math.random(#self.rooms)
local room = self.rooms[roomindex]
local pos = table.random(room.objects)
table.insert(self.items, Item.create(room.x+pos.x, pos.y+room.y, "coolant"))
table.remove(self.rooms, roomindex)
end
-- Add powerup
local roomindex = math.random(#self.rooms)
local room = self.rooms[roomindex]
local pos = table.random(room.objects)
table.insert(self.items, Item.create(room.x+pos.x, room.y+pos.y, table.random(ITEM_IDS)))
table.remove(self.rooms, roomindex)
self.rooms = nil
self.starts = nil
end
--- Updates all entities in the map and recreates
-- sprite batches if necessary
-- @param dt Time since last update in seconds
function Map:update(dt)
-- Update entities
for i=#self.objects,1,-1 do
if self.objects[i].alive == false then
table.remove(self.objects, i)
else
self.objects[i]:update(dt)
end
end
-- Update enemies
for i=#self.enemies,1,-1 do
if self.enemies[i].alive == false then
table.remove(self.enemies, i)
else
self.enemies[i]:update(dt)
end
end
-- Update humans
for i=#self.humans,1,-1 do
if self.humans[i].alive == false then
table.remove(self.humans, i)
else
self.humans[i]:update(dt)
end
end
-- Update items
for i=#self.items,1,-1 do
if self.items[i].alive == false then
table.remove(self.items, i)
else
self.items[i]:update(dt)
end
end
-- Update particles
for i=#self.particles,1,-1 do
if self.particles[i].alive == false then
table.remove(self.particles, i)
else
self.particles[i]:update(dt)
end
end
-- Update fire
for ix=0,self.width-1 do
for iy=self.height-1,0,-1 do
if self.fire[ix][iy] then
if self.fire[ix][iy].alive == false then
self.fire[ix][iy] = nil
self:addParticle(BlackSmoke.create(ix*16+8,iy*16+8))
else
self.fire[ix][iy]:update(dt)
end
end
end
end
-- Update boss if any
if self.type == MT_BOSS then
self.boss:update(dt)
end
end
function Map:clearFire()
for iy=0,self.height-1 do
for ix=0,self.width-1 do
if self.fire[ix][iy] then
self.fire[ix][iy].alive = false
end
end
end
end
function Map:clearEnemies()
for i,v in ipairs(self.enemies) do
v:shot(120, 1)
end
end
function Map:recreateSpriteBatches()
-- Recreate sprite batches if redraw is set
if self.redraw == true then
self:fillBatch(self.back_batch, function(id) return id > 60 end)
self:fillBatch(self.front_batch, function(id) return id <= 60 end)
self.redraw = false
end
end
--- Adds a fire block if possible
function Map:addFire(x,y,health)
if self:canBurnCell(x,y) == false or x < 3 or x > 37 then
return nil
end
if self.fire[x][y] == nil then
self.fire[x][y] = Fire.create(x,y,self,health)
return self.fire[x][y]
end
end
--- Checks if a tile is on fire
function Map:hasFire(x,y)
return self.fire[x] and self.fire[x][y] ~= nil
end
function Map:getFire(x,y)
return self.fire[x] and self.fire[x][y]
end
--- Sets the drawing range for the map
-- @param x X coordinate of upper left corner
-- @param y Y coordinate of upper left corner
-- @param w Width of screen
-- @param h Height of screen
function Map:setDrawRange(x,y,w,h)
if x ~= self.viewX or y ~= self.viewY
or w ~= self.viewW or h ~= self.viewH then
self:forceRedraw()
end
self.viewX, self.viewY = x,y
self.viewW, self.viewH = w,h
-- Recreate sprite batches
self:recreateSpriteBatches()
end
--- Draws the background layer of the map.
-- Includes background tiles, humans and enemies
function Map:drawBack()
-- Draw background
local xin = translate_x/(MAPW-WIDTH)
local yin = translate_y/(MAPH-HEIGHT)
if translate_y < 0 then
lg.draw(self.background, translate_x-xin*(512-WIDTH), math.floor(translate_y))
else
lg.draw(self.background, translate_x-xin*(512-WIDTH), translate_y-yin*(228-HEIGHT))
end
-- Draw back tiles
lg.draw(self.back_batch, 0,0)
-- Draw fire
for iy=0,self.height-1 do
for ix=0,self.width-1 do
if self.fire[ix][iy] then
self.fire[ix][iy]:drawBack()
end
end
end
-- Draw front tiles
lg.draw(self.front_batch, 0,0)
-- Draw entities, enemies and particles
for i,v in ipairs(self.humans) do
v:draw()
end
if self.type == MT_BOSS then
self.boss:draw()
end
for i,v in ipairs(self.enemies) do
v:draw()
end
end
--- Draws the foreground layer of the map.
