-- 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,'/') until k == 0 repeat -- A/../ -> (empty) path,k = path:gsub(np_pat1,'') 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 origx = tileX local origy = tileY 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) 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 end --- Project isometric position to cartesian position function utils.convert_isometric_to_screen(map, x, y) local mapH = map.height local tileW = map.tilewidth local tileH = map.tileheight local tileX = x / tileH local tileY = y / tileH local offsetX = mapH * 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), g = tonumber(hex:sub(3, 4), 16), b = tonumber(hex:sub(5, 6), 16) } 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) tileset.image = love.graphics.newImage(path) if tileset.transparentcolor then utils._TC = utils.hex_to_color(tileset.transparentcolor) local image_data = tileset.image:getData() image_data:mapPixel(utils.pixel_function) tileset.image = love.graphics.newImage(image_data) end end return utils