forked from SimonLarsen/mrrescue
-
Notifications
You must be signed in to change notification settings - Fork 0
/
map.lua
634 lines (558 loc) · 14.9 KB
/
map.lua
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
Map = {}
Map.__index = Map
LAST_SECTION = 26
MT_NORMAL, MT_BOSS = 0,1
local lg = love.graphics
local floor_files = {
"1-1-1.lua",
"1-2.lua",
"2-1.lua",
"2-2.lua"
}
function Map.create(section, level)
local self = setmetatable({}, Map)
-- Load base file
local file
if (level == 1 and section == 8)
or (level == 2 and section == 11)
or (level == 3 and section == 15) then
self.type = MT_BOSS
else
self.type = MT_NORMAL
end
if self.type == MT_NORMAL then
file = love.filesystem.load("maps/base.lua")()
else
file = love.filesystem.load("maps/top_base.lua")()
end
for i,v in ipairs(file.layers) do
if v.name == "main" then
self.data = v.data
break
end
end
self.width = file.width
self.height = file.height
self.section = section + (level-1)*5
self.front_batch = lg.newSpriteBatch(img.tiles, 256)
self.back_batch = lg.newSpriteBatch(img.tiles, 256)
self.redraw = true
self.viewX, self.viewY, self.viewW, self.viewH = 0,0,0,0
self.objects = {}
self.particles = {}
self.enemies = {}
self.humans = {}
self.items = {}
self.fire = {}
for ix = 0,self.width-1 do
self.fire[ix] = {}
end
self.background = img.night
if self.type == MT_NORMAL then
self.minenemy = 1
self.maxenemy = 1
-- easy: section 1 - 8
-- medium: section 6 - 16
-- hard: section 11 - 25
if self.section >= 20 then
self.maxenemy = 7 -- Allow Thief
self.minenemy = 4 -- Disallow Volcano
elseif self.section >= 14 then
self.maxenemy = 6 -- Allow Angry Volcano
self.minenemy = 3 -- Disallow Jumper
elseif self.section >= 10 then
self.maxenemy = 5 -- Allow Angry Jumper
self.minenemy = 2 -- Disallow Normal
elseif self.section >= 8 then
self.maxenemy = 4 -- Allow Angry Normal
elseif self.section >= 4 then
self.maxenemy = 3 -- Allow Volcano
elseif self.section >= 2 then
self.maxenemy = 2 -- allow Jumper
end
self:populate()
else
self.startx = 280
self.starty = 240
if level == 1 then
self.boss = MagmaHulk.create((self.width*16)/2, MAPH-16)
elseif level == 2 then
self.boss = GasLeak.create(368, MAPH-16)
else
self.boss = Charcoal.create(368, MAPH-16)
end
table.insert(self.items, Item.create(16*16, 8*16, "coolant"))
table.insert(self.items, Item.create(24*16, 10*16, "coolant"))
end
return self
end
function Map:populate()
self.rooms = {}
self.starts = {}
for i=1,3 do
self:addFloor(i)
end
local start = table.random(self.starts)
self.startx = start.x + 8
self.starty = start.y + 176
-- Add coolants
for i=1,2 do
local roomindex = math.random(#self.rooms)
local room = self.rooms[roomindex]
local pos = table.random(room.objects)
table.insert(self.items, Item.create(room.x+pos.x, pos.y+room.y, "coolant"))
table.remove(self.rooms, roomindex)
end
-- Add powerup
local roomindex = math.random(#self.rooms)
local room = self.rooms[roomindex]
local pos = table.random(room.objects)
table.insert(self.items, Item.create(room.x+pos.x, room.y+pos.y, table.random(ITEM_IDS)))
table.remove(self.rooms, roomindex)
self.rooms = nil
self.starts = nil
end
--- Updates all entities in the map and recreates
-- sprite batches if necessary
-- @param dt Time since last update in seconds
function Map:update(dt)
-- Update entities
for i=#self.objects,1,-1 do
if self.objects[i].alive == false then
table.remove(self.objects, i)
else
self.objects[i]:update(dt)
end
end
-- Update enemies
for i=#self.enemies,1,-1 do
if self.enemies[i].alive == false then
table.remove(self.enemies, i)
else
self.enemies[i]:update(dt)
