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Copy pathmap.lua
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189 lines (144 loc) · 4.99 KB
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local map = {
grid = {},
width = 31,
height = 28,
}
-- Clears the map and fills it with air particles
function map:reset ()
for i = 1, self.width do
self.grid[i] = {}
for j = 1, self.height do
self.grid[i][j] = Space ()
end
end
end
-- Checks if a certain position on the map is clear for another particle to move into
function map:isClear (x, y)
local result = false
-- Checks if the space is valid
if x > 0 and y > 0 and x <= self.width and y <= self.height then
local targetPos = self.grid[x][y]
-- Checks if the space is clear and if the particle isn't the same type
if targetPos.id == 0 then
result = true
end
end
return result
end
-- Checks if a certain position on the map is valid
function map:isValid (x, y)
local result = false
-- Checks if the space is valid
if x > 0 and y > 0 and x <= self.width and y <= self.height then
result = true
end
return result
end
-- Returns the ID of a particle on the map or nil if it doesn't exist
function map:getID (x, y)
local result = nil
-- Checks if the space is valid
if x > 0 and y > 0 and x <= self.width and y <= self.height then
result = self.grid[x][y].id
end
return result
end
-- Deletes a particle at the specified position
function map:delete (x, y, force)
force = force or false
local result = false
-- Checks if the space is valid
if x > 0 and y > 0 and x <= self.width and y <= self.height then
local targetPos = self.grid[x][y]
-- Checks if the block is invincible or if brute force mode is enabled
if force == true or targetPos.invincible == false then
self.grid[x][y] = Space ()
result = true
end
end
return result
end
-- Lights a particle on fire, which will replace it with a fire particle
function map:ignite (x, y)
local result = false
-- Checks if the space is valid
if x > 0 and y > 0 and x <= self.width and y <= self.height then
local targetPos = self.grid[x][y]
-- Checks if the particle if flammable
if targetPos.flammable == true then
self.grid[x][y] = Fire ()
result = true
end
end
return result
end
function map:moveTo (x, y, nx, ny)
local result = false
-- Checks if the space is valid
if x > 0 and y > 0 and x <= self.width and y <= self.height then
-- Checks if the new space is valid
if nx > 0 and ny > 0 and nx <= self.width and ny <= self.height then
local nextPos = self.grid[nx][ny]
-- Checks if the space is clear and if the particle isn't the same type
if nextPos.id == 0 and nextPos.id ~= self.grid[x][y].id then
self.grid[nx][ny] = map.grid[x][y]
self:delete (x, y, true)
result = true
end
end
end
return result
end
-- Moves a particle up on the map
function map:moveUp (x, y)
local result = false
-- Checks if the space is valid
if x > 0 and y - 1 > 0 and x <= self.width and y - 1 <= self.height then
-- Checks if the space is less dense than the current particle
if self.grid[x][y - 1].density < self.grid[x][y].density then
self.grid[x][y], self.grid[x][y - 1] = self.grid[x][y - 1], self.grid[x][y]
result = true
end
end
return result
end
-- Moves a particle down on the map
function map:moveDown (x, y)
local result = false
-- Checks if the space is valid
if x > 0 and y + 1 > 0 and x <= self.width and y + 1 <= self.height then
-- Checks if the space is less dense than the current particle
if self.grid[x][y + 1].density < self.grid[x][y].density then
self.grid[x][y], self.grid[x][y + 1] = self.grid[x][y + 1], self.grid[x][y]
result = true
end
end
return result
end
-- Moves a particle left on the map
function map:moveLeft (x, y)
local result = false
-- Checks if the space is valid
if x - 1 > 0 and y > 0 and x - 1 <= self.width and y <= self.height then
-- Checks if the space is less dense than the current particle
if self.grid[x - 1][y].density < self.grid[x][y].density then
self.grid[x][y], self.grid[x - 1][y] = self.grid[x - 1][y], self.grid[x][y]
result = true
end
end
return result
end
-- Moves a particle right on the map
function map:moveRight (x, y)
local result = false
-- Checks if the space is valid
if x + 1 > 0 and y > 0 and x + 1 <= self.width and y <= self.height then
-- Checks if the space is less dense than the current particle
if self.grid[x + 1][y].density < self.grid[x][y].density then
self.grid[x][y], self.grid[x + 1][y] = self.grid[x + 1][y], self.grid[x][y]
result = true
end
end
return result
end
return map