-- Includes everything in front of the player
-- like particles, objects and front tiles.
function Map:drawFront()
-- Draw objects and particles
for i,v in ipairs(self.objects) do
v:draw() end
for i,v in ipairs(self.items) do
v:draw() end
for i,v in ipairs(self.particles) do
v:draw() end
-- Draw front fire
for iy=0,self.height-1 do
for ix=0,self.width-1 do
if self.fire[ix][iy] then
self.fire[ix][iy]:drawFront()
end
end
end
end
--- Fills a given sprite batch with all tiles
-- that pass a given test.
-- @param batch Sprite batch to fill
-- @param test Function on the id of a tile. Must return true or false.
function Map:fillBatch(batch, test)
batch:clear()
local sx = math.floor(self.viewX/16)
local sy = math.floor(self.viewY/16)
local ex = sx+math.ceil(self.viewW/16)
local ey = sy+math.ceil(self.viewH/16)
for iy = sy, ex do
for ix = sx, ex do
local id = self:get(ix,iy)
if id and id > 0 and test(id) == true then
batch:add(quad.tile[self:get(ix,iy)], ix*16, iy*16)
end
end
end
end
function Map:drawFireLight()
local sx = math.floor(self.viewX/16)-2
local sy = math.floor(self.viewY/16)-2
local ex = sx+math.ceil(self.viewW/16)+2
local ey = sy+math.ceil(self.viewH/16)+2
for iy = sy, ex do
for ix = sx, ex do
if self.fire[ix] and self.fire[ix][iy] then
local inst = self.fire[ix][iy]
lg.draw(img.light_fire, quad.light_fire[inst.flframe%5], inst.x-34, inst.y-42)
end
end
end
end
--- Forces the map to redraw sprite batch next frame
function Map:forceRedraw()
self.redraw = true
end
--- Adds rooms to a floor
-- @param floor Floor to fill. Value between 1 and 3.
function Map:addFloor(floor)
local yoffset = 5*(floor-1) -- 0, 5 or 10
local file = love.filesystem.load("maps/floors/"..table.random(floor_files))()
-- Load tiles
for i,v in ipairs(file.layers) do
if v.name == "main" then
for iy = 0,file.height-1 do
for ix = 3,file.width-4 do
local tile = v.data[iy*file.width+ix+1]
self:set(ix,iy+yoffset, tile)
end
end
end
end
-- Load objects
for i,v in ipairs(file.layers) do
if v.name == "objects" then
for j,o in ipairs(v.objects) do
if o.type == "door" then
table.insert(self.objects, Door.create(o.x, o.y+yoffset*16, o.properties.dir))
elseif o.type == "room" then
o.y = o.y+yoffset*16
table.insert(self.rooms, o)
self:addRoom(o.x/16, o.y/16, o.width/16, o)
elseif o.type == "start" and floor == 3 then
table.insert(self.starts, o)
end
end
end
end
end
--- Fills the inside of a room with the contents of a room file.
-- @param x X position of room in tiles
-- @param y Y position of room in tiles
-- @param width Width of room in tiles
function Map:addRoom(x,y,width,room)
local file = love.filesystem.load("maps/room/"..width.."/"..math.random(NUM_ROOMS[width])..".lua")()
for i,v in ipairs(file.layers) do
if v.name == "main" then
for iy = 0,file.height-1 do
for ix = 0,file.width-1 do
if self:collideCell(x+ix, y+iy) == false then
local tile = v.data[iy*file.width+ix+1]
self:set(x+ix, y+iy, tile)
end
end
end
elseif v.name == "objects" then
room.objects = v.objects
end
end
local random = math.random(1,2)
-- Human/fire room
if random == 1 then
local count = math.floor(width/5)
local sep = math.floor(width/(count+1))
for i=1,count do
if math.random(1,2) == 1 then
table.insert(self.humans, Human.create((x+i*sep)*16+8, (y+4)*16))
else
self:addFire(x+i*sep, y+3)
end
end
-- Enemy room
elseif random == 2 then
local count = 1
if self.section >= 20 then
if math.random(1,3) == 1 then
count = 2
end
elseif self.section >= 12 and math.random(1,5) == 1 then
count = 2
end
local sep = math.floor(width/(count+1))
for i=1,count do
random = math.random(self.minenemy, self.maxenemy)
local rx = (x+i*sep)*16+8
if random == 1 then
table.insert(self.enemies, NormalEnemy.create(rx, (y+4)*16))
elseif random == 2 then
table.insert(self.enemies, JumperEnemy.create(rx, (y+4)*16))
elseif random == 3 then
table.insert(self.enemies, VolcanoEnemy.create(rx, (y+4)*16))
elseif random == 4 then
table.insert(self.enemies, AngryNormalEnemy.create(rx, (y+4)*16))
