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Copy pathinit.lua
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1748 lines (1520 loc) · 45 KB
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--- Simple and fast Tiled map loader and renderer.
-- @module sti
-- @author Landon Manning
-- @copyright 2019
-- @license MIT/X11
local STI = {
_LICENSE = "MIT/X11",
_URL = "https://github.com/karai17/Simple-Tiled-Implementation",
_VERSION = "1.2.3.0",
_DESCRIPTION = "Simple Tiled Implementation is a Tiled Map Editor library designed for the *awesome* LÖVE framework.",
cache = {}
}
STI.__index = STI
local love = _G.love
local cwd = (...):gsub('%.init$', '') .. "."
local utils = require(cwd .. "utils")
local ceil = math.ceil
local floor = math.floor
local lg = require(cwd .. "graphics")
local atlas = require(cwd .. "atlas")
local Map = {}
Map.__index = Map
local function new(map, plugins, ox, oy)
local dir = ""
if type(map) == "table" then
map = setmetatable(map, Map)
else
-- Check for valid map type
local ext = map:sub(-4, -1)
assert(ext == ".lua", string.format(
"Invalid file type: %s. File must be of type: lua.",
ext
))
-- Get directory of map
dir = map:reverse():find("[/\\]") or ""
if dir ~= "" then
dir = map:sub(1, 1 + (#map - dir))
end
-- Load map
map = setmetatable(assert(love.filesystem.load(map))(), Map)
end
map:init(dir, plugins, ox, oy)
return map
end
--- Instance a new map.
-- @param map Path to the map file or the map table itself
-- @param plugins A list of plugins to load
-- @param ox Offset of map on the X axis (in pixels)
-- @param oy Offset of map on the Y axis (in pixels)
-- @return table The loaded Map
function STI.__call(_, map, plugins, ox, oy)
return new(map, plugins, ox, oy)
end
--- Flush image cache.
function STI:flush()
self.cache = {}
end
--- Map object
--- Instance a new map
-- @param path Path to the map file
-- @param plugins A list of plugins to load
-- @param ox Offset of map on the X axis (in pixels)
-- @param oy Offset of map on the Y axis (in pixels)
function Map:init(path, plugins, ox, oy)
if type(plugins) == "table" then
self:loadPlugins(plugins)
end
self:resize()
self.objects = {}
self.tiles = {}
self.tileInstances = {}
self.offsetx = ox or 0
self.offsety = oy or 0
self.freeBatchSprites = {}
setmetatable(self.freeBatchSprites, { __mode = 'k' })
-- Set tiles, images
local gid = 1
for i, tileset in ipairs(self.tilesets) do
assert(not tileset.filename, "STI does not support external Tilesets.\nYou need to embed all Tilesets.")
if tileset.image then
-- Cache images
if lg.isCreated then
local formatted_path = utils.format_path(path .. tileset.image)
if not STI.cache[formatted_path] then
utils.fix_transparent_color(tileset, formatted_path)
utils.cache_image(STI, formatted_path, tileset.image)
else
tileset.image = STI.cache[formatted_path]
end
end
gid = self:setTiles(i, tileset, gid)
elseif tileset.tilecount > 0 then
-- Build atlas for image collection
local files, ids = {}, {}
for j = 1, #tileset.tiles do
files[ j ] = utils.format_path(path .. tileset.tiles[j].image)
ids[ j ] = tileset.tiles[j].id
end
local map = atlas.Atlas( files, "ids", ids )
if lg.isCreated then
local formatted_path = utils.format_path(path .. tileset.name)
if not STI.cache[formatted_path] then
-- No need to fix transparency color for collections
utils.cache_image(STI, formatted_path, map.image)
tileset.image = map.image
else
tileset.image = STI.cache[formatted_path]
end
end
gid = self:setAtlasTiles(i, tileset, map.coords, gid)
end
end
local layers = {}
for _, layer in ipairs(self.layers) do
self:groupAppendToList(layers, layer)
end
self.layers = layers
-- Set layers
for _, layer in ipairs(self.layers) do
self:setLayer(layer, path)
end
end
--- Layers from the group are added to the list
-- @param layers List of layers
-- @param layer Layer data
function Map:groupAppendToList(layers, layer)
if layer.type == "group" then
