lua-love-platformer/sti/init.lua

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2018-01-18 04:49:29 +00:00
--- Simple and fast Tiled map loader and renderer.
-- @module sti
-- @author Landon Manning
-- @copyright 2016
-- @license MIT/X11
local STI = {
_LICENSE = "MIT/X11",
_URL = "https://github.com/karai17/Simple-Tiled-Implementation",
_VERSION = "0.18.2.1",
_DESCRIPTION = "Simple Tiled Implementation is a Tiled Map Editor library designed for the *awesome* LÖVE framework.",
cache = {}
}
STI.__index = STI
local cwd = (...):gsub('%.init$', '') .. "."
local utils = require(cwd .. "utils")
local ceil = math.ceil
local floor = math.floor
local lg = require(cwd .. "graphics")
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.drawRange = {
sx = 1,
sy = 1,
ex = self.width,
ey = self.height,
}
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(tileset.image, "STI does not support Tile Collections.\nYou need to create a Texture Atlas.")
-- 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)
end
-- Set layers
for _, layer in ipairs(self.layers) do
self:setLayer(layer, path)
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
-- @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 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
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,
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 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.filesystem.newFileData(layer.data, "data", "base64"):getString()
if not layer.compression then
layer.data = utils.get_decompressed_data(fd)
else
assert(love.math.decompress, "zlib and gzip compression require LOVE 0.10.0+.\nPlease set your Tile Layer Format to \"Base64 (uncompressed)\" or \"CSV\".")
if layer.compression == "zlib" then
local data = love.math.decompress(fd, "zlib")
layer.data = utils.get_decompressed_data(data)
end
if layer.compression == "gzip" then
local data = love.math.decompress(fd, "gzip")
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)
local i = 1
local map = {}
for y = 1, layer.height do
map[y] = {}
for x = 1, layer.width do
local gid = layer.data[i]
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 r = object.rotation
local cos = math.cos(math.rad(r))
local sin = math.sin(math.rad(r))
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
local tileset = self.tilesets[tile.tileset]
tileX = (x - 1) * tileW + tile.offset.x
tileY = (y - 0) * tileH + tile.offset.y - tileset.tileheight
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 tile Tile
-- @param number Tile location on X axis (in tiles)
-- @param number Tile location on Y axis (in tiles)
function Map:addNewLayerTile(layer, tile, x, y)
local tileset = tile.tileset
local image = self.tilesets[tile.tileset].image
layer.batches[tileset] = layer.batches[tileset]
or lg.newSpriteBatch(image, layer.width * layer.height)
local batch = layer.batches[tileset]
local tileX, tileY = self:getLayerTilePosition(layer, tile, x, y)
local tab = {
layer = layer,
gid = tile.gid,
x = tileX,
y = tileY,
r = tile.r,
oy = 0
}
if batch then
tab.batch = batch
tab.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], tab)
end
--- Batch Tiles in Tile Layer for improved draw speed
-- @param layer The Tile Layer
function Map:setSpriteBatches(layer)
layer.batches = {}
if self.orientation == "orthogonal" or self.orientation == "isometric" then
local startX = 1
local startY = 1
local endX = layer.width
local endY = 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
startX, endX, incrementX = startX, endX, 1
startY, endY, incrementY = endY, startY, -1
elseif self.renderorder == "left-down" then
startX, endX, incrementX = endX, startX, -1
startY, endY, incrementY = startY, endY, 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
local tile = layer.data[y][x]
if tile then
self:addNewLayerTile(layer, tile, x, y)
end
end
end
else
local sideLen = self.hexsidelength or 0
if self.staggeraxis == "y" then
for y = 1, layer.height do
for x = 1, layer.width do