end
end
-- Update humans
for i=#self.humans,1,-1 do
if self.humans[i].alive == false then
table.remove(self.humans, i)
else
self.humans[i]:update(dt)
end
end
-- Update items
for i=#self.items,1,-1 do
if self.items[i].alive == false then
table.remove(self.items, i)
else
self.items[i]:update(dt)
end
end
-- Update particles
for i=#self.particles,1,-1 do
if self.particles[i].alive == false then
table.remove(self.particles, i)
else
self.particles[i]:update(dt)
end
end
-- Update fire
for ix=0,self.width-1 do
for iy=self.height-1,0,-1 do
if self.fire[ix][iy] then
if self.fire[ix][iy].alive == false then
self.fire[ix][iy] = nil
self:addParticle(BlackSmoke.create(ix*16+8,iy*16+8))
else
self.fire[ix][iy]:update(dt)
end
end
end
end
-- Update boss if any
if self.type == MT_BOSS then
self.boss:update(dt)
end
end
function Map:clearFire()
for iy=0,self.height-1 do
for ix=0,self.width-1 do
if self.fire[ix][iy] then
self.fire[ix][iy].alive = false
end
end
end
end
function Map:clearEnemies()
for i,v in ipairs(self.enemies) do
v:shot(120, 1)
end
end
function Map:recreateSpriteBatches()
-- Recreate sprite batches if redraw is set
if self.redraw == true then
self:fillBatch(self.back_batch, function(id) return id > 60 end)
self:fillBatch(self.front_batch, function(id) return id <= 60 end)
self.redraw = false
end
end
--- Adds a fire block if possible
function Map:addFire(x,y,health)
if self:canBurnCell(x,y) == false or x < 3 or x > 37 then
return nil
end
if self.fire[x][y] == nil then
self.fire[x][y] = Fire.create(x,y,self,health)
return self.fire[x][y]
end
end
--- Checks if a tile is on fire
function Map:hasFire(x,y)
return self.fire[x] and self.fire[x][y] ~= nil
end
function Map:getFire(x,y)
return self.fire[x] and self.fire[x][y]
end
--- Sets the drawing range for the map
-- @param x X coordinate of upper left corner
-- @param y Y coordinate of upper left corner
-- @param w Width of screen
-- @param h Height of screen
function Map:setDrawRange(x,y,w,h)
if x ~= self.viewX or y ~= self.viewY
or w ~= self.viewW or h ~= self.viewH then
self:forceRedraw()
end
self.viewX, self.viewY = x,y
self.viewW, self.viewH = w,h
-- Recreate sprite batches
self:recreateSpriteBatches()
end
--- Draws the background layer of the map.
-- Includes background tiles, humans and enemies
function Map:drawBack()
-- Draw background
local xin = translate_x/(MAPW-WIDTH)
local yin = translate_y/(MAPH-HEIGHT)
if translate_y < 0 then
lg.draw(self.background, translate_x-xin*(512-WIDTH), math.floor(translate_y))
else
lg.draw(self.background, translate_x-xin*(512-WIDTH), translate_y-yin*(228-HEIGHT))
end
-- Draw back tiles
lg.draw(self.back_batch, 0,0)
-- Draw fire
for iy=0,self.height-1 do
for ix=0,self.width-1 do
if self.fire[ix][iy] then
self.fire[ix][iy]:drawBack()
end
end
end
-- Draw front tiles
lg.draw(self.front_batch, 0,0)
-- Draw entities, enemies and particles
for i,v in ipairs(self.humans) do
v:draw()
end
if self.type == MT_BOSS then
self.boss:draw()
end
for i,v in ipairs(self.enemies) do
v:draw()
end
end
--- Draws the foreground layer of the map.
-- Includes everything in front of the player
-- like particles, objects and front tiles.
function Map:drawFront()
-- Draw objects and particles
for i,v in ipairs(self.objects) do
v:draw() end
for i,v in ipairs(self.items) do
v:draw() end
for i,v in ipairs(self.particles) do
v:draw() end
-- Draw front fire
for iy=0,self.height-1 do
for ix=0,self.width-1 do
if self.fire[ix][iy] then
self.fire[ix][iy]:drawFront()
end
end
end
end
--- Fills a given sprite batch with all tiles
-- that pass a given test.