for _, groupLayer in pairs(layer.layers) do
groupLayer.name = layer.name .. "." .. groupLayer.name
groupLayer.visible = layer.visible
groupLayer.opacity = layer.opacity * groupLayer.opacity
groupLayer.offsetx = layer.offsetx + groupLayer.offsetx
groupLayer.offsety = layer.offsety + groupLayer.offsety
for key, property in pairs(layer.properties) do
if groupLayer.properties[key] == nil then
groupLayer.properties[key] = property
end
end
self:groupAppendToList(layers, groupLayer)
end
else
table.insert(layers, layer)
end
end
--- Load plugins
-- @param plugins A list of plugins to load
function Map:loadPlugins(plugins)
for _, plugin in ipairs(plugins) do
local pluginModulePath = cwd .. 'plugins.' .. plugin
local ok, pluginModule = pcall(require, pluginModulePath)
if ok then
for k, func in pairs(pluginModule) do
if not self[k] then
self[k] = func
end
end
end
end
end
--- Create Tiles based on a single tileset image
-- @param index Index of the Tileset
-- @param tileset Tileset data
-- @param gid First Global ID in Tileset
-- @return number Next Tileset's first Global ID
function Map:setTiles(index, tileset, gid)
local quad = lg.newQuad
local imageW = tileset.imagewidth
local imageH = tileset.imageheight
local tileW = tileset.tilewidth
local tileH = tileset.tileheight
local margin = tileset.margin
local spacing = tileset.spacing
local w = utils.get_tiles(imageW, tileW, margin, spacing)
local h = utils.get_tiles(imageH, tileH, margin, spacing)
for y = 1, h do
for x = 1, w do
local id = gid - tileset.firstgid
local quadX = (x - 1) * tileW + margin + (x - 1) * spacing
local quadY = (y - 1) * tileH + margin + (y - 1) * spacing
local type = ""
local properties, terrain, animation, objectGroup
for _, tile in pairs(tileset.tiles) do
if tile.id == id then
properties = tile.properties
animation = tile.animation
objectGroup = tile.objectGroup
type = tile.type
if tile.terrain then
terrain = {}
for i = 1, #tile.terrain do
terrain[i] = tileset.terrains[tile.terrain[i] + 1]
end
end
end
end
local tile = {
id = id,
gid = gid,
tileset = index,
type = type,
quad = quad(
quadX, quadY,
tileW, tileH,
imageW, imageH
),
properties = properties or {},
terrain = terrain,
animation = animation,
objectGroup = objectGroup,
frame = 1,
time = 0,
width = tileW,
height = tileH,
sx = 1,
sy = 1,
r = 0,
offset = tileset.tileoffset,
}
self.tiles[gid] = tile
gid = gid + 1
end
end
return gid
end
--- Create Tiles based on a texture atlas
-- @param index Index of the Tileset
-- @param tileset Tileset data
-- @param coords Tile XY location in the atlas
-- @param gid First Global ID in Tileset
-- @return number Next Tileset's first Global ID
function Map:setAtlasTiles(index, tileset, coords, gid)
local quad = lg.newQuad
local imageW = tileset.image:getWidth()
local imageH = tileset.image:getHeight()
local firstgid = tileset.firstgid
for i = 1, #tileset.tiles do
local tile = tileset.tiles[i]
if tile.terrain then
terrain = {}
for j = 1, #tile.terrain do
terrain[j] = tileset.terrains[tile.terrain[j] + 1]
end
end
local tile = {
id = tile.id,
gid = firstgid + tile.id,
tileset = index,
class = tile.class,
quad = quad(
coords[i].x, coords[i].y,
tile.width, tile.height,
imageW, imageH
),
properties = tile.properties or {},
terrain = terrain,
animation = tile.animation,
objectGroup = tile.objectGroup,
frame = 1,
time = 0,
width = tile.width,
height = tile.height,
sx = 1,
sy = 1,
r = 0,
offset = tileset.tileoffset,
}
-- Be aware that in collections self.tiles can be a sparse array
self.tiles[tile.gid] = tile
end
return gid + #tileset.tiles
end
--- Create Layers
-- @param layer Layer data
-- @param path (Optional) Path to an Image Layer's image
function Map:setLayer(layer, path)
if layer.encoding then
if layer.encoding == "base64" then
assert(require "ffi", "Compressed maps require LuaJIT FFI.\nPlease Switch your interperator to LuaJIT or your Tile Layer Format to \"CSV\".")
