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Copy pathlevelHandler.lua
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Copy pathlevelHandler.lua
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378 lines (319 loc) · 9.69 KB
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localIterableMap=require("include/IterableMap")
localutil=require("include/util")
localFont=require("include/font")
localSaveUtils=require("utilities/saveUtilities")
localMapDefs=util.LoadDefDirectory("defs/maps")
localself= {}
localapi= {}
localfunctionCalculateDrawScale()
localwidthFactor=Global.VIEW_WIDTH/ (self.level.width*self.level.segmentSize)
localheightFactor=Global.VIEW_HEIGHT/ (self.level.height*self.level.segmentSize)
self.drawScale=math.min(widthFactor, heightFactor)
end
functionapi.GetDrawScale()
returnself.drawScale
end
functionapi.HgToWorld(var)
-- Transforms from HG scale, ie level scale, to the Love world scale. Use this
-- for drawing and UI transforms.
localscale= (self.level.segmentSize*self.drawScale) /Global.HG_GRID_SIZE
iftype(var) =="table" then
returnutil.Mult(scale, var)
end
returnvar*scale
end
functionapi.WorldToHg(var)
localscale=Global.HG_GRID_SIZE/ (self.level.segmentSize*self.drawScale)
iftype(var) =="table" then
returnutil.Mult(scale, var)
end
returnvar*scale
end
localfunctionInitialiseNewLevel()
self.level.wall= {}
self.level.name=""
self.level.fileName=Global.DEFAULT_LEVEL
self.level.width=32
self.level.height=19
self.level.segmentSize=3200
self.level.timeLength=10800
self.level.timeSpeed=24
EntityHandler.AddEntity("guy", {pos= {self.level.width*Global.HG_GRID_SIZE*0.5, self.level.height*Global.HG_GRID_SIZE*0.5}})
CalculateDrawScale()
ShopHandler.UpdateLevelParams(self.level)
end
localfunctionSetupWorld(levelData, fileName)
self.level= {}
ShopHandler.ResetState()
EntityHandler.DeleteAll()
ifnotlevelDatathen
InitialiseNewLevel()
return
end
self.level.name=levelData.name
self.level.fileName=fileName..Global.DEFAULT_LEVEL_SAVE_SUFFIX
-- Setup wall
localdataWall=levelData.environment.wall
localgrid= {}
fori=1, #dataWalldo
forj=1, #dataWall[i] do
grid[j-1] =grid[j-1] or {}
grid[j-1][i-1] =dataWall[i][j]
end
end
self.level.gravity=levelData.environment.gravity
self.level.segmentSize=levelData.environment.segmentSize
self.level.wall=grid
self.level.width=dataWall.width
self.level.height=dataWall.height
self.level.segmentSize=dataWall.segmentSize
-- Setup timeline
self.level.timeLength=levelData.timelineLength
self.level.timeSpeed=levelData.speedOfTime
CalculateDrawScale()
ShopHandler.UpdateLevelParams(self.level)
-- Setup guy
localguyParams=levelData.initialGuy.arrival
guyParams.arrivalTime=levelData.initialGuy.arrivalTime
guyParams.pos= {guyParams.x, guyParams.y}
EntityHandler.AddEntity("guy", guyParams)
-- Setup boxes
iflevelData.initialArrivalsthen
fori=1, #levelData.initialArrivalsdo
localbox=levelData.initialArrivals[i]
EntityHandler.AddEntity(box.boxTypeor"box", {
pos= {box.x, box.y},
width=box.widthorbox.size,
height=box.heightorbox.size,
timeDirection=box.timeDirection,
xspeed=box.xspeed,
yspeed=box.yspeed,
})
end
end
-- Setup triggers
--IndexNameHandler.LoadTriggers()
EntityHandler.LoadLevelItems(levelData.triggerSystem, levelData.items)
end
localfunctionSafeLoadString(str)
ifnotstrthen
EffectsHandler.SpawnEffect("error_popup", {480, 15}, {text="Level file not found.", velocity= {0, 4}})
returnfalse
end
localstrFunc=loadstring(str)
--print(str)
ifnotstrFuncthen
EffectsHandler.SpawnEffect("error_popup", {480, 15}, {text="Error loading level.", velocity= {0, 4}})
returnfalse
end
localsuccess, strData=pcall(strFunc)
ifnotsuccessthen
EffectsHandler.SpawnEffect("error_popup", {480, 15}, {text="Level format error.", velocity= {0, 4}})
returnfalse
end
returnstrData
end
functionapi.Width()
returnself.levelandself.level.width
end
functionapi.Height()
returnself.levelandself.level.height
end
functionapi.GetTimeLength()
returnself.levelandself.level.timelineLength
end
functionapi.GetTimeSpeed()
returnself.levelandself.level.timeSpeed
end
functionapi.SetWidth(newVal)
ifnot (newValandself.levelandself.level.height) then
return
end
self.level.width=newVal
CalculateDrawScale()
end
functionapi.SetHeight(newVal)
ifnot (newValandself.levelandself.level.height) then
return
end
self.level.height=newVal
CalculateDrawScale()
end
functionapi.SetLevelParameter(name, newVal)
ifnot (newValandself.level) then
return
end
self.level[name] =newVal
end
functionapi.GetTileSize()