local tile = layer.data[y][x]
if tile then
self:addNewLayerTile(layer, 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 < layer.width * layer.height do
for _y = 1, layer.height + 0.5, 0.5 do
local y = floor(_y)
for x = _x, layer.width, 2 do
i = i + 1
local tile = layer.data[y][x]
if tile then
self:addNewLayerTile(layer, tile, x, y)
end
end
if _x == 1 then
_x = 2
else
_x = 1
end
end
end
end
end
end
--- Batch Tiles in Object Layer for improved draw speed
-- @param layer The Object Layer
function Map:setObjectSpriteBatches(layer)
local newBatch = lg.newSpriteBatch
local tileW = self.tilewidth
local tileH = self.tileheight
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[tile.tileset].image
batches[tileset] = batches[tileset] or newBatch(image)
local batch = batches[tileset]
local tileX = object.x + tile.offset.x
local tileY = object.y + tile.offset.y - tile.height
local tileR = math.rad(object.rotation)
local oy = 0
-- Compensation for scale/rotation shift
if tile.sx == 1 and tile.sy == 1 then
if tileR ~= 0 then
tileY = tileY + tileH
oy = tileH
end
else
if tile.sx < 0 then tileX = tileX + tileW end
if tile.sy < 0 then tileY = tileY + tileH end
if tileR > 0 then tileX = tileX + tileW end
if tileR < 0 then tileY = tileY + tileH end
end
local tab = {
layer = layer,
gid = tile.gid,
x = tileX,
y = tileY,
r = tileR,
oy = oy
}
if batch then
tab.batch = batch
tab.id = batch:add(tile.quad, tileX, tileY, tileR, tile.sx, tile.sy, 0, oy)
end
self.tileInstances[tile.gid] = self.tileInstances[tile.gid] or {}
table.insert(self.tileInstances[tile.gid], tab)
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.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 convert
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 tile instances
if layer.batches then
for _, batch in pairs(layer.batches) do
self.freeBatchSprites[batch] = nil
end
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()
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()
lg.setColor(r, g, b, a * layer.opacity)
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")
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 }
local r,g,b,a = lg.getColor()
local reset = { r, g, b, a * layer.opacity }
local function sortVertices(obj)
local vertex = {}
for _, v in ipairs(obj) do
table.insert(vertex, v.x)
table.insert(vertex, v.y)
end
return vertex
end
local function drawShape(obj, shape)
local vertex = sortVertices(obj)
if shape == "polyline" then
lg.setColor(line)
lg.line(vertex)
return
elseif shape == "polygon" then
lg.setColor(fill)
if not love.math.isConvex(vertex) then
local triangles = love.math.triangulate(vertex)
for _, triangle in ipairs(triangles) do
lg.polygon("fill", triangle)
end
else
lg.polygon("fill", vertex)
end
else
lg.setColor(fill)
lg.polygon("fill", vertex)
end
lg.setColor(line)
lg.polygon("line", vertex)
end
for _, object in ipairs(layer.objects) do
if object.shape == "rectangle" and not object.gid then
drawShape(object.rectangle, "rectangle")
elseif object.shape == "ellipse" then
drawShape(object.ellipse, "ellipse")
elseif object.shape == "polygon" then
drawShape(object.polygon, "polygon")
elseif object.shape == "polyline" then
drawShape(object.polyline, "polyline")
end
end
lg.setColor(reset)
for _, batch in pairs(layer.batches) do
lg.draw(batch, 0, 0)
end
lg.setColor(r,g,b,a)
end
--- Default draw function for Image Layers
-- @param layer The Image Layer to draw
function Map:drawImageLayer(layer)
if type(layer) == "string" or type(layer) == "number" then
layer = self.layers[layer]
end
assert(layer.type == "imagelayer", "Invalid layer type: " .. layer.type .. ". Layer must be of type: imagelayer")
if layer.image ~= "" then
lg.draw(layer.image, layer.x, layer.y)
end
end
--- Resize the drawable area of the Map
-- @param w The new width of the drawable area (in pixels)
-- @param h The new Height of the drawable area (in pixels)
function Map:resize(w, h)
if lg.isCreated then
w = w or lg.getWidth()
h = h or lg.getHeight()
