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author | Indrajith K L | 2022-02-27 01:15:31 +0530 |
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committer | Indrajith K L | 2022-02-27 01:15:31 +0530 |
commit | 62ff5245c26c305e35a2903cc64a60cb20718e96 (patch) | |
tree | 9042f9917e77b584b0ceb421166221ef7777a5d1 /libs/sti/init.lua | |
download | YEAD-62ff5245c26c305e35a2903cc64a60cb20718e96.tar.gz YEAD-62ff5245c26c305e35a2903cc64a60cb20718e96.tar.bz2 YEAD-62ff5245c26c305e35a2903cc64a60cb20718e96.zip |
Initial Commit
* ECS - In-Progress
* GameStates - Skeleton Implemented
* Library Integrations - Completed
* Levels - In-Progress
Diffstat (limited to 'libs/sti/init.lua')
-rw-r--r-- | libs/sti/init.lua | 1616 |
1 files changed, 1616 insertions, 0 deletions
diff --git a/libs/sti/init.lua b/libs/sti/init.lua new file mode 100644 index 0000000..9214112 --- /dev/null +++ b/libs/sti/init.lua @@ -0,0 +1,1616 @@ +--- Simple and fast Tiled map loader and renderer. +-- @module sti +-- @author Landon Manning +-- @copyright 2019 +-- @license MIT/X11 + +local STI = { + _LICENSE = "MIT/X11", + _URL = "https://github.com/karai17/Simple-Tiled-Implementation", + _VERSION = "1.2.3.0", + _DESCRIPTION = "Simple Tiled Implementation is a Tiled Map Editor library designed for the *awesome* LÖVE framework.", + cache = {} +} +STI.__index = STI + +local love = _G.love +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 + + local layers = {} + for _, layer in ipairs(self.layers) do + self:groupAppendToList(layers, layer) + end + self.layers = layers + + -- Set layers + for _, layer in ipairs(self.layers) do + self:setLayer(layer, path) + end +end + +--- Layers from the group are added to the list +-- @param layers List of layers +-- @param layer Layer data +function Map:groupAppendToList(layers, layer) + if layer.type == "group" then + for _, groupLayer in pairs(layer.layers) do + groupLayer.name = layer.name .. "." .. groupLayer.name + groupLayer.visible = layer.visible + groupLayer.opacity = layer.opacity * groupLayer.opacity + groupLayer.offsetx = layer.offsetx + groupLayer.offsetx + groupLayer.offsety = layer.offsety + groupLayer.offsety + + for key, property in pairs(layer.properties) do + if groupLayer.properties[key] == nil then + groupLayer.properties[key] = property + end + end + + self:groupAppendToList(layers, groupLayer) + end + else + table.insert(layers, layer) + 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 type = "" + 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 + type = tile.type + + 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, + type = type, + 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.data.decode("string", "base64", layer.data) + + if not layer.compression then + layer.data = utils.get_decompressed_data(fd) + else + assert(love.data.decompress, "zlib and gzip compression require LOVE 11.0+.\nPlease set your Tile Layer Format to \"Base64 (uncompressed)\" or \"CSV\".") + + if layer.compression == "zlib" then + local data = love.data.decompress("string", "zlib", fd) + layer.data = utils.get_decompressed_data(data) + end + + if layer.compression == "gzip" then + local data = love.data.decompress("string", "gzip", fd) + 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) + if layer.chunks then + for _, chunk in ipairs(layer.chunks) do + self:setTileData(chunk) + end + return + end + + local i = 1 + local map = {} + + for y = 1, layer.height do + map[y] = {} + for x = 1, layer.width do + local gid = layer.data[i] + + -- NOTE: Empty tiles have a GID of 0 + 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 cos = math.cos(math.rad(object.rotation)) + local sin = math.sin(math.rad(object.rotation)) + + 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 chunk Layer chunk +-- @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, chunk, tile, x, y) + local tileset = tile.tileset + local image = self.tilesets[tile.tileset].image + local batches + local size + + if chunk then + batches = chunk.batches + size = chunk.width * chunk.height + else + batches = layer.batches + size = layer.width * layer.height + end + + batches[tileset] = batches[tileset] or lg.newSpriteBatch(image, size) + + local batch = batches[tileset] + local tileX, tileY = self:getLayerTilePosition(layer, tile, x, y) + + local instance = { + layer = layer, + chunk = chunk, + gid = tile.gid, + x = tileX, + y = tileY, + r = tile.r, + oy = 0 + } + + -- NOTE: STI can run headless so it is not guaranteed that a batch exists. + if batch then + instance.batch = batch + instance.