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state_game.lua
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-- Import local classes
local SpriteSheet = require("spritesheet")
local Entity = require("entity")
local Mob = require("mob")
local Player = require("player")
local Door = require("door")
local Trap = require("trap")
local StateGame = Object:extend("StateGame")
--- Instance a new StateGame
-- @param level_path
function StateGame:new(level_name)
-- self:_load_map(level_name)
self:_load_map("level_1")
local x, y, _, _ = self.map.layers.mob.objects.player.entity:get_pos()
self.camera = Camera()
self.camera:zoomTo(TILE_SIZE / TILE_SIZE_O)
self.camx = 1
self.camy = 1
self.lock_camera = false
end
--- Update
-- @param dt DeltaTime
function StateGame:update(dt)
if input:released("toggle_camera") then
self.lock_camera = not self.lock_camera
end
self.map:update(dt, self.world)
local teleporting = self.map.layers.mob.objects.player.entity:get_teleporting()
if teleporting then
print("Teleporting to map " .. teleporting .. "!")
self:_load_map(teleporting)
end
local cam_speed = 200
local x, y = self.map.layers.mob.objects.player.entity:get_pos()
x = x + TILE_SIZE_O / 2
y = y + TILE_SIZE_O / 2
if not self.lock_camera then
self.camera:lookAt(x, y)
end
end
--- Draw
function StateGame:draw()
self.camera:attach()
self.map:draw()
-- self.map:bump_draw(self.world)
self.camera:detach()
end
--- Resize event
-- @param width
-- @param height
function StateGame:resize(width, height)
self.map:resize(width, height)
end
--- Load map
-- @param level_path
function StateGame:_load_map(level_name)
self.world = Bump.newWorld()
self.map = Sti("res/lev/" .. level_name .. ".lua", { "bump" })
self.map:bump_init(self.world)
local mobs_image = love.graphics.newImage("res/gra/mobs.png")
local mobs_image_w, mobs_image_h = mobs_image:getDimensions()
local mobs_sp = SpriteSheet(mobs_image,love.graphics.newQuad(0, 0,
mobs_image_w, mobs_image_h, mobs_image_w, mobs_image_h), 64, 64)
for k, object in pairs(self.map.layers.mob.objects) do
local sp = SpriteSheet(mobs_image, mobs_sp:get_quad(
object.properties.imgx, object.properties.imgy), TILE_SIZE_O,
TILE_SIZE_O)
if object.name == "player" then
object.entity = Player(sp, object)
else
object.entity = Mob(sp, object)
end
self.world:add(object, unpack(object.entity:get_bb()))
end
for k, object in pairs(self.map.layers.mob.objects) do
self.map.layers.mob.objects[object.name] = object
end
for i=1, (#self.map.layers.mob.objects / 2) + 1, 1 do
self.map.layers.mob.objects[i] = nil
end
self.map.layers.mob.update = function(self, dt, world)
for k, mob in pairs(self.objects) do
mob.entity:update(dt, world)
end
end
self.map.layers.mob.draw = function(self)
for k, mob in pairs(self.objects) do
mob.entity:draw()
end
end
local objects_image = love.graphics.newImage("res/gra/objects.png")
local objects_image_w, objects_image_h = objects_image:getDimensions()
local objects_sp = SpriteSheet(objects_image, love.graphics.newQuad(0,
0, objects_image_w, objects_image_h, objects_image_w, objects_image_h),
48, 64)
for k, object in pairs(self.map.layers.interactive.objects) do
if object.type == "door" then
local sp = SpriteSheet(objects_image, objects_sp:get_quad(1,
1), TILE_SIZE_O, TILE_SIZE_O)
object.entity = Door(sp, object)
elseif object.type == "chest" then
local sp = SpriteSheet(objects_image, objects_sp:get_quad(3, 1),
TILE_SIZE_O, TILE_SIZE_O)
object.entity = Door(sp, object)
elseif object.type == "trap" then
-- local sp = SpriteSheet(objects_image, objects_sp:get_quad(3, 2),
-- TILE_SIZE_O, TILE_SIZE_O)
-- object.entity = Trap(sp, object)
elseif object.type == "teleporter" then
object.entity = Entity(nil, object)
end
if object.entity then
self.world:add(object, unpack(object.entity:get_bb()))
end
end
self.map.layers.interactive.update = function(self, dt)
for _, object in pairs(self.objects) do
if object.entity then
object.entity:update(dt)
end
end
end
self.map.layers.interactive.draw = function(self)
for _, object in pairs(self.objects) do
if object.entity then
object.entity:draw()
end
end
end
end
return StateGame