local fd = love.data.decode("string", "base64", layer.data)
if not layer.compression then
layer.data = utils.get_decompressed_data(fd)
else
assert(love.data.decompress, "zlib and gzip compression require LOVE 11.0+.\nPlease set your Tile Layer Format to \"Base64 (uncompressed)\" or \"CSV\".")
if layer.compression == "zlib" then
local data = love.data.decompress("string", "zlib", fd)
layer.data = utils.get_decompressed_data(data)
end
if layer.compression == "gzip" then
local data = love.data.decompress("string", "gzip", fd)
layer.data = utils.get_decompressed_data(data)
end
end
end
end
layer.x = (layer.x or 0) + layer.offsetx + self.offsetx
layer.y = (layer.y or 0) + layer.offsety + self.offsety
layer.update = function() end
if layer.type == "tilelayer" then
self:setTileData(layer)
self:setSpriteBatches(layer)
layer.draw = function() self:drawTileLayer(layer) end
elseif layer.type == "objectgroup" then
self:setObjectData(layer)
self:setObjectCoordinates(layer)
self:setObjectSpriteBatches(layer)
layer.draw = function() self:drawObjectLayer(layer) end
elseif layer.type == "imagelayer" then
layer.draw = function() self:drawImageLayer(layer) end
if layer.image ~= "" then
local formatted_path = utils.format_path(path .. layer.image)
if not STI.cache[formatted_path] then
utils.cache_image(STI, formatted_path)
end
layer.image = STI.cache[formatted_path]
layer.width = layer.image:getWidth()
layer.height = layer.image:getHeight()
end
end
self.layers[layer.name] = layer
end
--- Add Tiles to Tile Layer
-- @param layer The Tile Layer
function Map:setTileData(layer)
if layer.chunks then
for _, chunk in ipairs(layer.chunks) do
self:setTileData(chunk)
end
return
end
local i = 1
local map = {}
for y = 1, layer.height do
map[y] = {}
for x = 1, layer.width do
local gid = layer.data[i]
-- NOTE: Empty tiles have a GID of 0
if gid > 0 then
map[y][x] = self.tiles[gid] or self:setFlippedGID(gid)
end
i = i + 1
end
end
layer.data = map
end
--- Add Objects to Layer
-- @param layer The Object Layer
function Map:setObjectData(layer)
for _, object in ipairs(layer.objects) do
object.layer = layer
self.objects[object.id] = object
end
end
--- Correct position and orientation of Objects in an Object Layer
-- @param layer The Object Layer
function Map:setObjectCoordinates(layer)
for _, object in ipairs(layer.objects) do
local x = layer.x + object.x
local y = layer.y + object.y
local w = object.width
local h = object.height
local cos = math.cos(math.rad(object.rotation))
local sin = math.sin(math.rad(object.rotation))
if object.shape == "rectangle" and not object.gid then
object.rectangle = {}
local vertices = {
{ x=x, y=y },
{ x=x + w, y=y },
{ x=x + w, y=y + h },
{ x=x, y=y + h },
}
for _, vertex in ipairs(vertices) do
vertex.x, vertex.y = utils.rotate_vertex(self, vertex, x, y, cos, sin)
table.insert(object.rectangle, { x = vertex.x, y = vertex.y })
end
elseif object.shape == "ellipse" then
object.ellipse = {}
local vertices = utils.convert_ellipse_to_polygon(x, y, w, h)
for _, vertex in ipairs(vertices) do