returnself.level.segmentSize
end
functionapi.GetVertOffset()
returnself.vertOffset
end
functionapi.GetBaseCarts()
returnself.baseCarriages
end
functionapi.GetLevelHumanName()
returnself.humanName
end
functionapi.IsFinalMap()
returnself.finalLevel
end
functionapi.TownDrawParams()
returnself.townDrawParams
end
functionapi.GetOrderMult()
returnself.world.GetOrderMult()
end
functionapi.GetMapData()
returnself.map
end
functionapi.LoadLevel(name)
print("Load level main.lua")
ifnotlove.filesystem.getInfo("levels/" ..name..".lvl/main.lua") then
print("levels/" ..name..".lvl/main.lua not found")
return
end
ifnotlove.filesystem.getInfo("levels/" ..name..".lvl/triggerSystem.lua") then
print("levels/" ..name..".lvl/triggerSystem.lua not found")
return
end
locallevelStr="return function()\n"
forlineinlove.filesystem.lines("levels/" ..name..".lvl/main.lua") do
localfirst=string.sub(line, 0, 1)
iffirst~="{" andfirst~="}" andfirst~=[[]] andfirst~="" andstring.len(first) >0then
line="local " ..line
end
levelStr=levelStr..line.."\n"
end
levelStr=levelStr..[[return {
name = name,
speedOfTime = speedOfTime,
speedOfTimeFuture = speedOfTimeFuture,
timelineLength = timelineLength,
environment = environment,
initialGuy = initialGuy,
initialArrivals = initialArrivals,
triggerSystem = triggerSystem,
}
end
]]
locallevelData=SafeLoadString(levelStr)
ifnotlevelDatathen
return
end
levelData=levelData()
print("Load level triggerSystem.lua")
localtrigStr="return "
localwriteActive=false
forlineinlove.filesystem.lines("levels/" ..name..".lvl/triggerSystem.lua") do
ifstring.find(line, "local tempStore =") then
writeActive=true
elseifwriteActivethen
localfirst=string.sub(line, 0, 1)
iffirst=="}" then
trigStr=trigStr..line.."\n"
writeActive=false
break
elseifstring.find(line, "bts.") then
localpos=string.find(line, "bts.")
localbtsType=string.sub(line, pos+4, string.len(line) -1)
trigStr=trigStr.."{\n"
trigStr=trigStr.."btsType = \"" ..btsType.."\",\n"
else
trigStr=trigStr..line.."\n"
end
end
end
levelData.items=SafeLoadString(trigStr)
ifnotlevelData.itemsthen
return
end
SetupWorld(levelData, name)
returntrue
end
functionapi.SaveLevel(name)
localmainStr=""
localtriggerSystemStr=""
locallevel=self.level
mainStr=mainStr..[[
name = "_LEVEL_NAME_"
speedOfTime = _SPEED_OF_TIME_
timelineLength = _TIME_LENGTH_
environment =_ENVIRONMENT_
]]
mainStr=string.gsub(mainStr, "_LEVEL_NAME_", level.name)
mainStr=string.gsub(mainStr, "_SPEED_OF_TIME_", tostring(level.timeSpeed))
mainStr=string.gsub(mainStr, "_TIME_LENGTH_", tostring(level.timeLength))
mainStr=string.gsub(mainStr, "_ENVIRONMENT_", tostring(SaveUtils.SaveEnvToLevelString(self.level)))
love.filesystem.createDirectory("levels/" ..name..".lvl")
love.filesystem.write("levels/" ..name..".lvl/main.lua", mainStr)
love.filesystem.write("levels/" ..name..".lvl/triggerSystem.lua", triggerSystemStr)
returntrue
end
functionapi.HgToGrid(pos)
returnself.leveland {math.floor(pos[1] /self.level.segmentSize), math.floor(pos[2] /self.level.segmentSize)}
end
functionapi.WallAtGrid(pos)
ifnot (self.levelandpos) then
returntrue
end
ifnotself.level.wall[pos[1]] then
returntrue
end
returnself.level.wall[pos[1]][pos[2]] ~=0
end
functionapi.WallAt(pos)
returnapi.WallAtGrid(api.HgToGrid(pos))
end
functionapi.AddWall(pos)
pos=api.HgToGrid(pos)
self.level.wall[pos[1]] =self.level.wall[pos[1]] or {}
self.level.wall[pos[1]][pos[2]] =1
end
functionapi.RemoveWall(pos)
pos=api.HgToGrid(pos)
self.level.wall[pos[1]] =self.level.wall[pos[1]] or {}
self.level.wall[pos[1]][pos[2]] =0
end
functionapi.IsMenuOpen()
returnself.loadingLevelGetNameorself.saveLevelGetName
end
functionapi.MousePressed()
ifself.loadingLevelGetNameorself.saveLevelGetNamethen
returntrue
end
end
functionapi.TownWantPopup(pos)
end
functionapi.KeyPressed(key, scancode, isRepeat)
end
functionapi.Draw(drawQueue)
ifnotself.levelthen
return
end
drawQueue:push({y=-100; f=function()
localscale=self.drawScale*self.level.segmentSize
forx=0, self.level.width-1do
fory=0, self.level.height-1do
love.graphics.setLineWidth(5)
ifapi.WallAtGrid({x, y}) then
love.graphics.setColor(0.4, 0.4, 0.4, 0.3)
love.graphics.rectangle("fill", x*scale, y*scale, scale, scale, 4, 4, 8)
end
love.graphics.setColor(0.2, 0.2, 0.2, 0.3)
love.graphics.rectangle("line", x*scale, y*scale, scale, scale, 4, 4, 8)
end
end
end})
end
functionapi.DrawInterface()
end
functionapi.Initialize(world, levelIndex, mapDataOverride)
self= {
world=world,
}
SetupWorld()
end
returnapi