self.canvas = lg.newCanvas(w, h)
self.canvas:setFilter("nearest", "nearest")
end
end
--- Create flipped or rotated Tiles based on bitop flags
-- @param gid The flagged Global ID
-- @return table Flipped Tile
function Map:setFlippedGID(gid)
local bit31 = 2147483648
local bit30 = 1073741824
local bit29 = 536870912
local flipX = false
local flipY = false
local flipD = false
local realgid = gid
if realgid >= bit31 then
realgid = realgid - bit31
flipX = not flipX
end
if realgid >= bit30 then
realgid = realgid - bit30
flipY = not flipY
end
if realgid >= bit29 then
realgid = realgid - bit29
flipD = not flipD
end
local tile = self.tiles[realgid]
local data = {
id = tile.id,
gid = gid,
tileset = tile.tileset,
frame = tile.frame,
time = tile.time,
width = tile.width,
height = tile.height,
offset = tile.offset,
quad = tile.quad,
properties = tile.properties,
terrain = tile.terrain,
animation = tile.animation,
sx = tile.sx,
sy = tile.sy,
r = tile.r,
}
if flipX then
if flipY and flipD then
data.r = math.rad(-90)
data.sy = -1
elseif flipY then
data.sx = -1
data.sy = -1
elseif flipD then
data.r = math.rad(90)
else
data.sx = -1
end
elseif flipY then
if flipD then
data.r = math.rad(-90)
else
data.sy = -1
end
elseif flipD then
data.r = math.rad(90)
data.sy = -1
end
self.tiles[gid] = data
return self.tiles[gid]
end
--- Get custom properties from Layer
-- @param layer The Layer
-- @return table List of properties
function Map:getLayerProperties(layer)
local l = self.layers[layer]
if not l then
return {}
end
return l.properties
end
--- Get custom properties from Tile
-- @param layer The Layer that the Tile belongs to
-- @param x The X axis location of the Tile (in tiles)
-- @param y The Y axis location of the Tile (in tiles)
-- @return table List of properties
function Map:getTileProperties(layer, x, y)
local tile = self.layers[layer].data[y][x]
if not tile then
return {}
end
return tile.properties
end
--- Get custom properties from Object
-- @param layer The Layer that the Object belongs to
-- @param object The index or name of the Object
-- @return table List of properties
function Map:getObjectProperties(layer, object)
local o = self.layers[layer].objects
if type(object) == "number" then
o = o[object]
else
for _, v in ipairs(o) do
if v.name == object then
o = v
break
end
end
end
if not o then
return {}
end
return o.properties
end
--- Change a tile in a layer to another tile
-- @param layer The Layer that the Tile belongs to
-- @param x The X axis location of the Tile (in tiles)
-- @param y The Y axis location of the Tile (in tiles)
-- @param gid The gid of the new tile
function Map:setLayerTile(layer, x, y, gid)
layer = self.layers[layer]
layer.data[y] = layer.data[y] or {}
local tile = layer.data[y][x]
local instance
if tile then
local tileX, tileY = self:getLayerTilePosition(layer, tile, x, y)
for _, inst in pairs(self.tileInstances[tile.gid]) do
if inst.x == tileX and inst.y == tileY then
instance = inst
break
end
end
end
if tile == self.tiles[gid] then
return
end
tile = self.tiles[gid]
if instance then
self:swapTile(instance, tile)
else
self:addNewLayerTile(layer, tile, x, y)
end
layer.data[y][x] = tile
end
--- Swap a tile in a spritebatch
-- @param instance The current Instance object we want to replace
-- @param tile The Tile object we want to use
-- @return none
function Map:swapTile(instance, tile)
-- Update sprite batch
if instance.batch then
if tile then
instance.batch:set(
instance.id,
tile.quad,
instance.x,
instance.y,
tile.r,
tile.sx,
tile.sy
)
else
instance.batch:set(
instance.id,
instance.x,
instance.y,
0,
0)
self.freeBatchSprites[instance.batch] =
self.freeBatchSprites[instance.batch] or {}
table.insert(self.freeBatchSprites[instance.batch], instance)
end
end
-- Remove old tile instance
for i, ins in ipairs(self.tileInstances[instance.gid]) do
if ins.batch == instance.batch and ins.id == instance.id then
table.remove(self.tileInstances[instance.gid], i)
break
end
end
-- Add new tile instance
if tile then