vertex.x, vertex.y = utils.rotate_vertex(self, vertex, x, y, cos, sin)
table.insert(object.ellipse, { x = vertex.x, y = vertex.y })
end
elseif object.shape == "polygon" then
for _, vertex in ipairs(object.polygon) do
vertex.x = vertex.x + x
vertex.y = vertex.y + y
vertex.x, vertex.y = utils.rotate_vertex(self, vertex, x, y, cos, sin)
end
elseif object.shape == "polyline" then
for _, vertex in ipairs(object.polyline) do
vertex.x = vertex.x + x
vertex.y = vertex.y + y
vertex.x, vertex.y = utils.rotate_vertex(self, vertex, x, y, cos, sin)
end
end
end
end
--- Convert tile location to tile instance location
-- @param layer Tile layer
-- @param tile Tile
-- @param x Tile location on X axis (in tiles)
-- @param y Tile location on Y axis (in tiles)
-- @return number Tile instance location on X axis (in pixels)
-- @return number Tile instance location on Y axis (in pixels)
function Map:getLayerTilePosition(layer, tile, x, y)
local tileW = self.tilewidth
local tileH = self.tileheight
local tileX, tileY
if self.orientation == "orthogonal" then
tileX = (x - 1) * tileW + tile.offset.x
tileY = (y - 0) * tileH + tile.offset.y - tile.height
tileX, tileY = utils.compensate(tile, tileX, tileY, tileW, tileH)
elseif self.orientation == "isometric" then
tileX = (x - y) * (tileW / 2) + tile.offset.x + layer.width * tileW / 2 - self.tilewidth / 2
tileY = (x + y - 2) * (tileH / 2) + tile.offset.y
else
local sideLen = self.hexsidelength or 0
if self.staggeraxis == "y" then
if self.staggerindex == "odd" then
if y % 2 == 0 then
tileX = (x - 1) * tileW + tileW / 2 + tile.offset.x
else
tileX = (x - 1) * tileW + tile.offset.x
end
else
if y % 2 == 0 then
tileX = (x - 1) * tileW + tile.offset.x
else
tileX = (x - 1) * tileW + tileW / 2 + tile.offset.x
end
end
local rowH = tileH - (tileH - sideLen) / 2
tileY = (y - 1) * rowH + tile.offset.y
else
if self.staggerindex == "odd" then
if x % 2 == 0 then
tileY = (y - 1) * tileH + tileH / 2 + tile.offset.y
else
tileY = (y - 1) * tileH + tile.offset.y
end
else
if x % 2 == 0 then
tileY = (y - 1) * tileH + tile.offset.y
else
tileY = (y - 1) * tileH + tileH / 2 + tile.offset.y
end
end
local colW = tileW - (tileW - sideLen) / 2
tileX = (x - 1) * colW + tile.offset.x
end
end
return tileX, tileY
end
--- Place new tile instance
-- @param layer Tile layer
-- @param chunk Layer chunk
-- @param tile Tile
-- @param number Tile location on X axis (in tiles)
-- @param number Tile location on Y axis (in tiles)
function Map:addNewLayerTile(layer, chunk, tile, x, y)
local tileset = tile.tileset
local image = self.tilesets[tile.tileset].image
local batches
local size
if chunk then
batches = chunk.batches
size = chunk.width * chunk.height
else
batches = layer.batches
size = layer.width * layer.height
end
batches[tileset] = batches[tileset] or lg.newSpriteBatch(image, size)
local batch = batches[tileset]
local tileX, tileY = self:getLayerTilePosition(layer, tile, x, y)
local instance = {
layer = layer,
chunk = chunk,
gid = tile.gid,
x = tileX,
y = tileY,
r = tile.r,
oy = 0
}
-- NOTE: STI can run headless so it is not guaranteed that a batch exists.