elseif random == 5 then
table.insert(self.enemies, AngryJumperEnemy.create(rx, (y+4)*16))
elseif random == 6 then
table.insert(self.enemies, AngryVolcanoEnemy.create(rx, (y+4)*16))
elseif random == 7 then
table.insert(self.enemies, ThiefEnemy.create(rx, (y+4)*16))
end
end
end
end
--- Adds a particle to the map
-- @param particle Particle to add
function Map:addParticle(particle)
table.insert(map.particles, particle)
end
--- Checks if a point is inside a solid block
-- @param x X coordinate of point
-- @param y Y coordinate of point
-- @return True if the point is solid
function Map:collidePoint(x,y)
local cx = math.floor(x/16)
local cy = math.floor(y/16)
return self:collideCell(cx,cy)
end
--- Checks if a cell is solid
-- @param cx X coordinate of cell in tiles
-- @param cy Y coordinate of cell in tiles
function Map:collideCell(cx,cy)
local tile = self:get(cx,cy)
if tile and tile > 0 and tile < 60 then
return true
else
return false
end
end
--- Checks whether a cell can burn or not
-- @param cx X coordinate of cell
-- @param cy Y coordinate of cell
function Map:canBurnCell(cx,cy)
if self:collideCell(cx,cy) == true then
return false
end
local tile = self:get(cx,cy)
local below = self:get(cx,cy+1)
if tile == 239 or tile == 240 -- window top
or tile == 255 or tile == 256 -- window bottom
or tile == 137 or tile == 153 or tile == 21 -- inside ladders
or below == 5 then -- above ladder
return false
end
return true
end
--- Called when some object (stream, flying NPC...) collides
-- with a solid tile.
-- @param cx X coordinate of the cell
-- @param cy Y coordinate of the cell
function Map:hitCell(cx,cy,dir)
local id = self:get(cx,cy)
if id == 38 or id == 39 then
self:destroyWindow(cx,cy,id,dir)
end
end
function Map:lineOfSight(x1,y1,x2,y2)
local minx = math.min(x1,x2)
local miny = math.min(y1,y2)
local width = math.abs(x1-x2)
local height = math.abs(y1-y2)
-- Collide with tiles
local cx,cy = math.floor(minx/16), math.floor(miny/16)
local endx = math.floor((minx+width)/16)
local endy = math.floor((miny+height)/16)
for iy=cy,endy do
for ix=cx,endx do
if map:collideCell(ix,iy) == true then
return false
end
end
end
-- Collide with objects
local bbox = {x=minx, y=miny, w=width, h=height}
for i,v in ipairs(map.objects) do
if v:collideBox(bbox) == true then
return false
end
end
return true
end
--- Destroy a window and adds shards particle effect
--@param cx X-position of window
--@param cy Y-position of upper tile of window
--@param id ID of the tile that was hit triggered
--@param dir Direction of the water stream upon collision
function Map:destroyWindow(cx,cy,id,dir)
if id == 38 then -- left lower window
self:set(cx,cy-1, 239)
self:set(cx,cy, 255)
table.insert(self.particles, Shards.create(cx*16+6, (cy-1)*16, dir))
stats[5] = stats[5] + math.random(100,200)
playSound("glass")
elseif id == 39 then -- right lower window
self:set(cx,cy-1, 240)
self:set(cx,cy, 256)
table.insert(self.particles, Shards.create(cx*16+10, (cy-1)*16, dir))
stats[5] = stats[5] + math.random(100,200)
playSound("glass")
end
self:forceRedraw()
end
--- Returns the id of the tile (x,y)
function Map:get(x,y)
if x < 0 or y < 0 or x > self.width or y > self.height then
return 0
else
return self.data[y*self.width+x+1]
end
end
--- Returns the id of the tile the point (x,y) belongs to
function Map:getPoint(x,y)
local cx = math.floor(x/16)
local cy = math.floor(y/16)
return self:get(cx,cy)
end
--- Sets the id of the tile (x,y)
function Map:set(x,y,val)
if x < 0 or y < 0 or x > self.width or y > self.height then
return
end
self.data[y*self.width+x+1] = val
end
function Map:getWidth()
return self.width
end
function Map:getHeight()
return self.height
end
function Map:getStart()
if self.type == MT_NORMAL then
return self.startx, self.starty
else
if ingame_state == INGAME_PRESCREEN then
return self.startx, self.starty
else
if player.x < MAPW/2 then
return 168, 224
else
return 488, 224
end
end
end
end
|