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add loading of maps and rendering of maps with pixel perfect scaling

This commit is contained in:
Rokas Puzonas 2022-07-04 00:41:05 +00:00
parent aedde7b105
commit be7708edcf
21 changed files with 3115 additions and 25 deletions

1
.gitignore vendored
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@ -1 +1,2 @@
/build
*.tiled-session

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@ -3,8 +3,8 @@ function love.conf(t)
t.console = true
t.window.width = 1280/2
t.window.height = 720/2
t.window.width = 854
t.window.height = 480
t.window.resizable = true
t.modules.joystick = false

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@ -0,0 +1,11 @@
{
"automappingRulesFile": "",
"commands": [
],
"extensionsPath": "extensions",
"folders": [
"."
],
"propertyTypes": [
]
}

79
src/data/maps/test.lua Normal file
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return {
version = "1.9",
luaversion = "5.1",
tiledversion = "1.9.0",
class = "",
orientation = "orthogonal",
renderorder = "right-down",
width = 30,
height = 20,
tilewidth = 16,
tileheight = 16,
nextlayerid = 3,
nextobjectid = 1,
properties = {},
tilesets = {
{
name = "test",
firstgid = 1,
filename = "../tilesets/test.tsx"
}
},
layers = {
{
type = "tilelayer",
x = 0,
y = 0,
width = 30,
height = 20,
id = 1,
name = "walls",
class = "",
visible = true,
opacity = 1,
offsetx = 0,
offsety = 0,
parallaxx = 1,
parallaxy = 1,
properties = {},
encoding = "lua",
data = {
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2147483649, 2147483649, 2147483649, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 2147483649, 2147483649, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 2147483649, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 2147483649, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 2147483649, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 2147483649, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 2147483649, 2147483649, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 2147483649, 2147483649, 2147483649, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
}
},
{
type = "objectgroup",
draworder = "topdown",
id = 2,
name = "spawnpoints",
class = "",
visible = true,
opacity = 1,
offsetx = 0,
offsety = 0,
parallaxx = 1,
parallaxy = 1,
properties = {},
objects = {}
}
}
}

32
src/data/maps/test.tmx Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<map version="1.9" tiledversion="1.9.0" orientation="orthogonal" renderorder="right-down" width="30" height="20" tilewidth="16" tileheight="16" infinite="0" nextlayerid="3" nextobjectid="1">
<editorsettings>
<export target="test.lua" format="lua"/>
</editorsettings>
<tileset firstgid="1" source="../tilesets/test.tsx"/>
<layer id="1" name="walls" width="30" height="20">
<data encoding="csv">
1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2147483649,2147483649,2147483649,0,0,0,0,1,
1,0,0,0,0,1,1,1,0,0,0,0,0,1,0,0,0,0,0,0,0,2147483649,2147483649,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,1,1,0,0,0,0,1,0,0,0,0,0,0,0,2147483649,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,1,0,0,0,0,1,0,0,0,0,0,0,0,2147483649,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,1,0,0,0,0,1,0,0,0,0,0,0,0,2147483649,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,1,0,0,0,0,1,0,0,0,0,0,0,0,2147483649,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,1,0,0,0,0,1,0,0,0,1,0,0,0,2147483649,2147483649,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,1,1,0,0,0,0,1,0,0,0,1,0,0,0,0,2147483649,2147483649,2147483649,0,0,0,0,1,
1,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,1,
1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,1,
1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1
</data>
</layer>
<objectgroup id="2" name="spawnpoints"/>
</map>

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return {
version = "1.9",
luaversion = "5.1",
tiledversion = "1.9.0",
name = "test",
class = "",
tilewidth = 16,
tileheight = 16,
spacing = 0,
margin = 0,
columns = 6,
image = "test.png",
imagewidth = 96,
imageheight = 96,
objectalignment = "unspecified",
tilerendersize = "tile",
fillmode = "stretch",
tileoffset = {
x = 0,
y = 0
},
grid = {
orientation = "orthogonal",
width = 16,
height = 16
},
properties = {},
wangsets = {},
tilecount = 36,
tiles = {}
}

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src/data/tilesets/test.png Normal file

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<?xml version="1.0" encoding="UTF-8"?>
<tileset version="1.9" tiledversion="1.9.0" name="test" tilewidth="16" tileheight="16" tilecount="36" columns="6">
<image source="test.png" width="96" height="96"/>
</tileset>