-- @param batch Sprite batch to fill
-- @param test Function on the id of a tile. Must return true or false.
function Map:fillBatch(batch, test)
batch:clear()
local sx = math.floor(self.viewX/16)
local sy = math.floor(self.viewY/16)
local ex = sx+math.ceil(self.viewW/16)
local ey = sy+math.ceil(self.viewH/16)
for iy = sy, ex do
for ix = sx, ex do
local id = self:get(ix,iy)
if id and id > 0 and test(id) == true then
batch:addq(quad.tile[self:get(ix,iy)], ix*16, iy*16)
end
end
end
end
function Map:drawFireLight()
local sx = math.floor(self.viewX/16)-2
local sy = math.floor(self.viewY/16)-2
local ex = sx+math.ceil(self.viewW/16)+2
local ey = sy+math.ceil(self.viewH/16)+2
for iy = sy, ex do
for ix = sx, ex do
if self.fire[ix] and self.fire[ix][iy] then
local inst = self.fire[ix][iy]
lg.drawq(img.light_fire, quad.light_fire[inst.flframe%5], inst.x-34, inst.y-42)
end
end
end
end
--- Forces the map to redraw sprite batch next frame
function Map:forceRedraw()
self.redraw = true
end
--- Adds rooms to a floor
-- @param floor Floor to fill. Value between 1 and 3.
function Map:addFloor(floor)
local yoffset = 5*(floor-1) -- 0, 5 or 10
local file = love.filesystem.load("maps/floors/"..table.random(floor_files))()
-- Load tiles
for i,v in ipairs(file.layers) do
if v.name == "main" then
for iy = 0,file.height-1 do
for ix = 3,file.width-4 do
local tile = v.data[iy*file.width+ix+1]
self:set(ix,iy+yoffset, tile)
end
end
end
end
-- Load objects
for i,v in ipairs(file.layers) do
if v.name == "objects" then
for j,o in ipairs(v.objects) do
if o.type == "door" then
table.insert(self.objects, Door.create(o.x, o.y+yoffset*16, o.properties.dir))
elseif o.type == "room" then
o.y = o.y+yoffset*16
table.insert(self.rooms, o)
self:addRoom(o.x/16, o.y/16, o.width/16, o)
elseif o.type == "start" and floor == 3 then
table.insert(self.starts, o)
end
end
end
end
end
--- Fills the inside of a room with the contents of a room file.
-- @param x X position of room in tiles
-- @param y Y position of room in tiles
-- @param width Width of room in tiles
function Map:addRoom(x,y,width,room)
local file = love.filesystem.load("maps/room/"..width.."/"..math.random(NUM_ROOMS[width])..".lua")()
for i,v in ipairs(file.layers) do
if v.name == "main" then
for iy = 0,file.height-1 do
for ix = 0,file.width-1 do
if self:collideCell(x+ix, y+iy) == false then
local tile = v.data[iy*file.width+ix+1]
self:set(x+ix, y+iy, tile)
end
end
end
elseif v.name == "objects" then
room.objects = v.objects
end
end
local random = math.random(1,2)
-- Human/fire room
if random == 1 then
local count = math.floor(width/5)
local sep = math.floor(width/(count+1))
for i=1,count do
if math.random(1,2) == 1 then
table.insert(self.humans, Human.create((x+i*sep)*16+8, (y+4)*16))
else
self:addFire(x+i*sep, y+3)
end
end
-- Enemy room
elseif random == 2 then
local count = 1
if self.section >= 20 then
if math.random(1,3) == 1 then
count = 2
end
elseif self.section >= 12 and math.random(1,5) == 1 then
count = 2
end
local sep = math.floor(width/(count+1))
for i=1,count do
random = math.random(self.minenemy, self.maxenemy)
local rx = (x+i*sep)*16+8
if random == 1 then
table.insert(self.enemies, NormalEnemy.create(rx, (y+4)*16))
elseif random == 2 then
table.insert(self.enemies, JumperEnemy.create(rx, (y+4)*16))
elseif random == 3 then
table.insert(self.enemies, VolcanoEnemy.create(rx, (y+4)*16))
elseif random == 4 then
table.insert(self.enemies, AngryNormalEnemy.create(rx, (y+4)*16))
elseif random == 5 then
table.insert(self.enemies, AngryJumperEnemy.create(rx, (y+4)*16))
elseif random == 6 then
table.insert(self.enemies, AngryVolcanoEnemy.create(rx, (y+4)*16))
elseif random == 7 then