self.tileInstances[tile.gid] = self.tileInstances[tile.gid] or {}
local freeBatchSprites = self.freeBatchSprites[instance.batch]
local newInstance
if freeBatchSprites and #freeBatchSprites > 0 then
newInstance = freeBatchSprites[#freeBatchSprites]
freeBatchSprites[#freeBatchSprites] = nil
else
newInstance = {}
end
newInstance.layer = instance.layer
newInstance.batch = instance.batch
newInstance.id = instance.id
newInstance.gid = tile.gid or 0
newInstance.x = instance.x
newInstance.y = instance.y
newInstance.r = tile.r or 0
newInstance.oy = tile.r ~= 0 and tile.height or 0
table.insert(self.tileInstances[tile.gid], newInstance)
end
end
--- Convert tile location to pixel location
-- @param x The X axis location of the point (in tiles)
-- @param y The Y axis location of the point (in tiles)
-- @return number The X axis location of the point (in pixels)
-- @return number The Y axis location of the point (in pixels)
function Map:convertTileToPixel(x,y)
if self.orientation == "orthogonal" then
local tileW = self.tilewidth
local tileH = self.tileheight
return
x * tileW,
y * tileH
elseif self.orientation == "isometric" then
local mapH = self.height
local tileW = self.tilewidth
local tileH = self.tileheight
local offsetX = mapH * tileW / 2
return
(x - y) * tileW / 2 + offsetX,
(x + y) * tileH / 2
elseif self.orientation == "staggered" or
self.orientation == "hexagonal" then
local tileW = self.tilewidth
local tileH = self.tileheight
local sideLen = self.hexsidelength or 0
if self.staggeraxis == "x" then
return
x * tileW,
ceil(y) * (tileH + sideLen) + (ceil(y) % 2 == 0 and tileH or 0)
else
return
ceil(x) * (tileW + sideLen) + (ceil(x) % 2 == 0 and tileW or 0),
y * tileH
end
end
end
--- Convert pixel location to tile location
-- @param x The X axis location of the point (in pixels)
-- @param y The Y axis location of the point (in pixels)
-- @return number The X axis location of the point (in tiles)
-- @return number The Y axis location of the point (in tiles)
function Map:convertPixelToTile(x, y)
if self.orientation == "orthogonal" then
local tileW = self.tilewidth
local tileH = self.tileheight
return
x / tileW,
y / tileH
elseif self.orientation == "isometric" then
local mapH = self.height
local tileW = self.tilewidth
local tileH = self.tileheight
local offsetX = mapH * tileW / 2
return
y / tileH + (x - offsetX) / tileW,
y / tileH - (x - offsetX) / tileW
elseif self.orientation == "staggered" then
local staggerX = self.staggeraxis == "x"
local even = self.staggerindex == "even"
local function topLeft(x, y)
if staggerX then
if ceil(x) % 2 == 1 and even then
return x - 1, y
else
return x - 1, y - 1
end
else
if ceil(y) % 2 == 1 and even then
return x, y - 1
else
return x - 1, y - 1
end
end
end
local function topRight(x, y)
if staggerX then
if ceil(x) % 2 == 1 and even then
return x + 1, y
else
return x + 1, y - 1
end
else
if ceil(y) % 2 == 1 and even then
return x + 1, y - 1
else
return x, y - 1
end
end
end
local function bottomLeft(x, y)
if staggerX then
if ceil(x) % 2 == 1 and even then
return x - 1, y + 1
else
return x - 1, y
end
else
if ceil(y) % 2 == 1 and even then
return x, y + 1
else
return x - 1, y + 1
end
end
end
local function bottomRight(x, y)
if staggerX then
if ceil(x) % 2 == 1 and even then
return x + 1, y + 1
else
return x + 1, y
end
else
if ceil(y) % 2 == 1 and even then
return x + 1, y + 1
else
return x, y + 1
end
end
end
local tileW = self.tilewidth
local tileH = self.tileheight
if staggerX then
x = x - (even and tileW / 2 or 0)
else
y = y - (even and tileH / 2 or 0)
end
local halfH = tileH / 2
local ratio = tileH / tileW
local referenceX = ceil(x / tileW)
local referenceY = ceil(y / tileH)
local relativeX = x - referenceX * tileW
local relativeY = y - referenceY * tileH
if (halfH - relativeX * ratio > relativeY) then
return topLeft(referenceX, referenceY)
elseif (-halfH + relativeX * ratio > relativeY) then
return topRight(referenceX, referenceY)
elseif (halfH + relativeX * ratio < relativeY) then
return bottomLeft(referenceX, referenceY)