138
src/lib/center.lua Normal file
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--[[
MIT License
Copyright (c) 2019 Semyon Entsov <swalrus@yandex.ru>
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
]]--
local center = {}
function center:setupScreen(width, height)
self._WIDTH = width
self._HEIGHT = height
self._MAX_WIDTH = 0
self._MAX_HEIGHT = 0
self._MAX_RELATIVE_WIDTH = 0
self._MAX_RELATIVE_HEIGHT = 0
self._SCREEN_WIDTH = love.graphics.getWidth()
self._SCREEN_HEIGHT = love.graphics.getHeight()
self._BORDERS = {
['t'] = 0,
['r'] = 0,
['b'] = 0,
['l'] = 0
}
self:apply()
return self
end
function center:setBorders(top, right, bottom, left)
self._BORDERS.t = top
self._BORDERS.r = right
self._BORDERS.b = bottom
self._BORDERS.l = left
end
function center:getScale()
return self._SCALE
end
function center:getOffsetX()
return self._OFFSET_X
end
function center:getOffsetY()
return self._OFFSET_Y
end
function center:setMaxWidth(width)
self._MAX_WIDTH = width
end
function center:setMaxHeight(height)
self._MAX_HEIGHT = height
end
function center:setMaxRelativeWidth(width)
self._MAX_RELATIVE_WIDTH = width
end
function center:setMaxRelativeHeight(height)
self._MAX_RELATIVE_HEIGHT = height
end
function center:resize(width, height)
self._SCREEN_WIDTH = width
self._SCREEN_HEIGHT = height
self:apply()
end
function center:apply()
local available_width = self._SCREEN_WIDTH - self._BORDERS.l - self._BORDERS.r
local available_height = self._SCREEN_HEIGHT - self._BORDERS.t - self._BORDERS.b
local max_width = available_width
local max_height = available_height
if self._MAX_RELATIVE_WIDTH > 0 and available_width * self._MAX_RELATIVE_WIDTH < max_width then
max_width = available_width * self._MAX_RELATIVE_WIDTH
end
if self._MAX_RELATIVE_HEIGHT > 0 and available_height * self._MAX_RELATIVE_HEIGHT < max_height then
max_height = available_height * self._MAX_RELATIVE_HEIGHT
end
if self._MAX_WIDTH > 0 and self._MAX_WIDTH < max_width then
max_width = self._MAX_WIDTH
end
if self._MAX_HEIGHT > 0 and self._MAX_HEIGHT < max_height then
max_height = self._MAX_HEIGHT
end
if max_height / max_width > self._HEIGHT / self._WIDTH then
self._CANVAS_WIDTH = max_width
self._CANVAS_HEIGHT = self._CANVAS_WIDTH * (self._HEIGHT / self._WIDTH)
else
self._CANVAS_HEIGHT = max_height
self._CANVAS_WIDTH = self._CANVAS_HEIGHT * (self._WIDTH / self._HEIGHT)
end
self._SCALE = self._CANVAS_HEIGHT / self._HEIGHT
self._OFFSET_X = self._BORDERS.l + (available_width - self._CANVAS_WIDTH) / 2
self._OFFSET_Y = self._BORDERS.t + (available_height - self._CANVAS_HEIGHT) / 2
end
function center:start()
love.graphics.push()
love.graphics.translate(self._OFFSET_X, self._OFFSET_Y)
love.graphics.scale(self._SCALE, self._SCALE)
end
function center:finish()
love.graphics.pop()
end
function center:toGame(x, y, w, h)
if not (self._OFFSET_X and self._OFFSET_Y and self._SCALE) then
return x, y, w, h
end
return (x - self._OFFSET_X) / self._SCALE,
(y - self._OFFSET_Y) / self._SCALE,
w and w / self._SCALE,
h and h / self._SCALE
end
return center

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src/lib/sti/graphics.lua Normal file
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local lg = _G.love.graphics
local graphics = { isCreated = lg and true or false }
function graphics.newSpriteBatch(...)
if graphics.isCreated then
return lg.newSpriteBatch(...)
end
end
function graphics.newCanvas(...)
if graphics.isCreated then
return lg.newCanvas(...)
end
end
function graphics.newImage(...)
if graphics.isCreated then
return lg.newImage(...)
end
end
function graphics.newQuad(...)
if graphics.isCreated then
return lg.newQuad(...)
end
end
function graphics.getCanvas(...)
if graphics.isCreated then
return lg.getCanvas(...)
end
end
function graphics.setCanvas(...)
if graphics.isCreated then
return lg.setCanvas(...)
end
end
function graphics.clear(...)
if graphics.isCreated then
return lg.clear(...)
end
end
function graphics.push(...)
if graphics.isCreated then
return lg.push(...)
end
end
function graphics.origin(...)
if graphics.isCreated then
return lg.origin(...)
end
end
function graphics.scale(...)
if graphics.isCreated then
return lg.scale(...)
end
end
function graphics.translate(...)
if graphics.isCreated then
return lg.translate(...)
end
end
function graphics.pop(...)
if graphics.isCreated then
return lg.pop(...)
end
end
function graphics.draw(...)
if graphics.isCreated then
return lg.draw(...)
end
end
function graphics.rectangle(...)
if graphics.isCreated then
return lg.rectangle(...)
end
end
function graphics.getColor(...)
if graphics.isCreated then
return lg.getColor(...)
end
end
function graphics.setColor(...)
if graphics.isCreated then
return lg.setColor(...)
end
end
function graphics.line(...)
if graphics.isCreated then
return lg.line(...)
end
end
function graphics.polygon(...)
if graphics.isCreated then
return lg.polygon(...)
end
end
function graphics.points(...)
if graphics.isCreated then
return lg.points(...)
end
end
function graphics.getWidth()
if graphics.isCreated then
return lg.getWidth()
end
return 0
end
function graphics.getHeight()
if graphics.isCreated then
return lg.getHeight()
end
return 0
end
return graphics

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src/lib/sti/init.lua Normal file