if batch then
instance.batch = batch
instance.id = batch:add(tile.quad, tileX, tileY, tile.r, tile.sx, tile.sy)
end
self.tileInstances[tile.gid] = self.tileInstances[tile.gid] or {}
table.insert(self.tileInstances[tile.gid], instance)
end
function Map:set_batches(layer, chunk)
if chunk then
chunk.batches = {}
else
layer.batches = {}
end
if self.orientation == "orthogonal" or self.orientation == "isometric" then
local offsetX = chunk and chunk.x or 0
local offsetY = chunk and chunk.y or 0
local startX = 1
local startY = 1
local endX = chunk and chunk.width or layer.width
local endY = chunk and chunk.height or layer.height
local incrementX = 1
local incrementY = 1
-- Determine order to add tiles to sprite batch
-- Defaults to right-down
if self.renderorder == "right-up" then
startY, endY, incrementY = endY, startY, -1
elseif self.renderorder == "left-down" then
startX, endX, incrementX = endX, startX, -1
elseif self.renderorder == "left-up" then
startX, endX, incrementX = endX, startX, -1
startY, endY, incrementY = endY, startY, -1
end
for y = startY, endY, incrementY do
for x = startX, endX, incrementX do
-- NOTE: Cannot short circuit this since it is valid for tile to be assigned nil
local tile
if chunk then
tile = chunk.data[y][x]
else
tile = layer.data[y][x]
end
if tile then
self:addNewLayerTile(layer, chunk, tile, x + offsetX, y + offsetY)
end
end
end
else
if self.staggeraxis == "y" then
for y = 1, (chunk and chunk.height or layer.height) do
for x = 1, (chunk and chunk.width or layer.width) do
-- NOTE: Cannot short circuit this since it is valid for tile to be assigned nil
local tile
if chunk then
tile = chunk.data[y][x]
else
tile = layer.data[y][x]
end
if tile then
self:addNewLayerTile(layer, chunk, tile, x, y)
end
end
end
else
local i = 0
local _x
if self.staggerindex == "odd" then
_x = 1
else
_x = 2
end
while i < (chunk and chunk.width * chunk.height or layer.width * layer.height) do
for _y = 1, (chunk and chunk.height or layer.height) + 0.5, 0.5 do
local y = floor(_y)
for x = _x, (chunk and chunk.width or layer.width), 2 do
i = i + 1
-- NOTE: Cannot short circuit this since it is valid for tile to be assigned nil
local tile
if chunk then
tile = chunk.data[y][x]
else
tile = layer.data[y][x]
end
if tile then
self:addNewLayerTile(layer, chunk, tile, x, y)
end
end
if _x == 1 then
_x = 2
else
_x = 1
end
end
end
end
end
end
--- Batch Tiles in Tile Layer for improved draw speed
-- @param layer The Tile Layer
function Map:setSpriteBatches(layer)
if layer.chunks then
for _, chunk in ipairs(layer.chunks) do
self:set_batches(layer, chunk)
end
return
end
self:set_batches(layer)
end
--- Batch Tiles in Object Layer for improved draw speed
-- @param layer The Object Layer
function Map:setObjectSpriteBatches(layer)
local newBatch = lg.newSpriteBatch
local batches = {}
if layer.draworder == "topdown" then
table.sort(layer.objects, function(a, b)
return a.y + a.height < b.y + b.height
end)
end
for _, object in ipairs(layer.objects) do
if object.gid then
local tile = self.tiles[object.gid] or self:setFlippedGID(object.gid)
local tileset = tile.tileset
local image = self.tilesets[tileset].image
batches[tileset] = batches[tileset] or newBatch(image)
local sx = object.width / tile.width
local sy = object.height / tile.height
-- Tiled rotates around bottom left corner, where love2D rotates around top left corner
local ox = 0