elseif (halfH * 3 - relativeX * ratio < relativeY) then
return bottomRight(referenceX, referenceY)
end
return referenceX, referenceY
elseif self.orientation == "hexagonal" then
local staggerX = self.staggeraxis == "x"
local even = self.staggerindex == "even"
local tileW = self.tilewidth
local tileH = self.tileheight
local sideLenX = 0
local sideLenY = 0
if staggerX then
sideLenX = self.hexsidelength
x = x - (even and tileW or (tileW - sideLenX) / 2)
else
sideLenY = self.hexsidelength
y = y - (even and tileH or (tileH - sideLenY) / 2)
end
local colW = ((tileW - sideLenX) / 2) + sideLenX
local rowH = ((tileH - sideLenY) / 2) + sideLenY
local referenceX = ceil(x) / (colW * 2)
local referenceY = ceil(y) / (rowH * 2)
local relativeX = x - referenceX * colW * 2
local relativeY = y - referenceY * rowH * 2
local centers
if staggerX then
local left = sideLenX / 2
local centerX = left + colW
local centerY = tileH / 2
centers = {
{ x = left, y = centerY },
{ x = centerX, y = centerY - rowH },
{ x = centerX, y = centerY + rowH },
{ x = centerX + colW, y = centerY },
}
else
local top = sideLenY / 2
local centerX = tileW / 2
local centerY = top + rowH
centers = {
{ x = centerX, y = top },
{ x = centerX - colW, y = centerY },
{ x = centerX + colW, y = centerY },
{ x = centerX, y = centerY + rowH }
}
end
local nearest = 0
local minDist = math.huge
local function len2(ax, ay)
return ax * ax + ay * ay
end
for i = 1, 4 do
local dc = len2(centers[i].x - relativeX, centers[i].y - relativeY)
if dc < minDist then
minDist = dc
nearest = i
end
end
local offsetsStaggerX = {
{ x = 0, y = 0 },
{ x = 1, y = -1 },
{ x = 1, y = 0 },
{ x = 2, y = 0 },
}
local offsetsStaggerY = {
{ x = 0, y = 0 },
{ x = -1, y = 1 },
{ x = 0, y = 1 },
{ x = 0, y = 2 },
}
local offsets = staggerX and offsetsStaggerX or offsetsStaggerY
return
referenceX + offsets[nearest].x,
referenceY + offsets[nearest].y
end
end
--- A list of individual layers indexed both by draw order and name
-- @table Map.layers
-- @see TileLayer
-- @see ObjectLayer
-- @see ImageLayer
-- @see CustomLayer
--- A list of individual tiles indexed by Global ID
-- @table Map.tiles
-- @see Tile
-- @see Map.tileInstances
--- A list of tile instances indexed by Global ID
-- @table Map.tileInstances
-- @see TileInstance
-- @see Tile
-- @see Map.tiles
--- A list of no-longer-used batch sprites, indexed by batch
--@table Map.freeBatchSprites
--- A list of individual objects indexed by Global ID
-- @table Map.objects
-- @see Object
--- @table TileLayer
-- @field name The name of the layer
-- @field x Position on the X axis (in pixels)
-- @field y Position on the Y axis (in pixels)
-- @field width Width of layer (in tiles)
-- @field height Height of layer (in tiles)
-- @field visible Toggle if layer is visible or hidden
-- @field opacity Opacity of layer
-- @field properties Custom properties
-- @field data A tileWo dimensional table filled with individual tiles indexed by [y][x] (in tiles)
-- @field update Update function
-- @field draw Draw function
-- @see Map.layers
-- @see Tile
--- @table ObjectLayer
-- @field name The name of the layer
-- @field x Position on the X axis (in pixels)
-- @field y Position on the Y axis (in pixels)
-- @field visible Toggle if layer is visible or hidden
-- @field opacity Opacity of layer
-- @field properties Custom properties
-- @field objects List of objects indexed by draw order
-- @field update Update function
-- @field draw Draw function
-- @see Map.layers
-- @see Object
--- @table ImageLayer
-- @field name The name of the layer
-- @field x Position on the X axis (in pixels)
-- @field y Position on the Y axis (in pixels)
-- @field visible Toggle if layer is visible or hidden
-- @field opacity Opacity of layer
-- @field properties Custom properties
-- @field image Image to be drawn
-- @field update Update function
-- @field draw Draw function
-- @see Map.layers
--- Custom Layers are used to place userdata such as sprites within the draw order of the map.