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--- Box2D plugin for STI
-- @module box2d
-- @author Landon Manning
-- @copyright 2019
-- @license MIT/X11
local love = _G.love
local utils = require((...):gsub('plugins.box2d', 'utils'))
local lg = require((...):gsub('plugins.box2d', 'graphics'))
return {
box2d_LICENSE = "MIT/X11",
box2d_URL = "https://github.com/karai17/Simple-Tiled-Implementation",
box2d_VERSION = "2.3.2.7",
box2d_DESCRIPTION = "Box2D hooks for STI.",
--- Initialize Box2D physics world.
-- @param world The Box2D world to add objects to.
box2d_init = function(map, world)
assert(love.physics, "To use the Box2D plugin, please enable the love.physics module.")
local body = love.physics.newBody(world, map.offsetx, map.offsety)
local collision = {
body = body,
}
local function addObjectToWorld(objshape, vertices, userdata, object)
local shape
if objshape == "polyline" then
if #vertices == 4 then
shape = love.physics.newEdgeShape(unpack(vertices))
else
shape = love.physics.newChainShape(false, unpack(vertices))
end
else
shape = love.physics.newPolygonShape(unpack(vertices))
end
local currentBody = body
--dynamic are objects/players etc.
if userdata.properties.dynamic == true then
currentBody = love.physics.newBody(world, map.offsetx, map.offsety, 'dynamic')
-- static means it shouldn't move. Things like walls/ground.
elseif userdata.properties.static == true then
currentBody = love.physics.newBody(world, map.offsetx, map.offsety, 'static')
-- kinematic means that the object is static in the game world but effects other bodies
elseif userdata.properties.kinematic == true then
currentBody = love.physics.newBody(world, map.offsetx, map.offsety, 'kinematic')
end
local fixture = love.physics.newFixture(currentBody, shape)
fixture:setUserData(userdata)
-- Set some custom properties from userdata (or use default set by box2d)
fixture:setFriction(userdata.properties.friction or 0.2)
fixture:setRestitution(userdata.properties.restitution or 0.0)
fixture:setSensor(userdata.properties.sensor or false)
fixture:setFilterData(
userdata.properties.categories or 1,
userdata.properties.mask or 65535,
userdata.properties.group or 0
)
local obj = {
object = object,
body = currentBody,
shape = shape,
fixture = fixture,
}
table.insert(collision, obj)
end
local function getPolygonVertices(object)
local vertices = {}
for _, vertex in ipairs(object.polygon) do
table.insert(vertices, vertex.x)
table.insert(vertices, vertex.y)
end
return vertices
end
local function calculateObjectPosition(object, tile)
local o = {
shape = object.shape,
x = (object.dx or object.x) + map.offsetx,
y = (object.dy or object.y) + map.offsety,
w = object.width,
h = object.height,
polygon = object.polygon or object.polyline or object.ellipse or object.rectangle
}
local userdata = {
object = o,
properties = object.properties
}
o.r = object.rotation or 0
if o.shape == "rectangle" then
local cos = math.cos(math.rad(o.r))
local sin = math.sin(math.rad(o.r))
local oy = 0
if object.gid then
local tileset = map.tilesets[map.tiles[object.gid].tileset]
local lid = object.gid - tileset.firstgid
local t = {}
-- This fixes a height issue
o.y = o.y + map.tiles[object.gid].offset.y
oy = o.h
for _, tt in ipairs(tileset.tiles) do
if tt.id == lid then
t = tt
break
end
end
if t.objectGroup then
for _, obj in ipairs(t.objectGroup.objects) do
-- Every object in the tile
calculateObjectPosition(obj, object)
end
return
else
o.w = map.tiles[object.gid].width
o.h = map.tiles[object.gid].height
end
end
o.polygon = {
{ x=o.x+0, y=o.y+0 },
{ x=o.x+o.w, y=o.y+0 },
{ x=o.x+o.w, y=o.y+o.h },
{ x=o.x+0, y=o.y+o.h }
}
for _, vertex in ipairs(o.polygon) do
vertex.x, vertex.y = utils.rotate_vertex(map, vertex, o.x, o.y, cos, sin, oy)
end
local vertices = getPolygonVertices(o)
addObjectToWorld(o.shape, vertices, userdata, tile or object)
elseif o.shape == "ellipse" then
if not o.polygon then
o.polygon = utils.convert_ellipse_to_polygon(o.x, o.y, o.w, o.h)
end
local vertices = getPolygonVertices(o)
local triangles = love.math.triangulate(vertices)
for _, triangle in ipairs(triangles) do
addObjectToWorld(o.shape, triangle, userdata, tile or object)
end
elseif o.shape == "polygon" then
-- Recalculate collision polygons inside tiles