local oy = tile.height
local batch = batches[tileset]
local tileX = object.x + tile.offset.x
local tileY = object.y + tile.offset.y
local tileR = math.rad(object.rotation)
-- Compensation for scale/rotation shift
if tile.sx == -1 then
tileX = tileX + object.width
if tileR ~= 0 then
tileX = tileX - object.width
ox = ox + tile.width
end
end
if tile.sy == -1 then
tileY = tileY - object.height
if tileR ~= 0 then
tileY = tileY + object.width
oy = oy - tile.width
end
end
local instance = {
id = batch:add(tile.quad, tileX, tileY, tileR, tile.sx * sx, tile.sy * sy, ox, oy),
batch = batch,
layer = layer,
gid = tile.gid,
x = tileX,
y = tileY - oy,
r = tileR,
oy = oy
}
self.tileInstances[tile.gid] = self.tileInstances[tile.gid] or {}
table.insert(self.tileInstances[tile.gid], instance)
end
end
layer.batches = batches
end
--- Create a Custom Layer to place userdata in (such as player sprites)
-- @param name Name of Custom Layer
-- @param index Draw order within Layer stack
-- @return table Custom Layer
function Map:addCustomLayer(name, index)
index = index or #self.layers + 1
local layer = {
type = "customlayer",
name = name,
visible = true,
opacity = 1,
properties = {},
}
function layer.draw() end
function layer.update() end
table.insert(self.layers, index, layer)
self.layers[name] = self.layers[index]
return layer
end
--- Convert another Layer into a Custom Layer
-- @param index Index or name of Layer to convert
-- @return table Custom Layer
function Map:convertToCustomLayer(index)
local layer = assert(self.layers[index], "Layer not found: " .. index)
layer.type = "customlayer"
layer.x = nil
layer.y = nil
layer.width = nil
layer.height = nil
layer.encoding = nil
layer.data = nil
layer.chunks = nil
layer.objects = nil
layer.image = nil
function layer.draw() end
function layer.update() end
return layer
end
--- Remove a Layer from the Layer stack
-- @param index Index or name of Layer to remove
function Map:removeLayer(index)
local layer = assert(self.layers[index], "Layer not found: " .. index)
if type(index) == "string" then
for i, l in ipairs(self.layers) do
if l.name == index then
table.remove(self.layers, i)
self.layers[index] = nil
break
end
end
else
local name = self.layers[index].name
table.remove(self.layers, index)
self.layers[name] = nil
end
-- Remove layer batches
if layer.batches then
for _, batch in pairs(layer.batches) do
self.freeBatchSprites[batch] = nil
end
end
-- Remove chunk batches
if layer.chunks then
for _, chunk in ipairs(layer.chunks) do
for _, batch in pairs(chunk.batches) do
self.freeBatchSprites[batch] = nil
end
end
end
-- Remove tile instances
if layer.type == "tilelayer" then
for _, tiles in pairs(self.tileInstances) do
for i = #tiles, 1, -1 do
local tile = tiles[i]
if tile.layer == layer then
table.remove(tiles, i)
end
end
end
end
-- Remove objects
if layer.objects then
for i, object in pairs(self.objects) do
if object.layer == layer then
self.objects[i] = nil
end
end
end
end
--- Animate Tiles and update every Layer
-- @param dt Delta Time
function Map:update(dt)
for _, tile in pairs(self.tiles) do
local update = false
if tile.animation then
tile.time = tile.time + dt * 1000
while tile.time > tonumber(tile.animation[tile.frame].duration) do
update = true
tile.time = tile.time - tonumber(tile.animation[tile.frame].duration)
tile.frame = tile.frame + 1
if tile.frame > #tile.animation then tile.frame = 1 end
