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map.lua
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map.lua
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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