if tile then
local cos = math.cos(math.rad(o.r))
local sin = math.sin(math.rad(o.r))
for _, vertex in ipairs(o.polygon) do
vertex.x = vertex.x + o.x
vertex.y = vertex.y + o.y
vertex.x, vertex.y = utils.rotate_vertex(map, vertex, o.x, o.y, cos, sin)
end
end
local vertices = getPolygonVertices(o)
local triangles = love.math.triangulate(vertices)
for _, triangle in ipairs(triangles) do
addObjectToWorld(o.shape, triangle, userdata, tile or object)
end
elseif o.shape == "polyline" then
local vertices = getPolygonVertices(o)
addObjectToWorld(o.shape, vertices, userdata, tile or object)
end
end
for _, tile in pairs(map.tiles) do
if map.tileInstances[tile.gid] then
for _, instance in ipairs(map.tileInstances[tile.gid]) do
-- Every object in every instance of a tile
if tile.objectGroup then
for _, object in ipairs(tile.objectGroup.objects) do
if object.properties.collidable == true then
object = utils.deepCopy(object)
object.dx = instance.x + object.x
object.dy = instance.y + object.y
calculateObjectPosition(object, instance)
end
end
end
-- Every instance of a tile
if tile.properties.collidable == true then
local object = {
shape = "rectangle",
x = instance.x,
y = instance.y,
width = map.tilewidth,
height = map.tileheight,
properties = tile.properties
}
calculateObjectPosition(object, instance)
end
end
end
end
for _, layer in ipairs(map.layers) do
-- Entire layer
if layer.properties.collidable == true then
if layer.type == "tilelayer" then
for gid, tiles in pairs(map.tileInstances) do
local tile = map.tiles[gid]
local tileset = map.tilesets[tile.tileset]
for _, instance in ipairs(tiles) do
if instance.layer == layer then
local object = {
shape = "rectangle",
x = instance.x,
y = instance.y,
width = tileset.tilewidth,
height = tileset.tileheight,
properties = tile.properties
}
calculateObjectPosition(object, instance)
end
end
end
elseif layer.type == "objectgroup" then
for _, object in ipairs(layer.objects) do
calculateObjectPosition(object)
end
elseif layer.type == "imagelayer" then
local object = {
shape = "rectangle",
x = layer.x or 0,
y = layer.y or 0,
width = layer.width,
height = layer.height,
properties = layer.properties
}
calculateObjectPosition(object)
end
end
-- Individual objects
if layer.type == "objectgroup" then
for _, object in ipairs(layer.objects) do
if object.properties.collidable == true then
calculateObjectPosition(object)
end
end
end
end
map.box2d_collision = collision
end,
--- Remove Box2D fixtures and shapes from world.
-- @param index The index or name of the layer being removed
box2d_removeLayer = function(map, index)
local layer = assert(map.layers[index], "Layer not found: " .. index)
local collision = map.box2d_collision
-- Remove collision objects
for i = #collision, 1, -1 do
local obj = collision[i]
if obj.object.layer == layer then
obj.fixture:destroy()
table.remove(collision, i)
end
end
end,
--- Draw Box2D physics world.
-- @param tx Translate on X
-- @param ty Translate on Y
-- @param sx Scale on X
-- @param sy Scale on Y
box2d_draw = function(map, tx, ty, sx, sy)
local collision = map.box2d_collision
lg.push()
lg.scale(sx or 1, sy or sx or 1)
lg.translate(math.floor(tx or 0), math.floor(ty or 0))
for _, obj in ipairs(collision) do
local points = {obj.body:getWorldPoints(obj.shape:getPoints())}
local shape_type = obj.shape:getType()
if shape_type == "edge" or shape_type == "chain" then
love.graphics.line(points)
elseif shape_type == "polygon" then
love.graphics.polygon("line", points)
else
error("sti box2d plugin does not support "..shape_type.." shapes")
end
end
lg.pop()
end
}
--- Custom Properties in Tiled are used to tell this plugin what to do.
-- @table Properties
-- @field collidable set to true, can be used on any Layer, Tile, or Object
-- @field sensor set to true, can be used on any Tile or Object that is also collidable
-- @field dynamic set to true, can be used on any Tile or Object
-- @field friction can be used to define the friction of any Object
-- @field restitution can be used to define the restitution of any Object
-- @field categories can be used to set the filter Category of any Object
-- @field mask can be used to set the filter Mask of any Object
-- @field group can be used to set the filter Group of any Object