table.insert(self.enemies, ThiefEnemy.create(rx, (y+4)*16))
end
end
end
end
--- Adds a particle to the map
-- @param particle Particle to add
function Map:addParticle(particle)
table.insert(map.particles, particle)
end
--- Checks if a point is inside a solid block
-- @param x X coordinate of point
-- @param y Y coordinate of point
-- @return True if the point is solid
function Map:collidePoint(x,y)
local cx = math.floor(x/16)
local cy = math.floor(y/16)
return self:collideCell(cx,cy)
end
--- Checks if a cell is solid
-- @param cx X coordinate of cell in tiles
-- @param cy Y coordinate of cell in tiles
function Map:collideCell(cx,cy)
local tile = self:get(cx,cy)
if tile and tile > 0 and tile < 60 then
return true
else
return false
end
end
--- Checks whether a cell can burn or not
-- @param cx X coordinate of cell
-- @param cy Y coordinate of cell
function Map:canBurnCell(cx,cy)
if self:collideCell(cx,cy) == true then
return false
end
local tile = self:get(cx,cy)
local below = self:get(cx,cy+1)
if tile == 239 or tile == 240 -- window top
or tile == 255 or tile == 256 -- window bottom
or tile == 137 or tile == 153 or tile == 21 -- inside ladders
or below == 5 then -- above ladder
return false
end
return true
end
--- Called when some object (stream, flying NPC...) collides
-- with a solid tile.
-- @param cx X coordinate of the cell
-- @param cy Y coordinate of the cell
function Map:hitCell(cx,cy,dir)
local id = self:get(cx,cy)
if id == 38 or id == 39 then
self:destroyWindow(cx,cy,id,dir)
end
end
function Map:lineOfSight(x1,y1,x2,y2)
local minx = math.min(x1,x2)
local miny = math.min(y1,y2)
local width = math.abs(x1-x2)
local height = math.abs(y1-y2)
-- Collide with tiles
local cx,cy = math.floor(minx/16), math.floor(miny/16)
local endx = math.floor((minx+width)/16)
local endy = math.floor((miny+height)/16)
for iy=cy,endy do
for ix=cx,endx do
if map:collideCell(ix,iy) == true then
return false
end
end
end
-- Collide with objects
local bbox = {x=minx, y=miny, w=width, h=height}
for i,v in ipairs(map.objects) do
if v:collideBox(bbox) == true then
return false
end
end
return true
end
--- Destroy a window and adds shards particle effect
--@param cx X-position of window
--@param cy Y-position of upper tile of window
--@param id ID of the tile that was hit triggered
--@param dir Direction of the water stream upon collision
function Map:destroyWindow(cx,cy,id,dir)
if id == 38 then -- left lower window
self:set(cx,cy-1, 239)
self:set(cx,cy, 255)
table.insert(self.particles, Shards.create(cx*16+6, (cy-1)*16, dir))
stats[5] = stats[5] + math.random(100,200)
playSound("glass")
elseif id == 39 then -- right lower window
self:set(cx,cy-1, 240)
self:set(cx,cy, 256)
table.insert(self.particles, Shards.create(cx*16+10, (cy-1)*16, dir))
stats[5] = stats[5] + math.random(100,200)
playSound("glass")
end
self:forceRedraw()
end
--- Returns the id of the tile (x,y)
function Map:get(x,y)
if x < 0 or y < 0 or x > self.width or y > self.height then
return 0
else
return self.data[y*self.width+x+1]
end
end
--- Returns the id of the tile the point (x,y) belongs to
function Map:getPoint(x,y)
local cx = math.floor(x/16)
local cy = math.floor(y/16)
return self:get(cx,cy)
end
--- Sets the id of the tile (x,y)
function Map:set(x,y,val)
if x < 0 or y < 0 or x > self.width or y > self.height then
return
end
self.data[y*self.width+x+1] = val
end
function Map:getWidth()
return self.width
end
function Map:getHeight()
return self.height
end
function Map:getStart()
if self.type == MT_NORMAL then
return self.startx, self.starty
else
if ingame_state == INGAME_PRESCREEN then
return self.startx, self.starty
else
if player.x < MAPW/2 then
return 168, 224
else
return 488, 224
end
end
end
end