-- @table CustomLayer
-- @field name The name of the layer
-- @field x Position on the X axis (in pixels)
-- @field y Position on the Y axis (in pixels)
-- @field visible Toggle if layer is visible or hidden
-- @field opacity Opacity of layer
-- @field properties Custom properties
-- @field update Update function
-- @field draw Draw function
-- @see Map.layers
-- @usage
-- -- Create a Custom Layer
-- local spriteLayer = map:addCustomLayer("Sprite Layer", 3)
--
-- -- Add data to Custom Layer
-- spriteLayer.sprites = {
-- player = {
-- image = lg.newImage("assets/sprites/player.png"),
-- x = 64,
-- y = 64,
-- r = 0,
-- }
-- }
--
-- -- Update callback for Custom Layer
-- function spriteLayer:update(dt)
-- for _, sprite in pairs(self.sprites) do
-- sprite.r = sprite.r + math.rad(90 * dt)
-- end
-- end
--
-- -- Draw callback for Custom Layer
-- function spriteLayer:draw()
-- for _, sprite in pairs(self.sprites) do
-- local x = math.floor(sprite.x)
-- local y = math.floor(sprite.y)
-- local r = sprite.r
-- lg.draw(sprite.image, x, y, r)
-- end
-- end
--- @table Tile
-- @field id Local ID within Tileset
-- @field gid Global ID
-- @field tileset Tileset ID
-- @field quad Quad object
-- @field properties Custom properties
-- @field terrain Terrain data
-- @field animation Animation data
-- @field frame Current animation frame
-- @field time Time spent on current animation frame
-- @field width Width of tile
-- @field height Height of tile
-- @field sx Scale value on the X axis
-- @field sy Scale value on the Y axis
-- @field r Rotation of tile (in radians)
-- @field offset Offset drawing position
-- @field offset.x Offset value on the X axis
-- @field offset.y Offset value on the Y axis
-- @see Map.tiles
--- @table TileInstance
-- @field batch Spritebatch the Tile Instance belongs to
-- @field id ID within the spritebatch
-- @field gid Global ID
-- @field x Position on the X axis (in pixels)
-- @field y Position on the Y axis (in pixels)
-- @see Map.tileInstances
-- @see Tile
--- @table Object
-- @field id Global ID
-- @field name Name of object (non-unique)
-- @field shape Shape of object
-- @field x Position of object on X axis (in pixels)
-- @field y Position of object on Y axis (in pixels)
-- @field width Width of object (in pixels)
-- @field height Heigh tof object (in pixels)
-- @field rotation Rotation of object (in radians)
-- @field visible Toggle if object is visible or hidden
-- @field properties Custom properties
-- @field ellipse List of verticies of specific shape
-- @field rectangle List of verticies of specific shape
-- @field polygon List of verticies of specific shape
-- @field polyline List of verticies of specific shape
-- @see Map.objects
return setmetatable({}, STI)