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@ -0,0 +1,193 @@
--- Bump.lua plugin for STI
-- @module bump.lua
-- @author David Serrano (BobbyJones|FrenchFryLord)
-- @copyright 2019
-- @license MIT/X11
local lg = require((...):gsub('plugins.bump', 'graphics'))
return {
bump_LICENSE = "MIT/X11",
bump_URL = "https://github.com/karai17/Simple-Tiled-Implementation",
bump_VERSION = "3.1.7.1",
bump_DESCRIPTION = "Bump hooks for STI.",
--- Adds each collidable tile to the Bump world.
-- @param world The Bump world to add objects to.
-- @return collidables table containing the handles to the objects in the Bump world.
bump_init = function(map, world)
local collidables = {}
for _, tileset in ipairs(map.tilesets) do
for _, tile in ipairs(tileset.tiles) do
local gid = tileset.firstgid + tile.id
if map.tileInstances[gid] then
for _, instance in ipairs(map.tileInstances[gid]) do
-- Every object in every instance of a tile
if tile.objectGroup then
for _, object in ipairs(tile.objectGroup.objects) do
if object.properties.collidable == true then
local t = {
name = object.name,
type = object.type,
x = instance.x + map.offsetx + object.x,
y = instance.y + map.offsety + object.y,
width = object.width,
height = object.height,
layer = instance.layer,
properties = object.properties
}
world:add(t, t.x, t.y, t.width, t.height)
table.insert(collidables, t)
end
end
end
-- Every instance of a tile
if tile.properties and tile.properties.collidable == true then
local t = {
x = instance.x + map.offsetx,
y = instance.y + map.offsety,
width = map.tilewidth,
height = map.tileheight,
layer = instance.layer,
type = tile.type,
properties = tile.properties
}
world:add(t, t.x, t.y, t.width, t.height)
table.insert(collidables, t)
end
end
end
end
end
for _, layer in ipairs(map.layers) do
-- Entire layer
if layer.properties.collidable == true then
if layer.type == "tilelayer" then
for y, tiles in ipairs(layer.data) do
for x, tile in pairs(tiles) do
if tile.objectGroup then
for _, object in ipairs(tile.objectGroup.objects) do
if object.properties.collidable == true then
local t = {
name = object.name,
type = object.type,
x = ((x-1) * map.tilewidth + tile.offset.x + map.offsetx) + object.x,
y = ((y-1) * map.tileheight + tile.offset.y + map.offsety) + object.y,
width = object.width,
height = object.height,
layer = layer,
properties = object.properties
}
world:add(t, t.x, t.y, t.width, t.height)
table.insert(collidables, t)
end
end
end
local t = {
x = (x-1) * map.tilewidth + tile.offset.x + map.offsetx,
y = (y-1) * map.tileheight + tile.offset.y + map.offsety,
width = tile.width,
height = tile.height,
layer = layer,
type = tile.type,
properties = tile.properties
}
world:add(t, t.x, t.y, t.width, t.height)
table.insert(collidables, t)
end
end
elseif layer.type == "imagelayer" then
world:add(layer, layer.x, layer.y, layer.width, layer.height)
table.insert(collidables, layer)
end
end
-- individual collidable objects in a layer that is not "collidable"
-- or whole collidable objects layer
if layer.type == "objectgroup" then
for _, obj in ipairs(layer.objects) do
if layer.properties.collidable == true or obj.properties.collidable == true then
if obj.shape == "rectangle" then
local t = {
name = obj.name,
type = obj.type,
x = obj.x + map.offsetx,
y = obj.y + map.offsety,
width = obj.width,
height = obj.height,
layer = layer,
properties = obj.properties
}
if obj.gid then
t.y = t.y - obj.height
end
world:add(t, t.x, t.y, t.width, t.height)
table.insert(collidables, t)
end -- TODO implement other object shapes?
end
end
end
end
map.bump_world = world
map.bump_collidables = collidables
end,
--- Remove layer
-- @param index to layer to be removed
bump_removeLayer = function(map, index)
local layer = assert(map.layers[index], "Layer not found: " .. index)
local collidables = map.bump_collidables
-- Remove collision objects
for i = #collidables, 1, -1 do
local obj = collidables[i]
if obj.layer == layer
and (
layer.properties.collidable == true
or obj.properties.collidable == true
) then
map.bump_world:remove(obj)
table.remove(collidables, i)
end
end
end,
--- Draw bump collisions world.
-- @param world bump world holding the tiles geometry
-- @param tx Translate on X
-- @param ty Translate on Y
-- @param sx Scale on X
-- @param sy Scale on Y
bump_draw = function(map, tx, ty, sx, sy)
lg.push()
lg.scale(sx or 1, sy or sx or 1)
lg.translate(math.floor(tx or 0), math.floor(ty or 0))
local items = map.bump_world:getItems()
for _, item in ipairs(items) do
lg.rectangle("line", map.bump_world:getRect(item))
end
lg.pop()
end
}
--- Custom Properties in Tiled are used to tell this plugin what to do.
-- @table Properties
-- @field collidable set to true, can be used on any Layer, Tile, or Object