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], instance) +end + +function Map:set_batches(layer, chunk) + if chunk then + chunk.batches = {} + else + layer.batches = {} + end + + if self.orientation == "orthogonal" or self.orientation == "isometric" then + local offsetX = chunk and chunk.x or 0 + local offsetY = chunk and chunk.y or 0 + + local startX = 1 + local startY = 1 + local endX = chunk and chunk.width or layer.width + local endY = chunk and chunk.height or 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 + startY, endY, incrementY = endY, startY, -1 + elseif self.renderorder == "left-down" then + startX, endX, incrementX = endX, startX, -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 + -- NOTE: Cannot short circuit this since it is valid for tile to be assigned nil + local tile + if chunk then + tile = chunk.data[y][x] + else + tile = layer.data[y][x] + end + + if tile then + self:addNewLayerTile(layer, chunk, tile, x + offsetX, y + offsetY) + end + end + end + else + if self.staggeraxis == "y" then + for y = 1, (chunk and chunk.height or layer.height) do + for x = 1, (chunk and chunk.width or layer.width) do + -- NOTE: Cannot short circuit this since it is valid for tile to be assigned nil + local tile + if chunk then + tile = chunk.data[y][x] + else + tile = layer.data[y][x] + end + + if tile then + self:addNewLayerTile(layer, chunk, 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 < (chunk and chunk.width * chunk.height or layer.width * layer.height) do + for _y = 1, (chunk and chunk.height or layer.height) + 0.5, 0.5 do + local y = floor(_y) + + for x = _x, (chunk and chunk.width or layer.width), 2 do + i = i + 1 + + -- NOTE: Cannot short circuit this since it is valid for tile to be assigned nil + local tile + if chunk then + tile = chunk.data[y][x] + else + tile = layer.data[y][x] + end + + if tile then + self:addNewLayerTile(layer, chunk, tile, x, y) + end + end + + if _x == 1 then + _x = 2 + else + _x = 1 + end + end + end + end + end +end + +--- Batch Tiles in Tile Layer for improved draw speed +-- @param layer The Tile Layer +function Map:setSpriteBatches(layer) + if layer.chunks then + for _, chunk in ipairs(layer.chunks) do + self:set_batches(layer, chunk) + end + return + end + + self:set_batches(layer) +end + +--- Batch Tiles in Object Layer for improved draw speed +-- @param layer The Object Layer +function Map:setObjectSpriteBatches(layer) + local newBatch = lg.newSpriteBatch + 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[tileset].image + + batches[tileset] = batches[tileset] or newBatch(image) + + local sx = object.width / tile.width + local sy = object.height / tile.height + + -- Tiled rotates around bottom left corner, where love2D rotates around top left corner + local ox = 0 + local oy = tile.height + + local batch = batches[tileset] + local tileX = object.x + tile.offset.x + local tileY = object.y + tile.offset.y + local tileR = math.rad(object.rotation) + + -- Compensation for scale/rotation shift + if tile.sx == -1 then + tileX = tileX + object.width + + if tileR ~= 0 then + tileX = tileX - object.width + ox = ox + tile.width + end + end + + if tile.sy == -1 then + tileY = tileY - object.height + + if tileR ~= 0 then + tileY = tileY + object.width + oy = oy - tile.width + end + end + + local instance = { + id = batch:add(tile.quad, tileX, tileY, tileR, tile.sx * sx, tile.sy * sy, ox, oy), + batch = batch, + layer = layer, + gid = tile.gid, + x = tileX, + y = tileY - oy, + r = tileR, + oy = oy + } + + self.tileInstances[tile.gid] = self.tileInstances[tile.gid] or {} + table.insert(self.tileInstances[tile.gid], instance) + 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.chunks = 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 remove +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 layer batches + if layer.batches then + for _, batch in pairs(layer.batches) do + self.freeBatchSprites[batch] = nil + end + end + + -- Remove chunk batches + if layer.chunks then + for _, chunk in ipairs(layer.chunks) do + for _, batch in pairs(chunk.batches) do + self.freeBatchSprites[batch] = nil + end + end + end + + -- Remove tile instances + if layer.type == "tilelayer" then + 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") + + -- NOTE: This does not take into account any sort of draw range clipping and will always draw every chunk + if layer.chunks then + for _, chunk in ipairs(layer.chunks) do + for _, batch in pairs(chunk.batches) do + lg.draw(batch, 0, 0) + end + end + + return + end + + 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.visible then + 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") + elseif object.shape == "point" then + lg.points(object.x, object.y) + end + 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 + + local colW = tileW / 2 + local rowH = tileH / 2 + if staggerX then + sideLenX = self.hexsidelength + x = x - (even and tileW or (tileW - sideLenX) / 2) + colW = colW - (colW - sideLenX / 2) / 2 + else + sideLenY = self.hexsidelength + y = y - (even and tileH or (tileH - sideLenY) / 2) + rowH = rowH - (rowH - sideLenY / 2) / 2 + end + + local referenceX = ceil(x) / (colW * 2) + local referenceY = ceil(y) / (rowH * 2) + + -- If in staggered line, then shift reference by 0.5 of other axes + if staggerX then + if (floor(referenceX) % 2 == 0) == even then + referenceY = referenceY - 0.5 + end + else + if (floor(referenceY) % 2 == 0) == even then + referenceX = referenceX - 0.5 + end + end + + 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 = 1, y = 1 }, + { x = 2, y = 0 }, + { x = 2, y = 1 }, + { x = 3, y = 1 }, + } + + local offsetsStaggerY = { + { x = 1, y = 1 }, + { x = 0, y = 2 }, + { x = 1, y = 2 }, + { x = 1, y = 3 }, + } + + 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) |