end
if update and self.tileInstances[tile.gid] then
for _, j in pairs(self.tileInstances[tile.gid]) do
local t = self.tiles[tonumber(tile.animation[tile.frame].tileid) + self.tilesets[tile.tileset].firstgid]
j.batch:set(j.id, t.quad, j.x, j.y, j.r, tile.sx, tile.sy, 0, j.oy)
end
end
end
end
for _, layer in ipairs(self.layers) do
layer:update(dt)
end
end
--- Draw every Layer
-- @param tx Translate on X
-- @param ty Translate on Y
-- @param sx Scale on X
-- @param sy Scale on Y
function Map:draw(tx, ty, sx, sy)
local current_canvas = lg.getCanvas()
lg.setCanvas(self.canvas)
lg.clear()
-- Scale map to 1.0 to draw onto canvas, this fixes tearing issues
-- Map is translated to correct position so the right section is drawn
lg.push()
lg.origin()
--[[
This snippet comes from 'monolifed' on the Love2D forums,
however it was more or less exactly the same code I was already writing
to implement the same parallax scrolling. I found his before
testing and polishing mine
https://love2d.org/forums/viewtopic.php?p=238378#p238378
previous code commented below the new.
]]
tx, ty = tx or 0, ty or 0
for _, layer in ipairs(self.layers) do
if layer.visible and layer.opacity > 0 then
local px, py = layer.parallaxx or 1, layer.parallaxy or 1
px, py = math.floor(tx * px), math.floor(ty * py)
lg.translate(px, py)
self:drawLayer(layer)
lg.translate(-px, -py)
end
end
--[[
lg.translate(math.floor(tx or 0), math.floor(ty or 0))
for _, layer in ipairs(self.layers) do
if layer.visible and layer.opacity > 0 then
self:drawLayer(layer)
end
end
]]
lg.pop()
-- Draw canvas at 0,0; this fixes scissoring issues
-- Map is scaled to correct scale so the right section is shown
lg.push()
lg.origin()
lg.scale(sx or 1, sy or sx or 1)
lg.setCanvas(current_canvas)
lg.draw(self.canvas)
lg.pop()
end
--- Draw an individual Layer
-- @param layer The Layer to draw
function Map.drawLayer(_, layer)
local r,g,b,a = lg.getColor()
-- if the layer has a tintcolor set
if layer.tintcolor then
local r, g, b, a = unpack(layer.tintcolor)
a = a or 255 -- alpha may not be specified
lg.setColor(r/255, g/255, b/255, a/255) -- Tiled uses 0-255
-- if a tintcolor is not given just use the current color
else
lg.setColor(r, g, b, a * layer.opacity)
end
layer:draw()
lg.setColor(r,g,b,a)
end
--- Default draw function for Tile Layers
-- @param layer The Tile Layer to draw
function Map:drawTileLayer(layer)
if type(layer) == "string" or type(layer) == "number" then
layer = self.layers[layer]
end
assert(layer.type == "tilelayer", "Invalid layer type: " .. layer.type .. ". Layer must be of type: tilelayer")
-- NOTE: This does not take into account any sort of draw range clipping and will always draw every chunk
if layer.chunks then
for _, chunk in ipairs(layer.chunks) do
for _, batch in pairs(chunk.batches) do
lg.draw(batch, 0, 0)
end
end
return
end
for _, batch in pairs(layer.batches) do
lg.draw(batch, floor(layer.x), floor(layer.y))
end
end
--- Default draw function for Object Layers
-- @param layer The Object Layer to draw
function Map:drawObjectLayer(layer)
if type(layer) == "string" or type(layer) == "number" then
layer = self.layers[layer]
end
assert(layer.type == "objectgroup", "Invalid layer type: " .. layer.type .. ". Layer must be of type: objectgroup")
local line = { 160, 160, 160, 255 * layer.opacity }
local fill = { 160, 160, 160, 255 * layer.opacity * 0.5 }