217
src/lib/sti/utils.lua Normal file
View File

@ -0,0 +1,217 @@
-- Some utility functions that shouldn't be exposed.
local utils = {}
-- https://github.com/stevedonovan/Penlight/blob/master/lua/pl/path.lua#L286
function utils.format_path(path)
local np_gen1,np_gen2 = '[^SEP]+SEP%.%.SEP?','SEP+%.?SEP'
local np_pat1, np_pat2 = np_gen1:gsub('SEP','/'), np_gen2:gsub('SEP','/')
local k
repeat -- /./ -> /
path,k = path:gsub(np_pat2,'/',1)
until k == 0
repeat -- A/../ -> (empty)
path,k = path:gsub(np_pat1,'',1)
until k == 0
if path == '' then path = '.' end
return path
end
-- Compensation for scale/rotation shift
function utils.compensate(tile, tileX, tileY, tileW, tileH)
local compx = 0
local compy = 0
if tile.sx < 0 then compx = tileW end
if tile.sy < 0 then compy = tileH end
if tile.r > 0 then
tileX = tileX + tileH - compy
tileY = tileY + tileH + compx - tileW
elseif tile.r < 0 then
tileX = tileX + compy
tileY = tileY - compx + tileH
else
tileX = tileX + compx
tileY = tileY + compy
end
return tileX, tileY
end
-- Cache images in main STI module
function utils.cache_image(sti, path, image)
image = image or love.graphics.newImage(path)
image:setFilter("nearest", "nearest")
sti.cache[path] = image
end
-- We just don't know.
function utils.get_tiles(imageW, tileW, margin, spacing)
imageW = imageW - margin
local n = 0
while imageW >= tileW do
imageW = imageW - tileW
if n ~= 0 then imageW = imageW - spacing end
if imageW >= 0 then n = n + 1 end
end
return n
end
-- Decompress tile layer data
function utils.get_decompressed_data(data)
local ffi = require "ffi"
local d = {}
local decoded = ffi.cast("uint32_t*", data)
for i = 0, data:len() / ffi.sizeof("uint32_t") do
table.insert(d, tonumber(decoded[i]))
end
return d
end
-- Convert a Tiled ellipse object to a LOVE polygon
function utils.convert_ellipse_to_polygon(x, y, w, h, max_segments)
local ceil = math.ceil
local cos = math.cos
local sin = math.sin
local function calc_segments(segments)
local function vdist(a, b)
local c = {
x = a.x - b.x,
y = a.y - b.y,
}
return c.x * c.x + c.y * c.y
end
segments = segments or 64
local vertices = {}
local v = { 1, 2, ceil(segments/4-1), ceil(segments/4) }
local m
if love and love.physics then
m = love.physics.getMeter()
else
m = 32
end
for _, i in ipairs(v) do
local angle = (i / segments) * math.pi * 2
local px = x + w / 2 + cos(angle) * w / 2
local py = y + h / 2 + sin(angle) * h / 2
table.insert(vertices, { x = px / m, y = py / m })
end
local dist1 = vdist(vertices[1], vertices[2])
local dist2 = vdist(vertices[3], vertices[4])
-- Box2D threshold
if dist1 < 0.0025 or dist2 < 0.0025 then
return calc_segments(segments-2)
end
return segments
end
local segments = calc_segments(max_segments)
local vertices = {}
table.insert(vertices, { x = x + w / 2, y = y + h / 2 })
for i = 0, segments do
local angle = (i / segments) * math.pi * 2
local px = x + w / 2 + cos(angle) * w / 2
local py = y + h / 2 + sin(angle) * h / 2
table.insert(vertices, { x = px, y = py })
end
return vertices
end
function utils.rotate_vertex(map, vertex, x, y, cos, sin, oy)
if map.orientation == "isometric" then
x, y = utils.convert_isometric_to_screen(map, x, y)
vertex.x, vertex.y = utils.convert_isometric_to_screen(map, vertex.x, vertex.y)
end
vertex.x = vertex.x - x
vertex.y = vertex.y - y
return
x + cos * vertex.x - sin * vertex.y,
y + sin * vertex.x + cos * vertex.y - (oy or 0)
end
--- Project isometric position to cartesian position
function utils.convert_isometric_to_screen(map, x, y)
local mapW = map.width
local tileW = map.tilewidth
local tileH = map.tileheight
local tileX = x / tileH
local tileY = y / tileH
local offsetX = mapW * tileW / 2
return
(tileX - tileY) * tileW / 2 + offsetX,
(tileX + tileY) * tileH / 2
end
function utils.hex_to_color(hex)
if hex:sub(1, 1) == "#" then
hex = hex:sub(2)
end
return {
r = tonumber(hex:sub(1, 2), 16) / 255,
g = tonumber(hex:sub(3, 4), 16) / 255,
b = tonumber(hex:sub(5, 6), 16) / 255
}
end
function utils.pixel_function(_, _, r, g, b, a)
local mask = utils._TC
if r == mask.r and
g == mask.g and
b == mask.b then
return r, g, b, 0
end
return r, g, b, a
end
function utils.fix_transparent_color(tileset, path)
local image_data = love.image.newImageData(path)
tileset.image = love.graphics.newImage(image_data)
if tileset.transparentcolor then
utils._TC = utils.hex_to_color(tileset.transparentcolor)
image_data:mapPixel(utils.pixel_function)
tileset.image = love.graphics.newImage(image_data)
end
end
function utils.deepCopy(t)
local copy = {}
for k,v in pairs(t) do
if type(v) == "table" then
v = utils.deepCopy(v)
end
copy[k] = v
end
return copy
end
return utils

View File

@ -1,6 +1,7 @@
local Gamestate = require("lib.hump.gamestate")
local binser = require("lib.binser")
local Vec = require("lib.brinevector")
require("screen-scaler")
binser.registerStruct("brinevector",
function(v) return v.x, v.y end,
@ -12,6 +13,6 @@ function love.load()
love.keyboard.setKeyRepeat(true)
math.randomseed(love.timer.getTime())
Gamestate.switch(require("states.main-menu"))
Gamestate.switch(require("states.main"))
Gamestate.registerEvents()
end

254
src/screen-scaler.lua Normal file
View File

@ -0,0 +1,254 @@
--- Module resposible for scaling screen and centering contents
-- while respecting ratios.
-- @module ScreenScaler
local ScreenScaler = {}
local canvas
-- This "Center" library will do most of the heavy lifting
local Center = require("lib.center")
local getRealDimensions = love.graphics.getDimensions
--- Set the "ideal" dimensions from which everything else will be scaled.
-- @tparam number w virtual width
-- @tparam number h virtual height
function ScreenScaler.setVirtualDimensions(w, h)
assert(type(w) == "number", "Expected width to be number")
assert(type(h) == "number", "Expected height to be number")
ScreenScaler.width, ScreenScaler.height = nil, nil
-- Setup library resposible for scaling the screen
Center:setupScreen(w, h)
canvas = love.graphics.newCanvas(w, h)
canvas:setFilter("nearest", "nearest")
ScreenScaler.width, ScreenScaler.height = w, h
end
--- Unsets virtual dimensions. Effectively disables scaler.
function ScreenScaler.unsetVirtualDimensions()
ScreenScaler.width = nil
ScreenScaler.height = nil
end
--- Get virtual dimensions.
-- @return width, height
function ScreenScaler.getVirtualDimensions()
return ScreenScaler.width, ScreenScaler.height
end
--- Returns true if scaler is enabled.
-- @treturn boolean
function ScreenScaler.isEnabled()
return ScreenScaler.width ~= nil
end
-- Overwrite default love.mouse functions to return position
-- relative to scaled window
do
local getX = love.mouse.getX
function love.mouse.getX()
local x = getX()
if not ScreenScaler.isEnabled() then
return x
end
return (x - Center:getOffsetX()) / Center:getScale()
end
local getY = love.mouse.getY
function love.mouse.getY()
local y = getY()
if not ScreenScaler.isEnabled() then
return y
end
return (y - Center:getOffsetY()) / Center:getScale()
end
local getPosition = love.mouse.getPosition
function love.mouse.getPosition()
if ScreenScaler.isEnabled() then
return Center:toGame(getPosition())
else
return getPosition()
end
end
-- TODO: add replacements for setX, setY, setPosition
end
-- Overwrite default getDimensions, getWidth, getHeight
-- to return virtual width and height if scaler is enabled
do
local getWidth = love.graphics.getWidth
function love.graphics.getWidth()
return ScreenScaler.width or getWidth()
end
local getHeight = love.graphics.getHeight
function love.graphics.getHeight()
return ScreenScaler.height or getHeight()
end
function love.graphics.getDimensions()
return love.graphics.getWidth(), love.graphics.getHeight()
end
end
-- Adjust setScissor and intersectScissor function, so that they are relative
-- to the scaled screen. By default these functions are unaffected by transformations
do
local setScissor = love.graphics.setScissor
function love.graphics.setScissor(x, y, w, h)
if x and ScreenScaler.isEnabled() then
setScissor(Center:toGame(x, y, w, h))
else
setScissor(x, y, w, h)
end
end
local intersectScissor = love.graphics.intersectScissor
function love.graphics.intersectScissor(x, y, w, h)
if x and ScreenScaler.isEnabled() then
intersectScissor(Center:toGame(x, y, w, h))
else
intersectScissor(x, y, w, h)
end
end
end
local function isInBounds(x, y)
if not ScreenScaler.isEnabled() then return true end
local w, h = ScreenScaler.getVirtualDimensions()
return x >= 0 and x < w and y >= 0 and y < h
end
-- Create event proccessors for converting normal screen coordinates
-- to scaled screen coordinates
-- If the user clicked out of bounds, it will not handled
local eventPreProccessor = {}
function eventPreProccessor.mousepressed(x, y, button, istouch, presses)
x, y = Center:toGame(x, y)
return isInBounds(x, y), x, y, button, istouch, presses
end
function eventPreProccessor.mousereleased(x, y, button, istouch, presses)
x, y = Center:toGame(x, y)
return isInBounds(x, y), x, y, button, istouch, presses
end
function eventPreProccessor.mousemoved(x, y, dx, dy, istouch)
local scale = Center:getScale()
x, y = Center:toGame(x, y)
dx, dy = dx / scale, dy / scale
return isInBounds(x, y), x, y, dx, dy, istouch, istouch
end
function eventPreProccessor.wheelmoved(x, y)
return isInBounds(love.mouse.getPosition()), x, y
end
local function hideOutOfBounds()
local r, g, b, a = love.graphics.getColor()
love.graphics.setColor(0, 0, 0, 1)
local w, h = getRealDimensions()
if Center._OFFSET_X ~= 0 then
love.graphics.rectangle("fill", 0, 0, Center._OFFSET_X, h)
love.graphics.rectangle("fill", Center._WIDTH*Center._SCALE+Center._OFFSET_X, 0, Center._OFFSET_X, h)
end
if Center._OFFSET_Y ~= 0 then
love.graphics.rectangle("fill", 0, 0, w, Center._OFFSET_Y)
love.graphics.rectangle("fill", 0, Center._HEIGHT*Center._SCALE+Center._OFFSET_Y, w, Center._OFFSET_Y)
end
love.graphics.setColor(r, g, b, a)
end
-- Modify core game loop so that if scaler is enabled:
-- * resize events are not handled
-- * out of bounds mouse events are not handled
-- * all drawing operations are centered
function love.run()
if love.load then love.load(love.arg.parseGameArguments(arg), arg) end
-- We don't want the first frame's dt to include time taken by love.load.
if love.timer then love.timer.step() end
local dt = 0
-- Main loop time.
return function()
-- Process events.
if love.event then
love.event.pump()
for name, a,b,c,d,e,f in love.event.poll() do
if name == "quit" then
if not love.quit or not love.quit() then
return a or 0
end
end
if ScreenScaler.isEnabled() then
if name == "resize" then
Center:resize(a, b)
goto continue
elseif eventPreProccessor[name] then
local success
success, a, b, c, d, e, f = eventPreProccessor[name](a, b, c, d, e, f)
if not success then goto continue end
end
end
love.handlers[name](a, b, c, d, e, f)
::continue::
end
end
-- Update dt, as we'll be passing it to update
if love.timer then dt = love.timer.step() end
-- Call update and draw
if love.update then love.update(dt) end -- will pass 0 if love.timer is disabled
if love.graphics and love.graphics.isActive() then
love.graphics.origin()
if canvas then
love.graphics.clear(love.graphics.getBackgroundColor())
love.graphics.setCanvas(canvas)
love.graphics.clear(love.graphics.getBackgroundColor())
love.draw()
love.graphics.setCanvas()
Center:start()
love.graphics.draw(canvas)
Center:finish()
else
love.graphics.clear(love.graphics.getBackgroundColor())
if love.draw then
if ScreenScaler.isEnabled() then
love.graphics.setCanvas(canvas)
love.draw()
love.graphics.setCanvas()
Center:start()
love.graphics.draw(canvas)
Center:finish()
hideOutOfBounds()
else
love.draw()
end
end
end
love.graphics.present()
end
if love.timer then love.timer.sleep(0.001) end
end
end
return ScreenScaler

View File

@ -4,24 +4,32 @@ local nata = require("lib.nata")
local data = require("data")
function MainState:enter(_, host_socket)
local groups = {
physical = {filter = {"pos", "vel"}},
player = {filter = {
"pos", "acc", "speed",
"bolt_count",
"bolt_cooldown", "bolt_speed", "bolt_friction"
}},
controllable_player = {filter = {"controllable"}},
sprite = {filter = {"sprite"}},
bolt = {filter={"pos", "vel", "bolt"}}
}
local systems = {
require("systems.physics"),
require("systems.map"),
require("systems.player"),
require("systems.sprite"),
}
if host_socket then
table.insert(systems, require("systems.multiplayer"))
end
self.ecs = nata.new{
groups = {
physical = {filter = {"pos", "vel"}},
player = {filter = {
"pos", "acc", "speed",
"bolt_count",
"bolt_cooldown", "bolt_speed", "bolt_friction"
}},
controllable_player = {filter = {"controllable"}},
sprite = {filter = {"sprite"}},
bolt = {filter={"pos", "vel", "bolt"}}
},
systems = {
require("systems.physics"),
require("systems.player"),
require("systems.sprite"),
require("systems.multiplayer")
},
groups = groups,
systems = systems,
data = {
host_socket = host_socket
}
@ -38,8 +46,10 @@ function MainState:update(dt)
end
function MainState:cleanup()
local MultiplayerSystem = self.ecs:getSystem(require("systems.multiplayer"))
MultiplayerSystem:disconnectPeers()
local multiplayer = self.ecs:getSystem(require("systems.multiplayer"))
if multiplayer then
multiplayer:disconnectPeers()
end
end
function MainState:quit()

37
src/systems/map.lua Normal file
View File

@ -0,0 +1,37 @@
local rgb = require("helpers.rgb")
local sti = require("lib.sti")
local ScreenScaler = require("screen-scaler")
local Map = {}
local DEBUG_GRID = true
local DEBUG_GRID_COLOR = rgb(30, 30, 30)
function Map:init()
self.map = sti("data/maps/test.lua")
ScreenScaler.setVirtualDimensions(
self.map.width * self.map.tilewidth,
self.map.height * self.map.tileheight
)
end
function Map:update(dt)
self.map:update(dt)
end
function Map:draw()
if DEBUG_GRID and self.map then
local w, h = love.graphics.getDimensions()
love.graphics.setColor(DEBUG_GRID_COLOR)
for x=0, w, self.map.tilewidth do
love.graphics.line(x, 0, x, h)
end
for y=0, h, self.map.tileheight do
love.graphics.line(0, y, w, y)
end
end
love.graphics.setColor(1, 1, 1)
self.map:draw()
end
return Map

View File

@ -142,8 +142,8 @@ function Player:draw()
for _, e in ipairs(self.pool.groups.player.entities) do
if e.aim_dir.x ~= 0 or e.aim_dir.y ~= 0 then
love.graphics.setColor(0.8, 0.2, 0.2)
local aim_pos = e.pos + e.aim_dir * 25
love.graphics.circle("fill", aim_pos.x, aim_pos.y, 10)
local aim_pos = e.pos + e.aim_dir * 15
love.graphics.circle("fill", aim_pos.x, aim_pos.y, 5)
end
end
end

View File

@ -3,7 +3,7 @@ local Sprite = {}
function Sprite:draw()
for _, e in ipairs(self.pool.groups.sprite.entities) do
love.graphics.setColor(1, 1, 1)
love.graphics.circle("fill", e.pos.x, e.pos.y, 20)
love.graphics.circle("fill", e.pos.x, e.pos.y, 10)
end
end