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levelHandler.lua
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levelHandler.lua
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local IterableMap = require("include/IterableMap")
local util = require("include/util")
local Font = require("include/font")
local SaveUtils = require("utilities/saveUtilities")
local MapDefs = util.LoadDefDirectory("defs/maps")
local self = {}
local api = {}
local function CalculateDrawScale()
local widthFactor = Global.VIEW_WIDTH / (self.level.width * self.level.segmentSize)
local heightFactor = Global.VIEW_HEIGHT / (self.level.height * self.level.segmentSize)
self.drawScale = math.min(widthFactor, heightFactor)
end
function api.GetDrawScale()
return self.drawScale
end
function api.HgToWorld(var)
-- Transforms from HG scale, ie level scale, to the Love world scale. Use this
-- for drawing and UI transforms.
local scale = (self.level.segmentSize * self.drawScale) / Global.HG_GRID_SIZE
if type(var) == "table" then
return util.Mult(scale, var)
end
return var * scale
end
function api.WorldToHg(var)
local scale = Global.HG_GRID_SIZE / (self.level.segmentSize * self.drawScale)
if type(var) == "table" then
return util.Mult(scale, var)
end
return var * scale
end
local function InitialiseNewLevel()
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
local function SetupWorld(levelData, fileName)
self.level = {}
ShopHandler.ResetState()
EntityHandler.DeleteAll()
if not levelData then
InitialiseNewLevel()
return
end
self.level.name = levelData.name
self.level.fileName = fileName .. Global.DEFAULT_LEVEL_SAVE_SUFFIX
-- Setup wall
local dataWall = levelData.environment.wall
local grid = {}
for i = 1, #dataWall do
for j = 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
local guyParams = levelData.initialGuy.arrival
guyParams.arrivalTime = levelData.initialGuy.arrivalTime
guyParams.pos = {guyParams.x, guyParams.y}
EntityHandler.AddEntity("guy", guyParams)
-- Setup boxes
if levelData.initialArrivals then
for i = 1, # levelData.initialArrivals do
local box = levelData.initialArrivals[i]
EntityHandler.AddEntity(box.boxType or "box", {
pos = {box.x, box.y},
width = box.width or box.size,
height = box.height or box.size,
timeDirection = box.timeDirection,
xspeed = box.xspeed,
yspeed = box.yspeed,
})
end
end
-- Setup triggers
--IndexNameHandler.LoadTriggers()
EntityHandler.LoadLevelItems(levelData.triggerSystem, levelData.items)
end
local function SafeLoadString(str)
if not str then
EffectsHandler.SpawnEffect("error_popup", {480, 15}, {text = "Level file not found.", velocity = {0, 4}})
return false
end
local strFunc = loadstring(str)
--print(str)
if not strFunc then
EffectsHandler.SpawnEffect("error_popup", {480, 15}, {text = "Error loading level.", velocity = {0, 4}})
return false
end
local success, strData = pcall(strFunc)
if not success then
EffectsHandler.SpawnEffect("error_popup", {480, 15}, {text = "Level format error.", velocity = {0, 4}})
return false
end
return strData
end
function api.Width()
return self.level and self.level.width
end
function api.Height()
return self.level and self.level.height
end
function api.GetTimeLength()
return self.level and self.level.timelineLength
end
function api.GetTimeSpeed()
return self.level and self.level.timeSpeed
end
function api.SetWidth(newVal)
if not (newVal and self.level and self.level.height) then
return
end
self.level.width = newVal
CalculateDrawScale()
end
function api.SetHeight(newVal)
if not (newVal and self.level and self.level.height) then
return
end
self.level.height = newVal
CalculateDrawScale()
end
function api.SetLevelParameter(name, newVal)
if not (newVal and self.level) then
return
end
self.level[name] = newVal
end
function api.GetTileSize()
return self.level.segmentSize
end
function api.GetVertOffset()
return self.vertOffset
end
function api.GetBaseCarts()
return self.baseCarriages
end
function api.GetLevelHumanName()
return self.humanName
end
function api.IsFinalMap()
return self.finalLevel
end
function api.TownDrawParams()
return self.townDrawParams
end
function api.GetOrderMult()
return self.world.GetOrderMult()
end
function api.GetMapData()
return self.map
end
function api.LoadLevel(name)
print("Load level main.lua")
if not love.filesystem.getInfo("levels/" .. name .. ".lvl/main.lua") then
print("levels/" .. name .. ".lvl/main.lua not found")
return
end
if not love.filesystem.getInfo("levels/" .. name .. ".lvl/triggerSystem.lua") then
print("levels/" .. name .. ".lvl/triggerSystem.lua not found")
return
end
local levelStr = "return function()\n"
for line in love.filesystem.lines("levels/" .. name .. ".lvl/main.lua") do
local first = string.sub(line, 0, 1)
if first ~= "{" and first ~= "}" and first ~= [[ ]] and first ~= " " and string.len(first) > 0 then
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
]]
local levelData = SafeLoadString(levelStr)
if not levelData then
return
end
levelData = levelData()
print("Load level triggerSystem.lua")
local trigStr = "return "
local writeActive = false
for line in love.filesystem.lines("levels/" .. name .. ".lvl/triggerSystem.lua") do
if string.find(line, "local tempStore =") then
writeActive = true
elseif writeActive then
local first = string.sub(line, 0, 1)
if first == "}" then
trigStr = trigStr .. line .. "\n"
writeActive = false
break
elseif string.find(line, "bts.") then
local pos = string.find(line, "bts.")
local btsType = 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)
if not levelData.items then
return
end
SetupWorld(levelData, name)
return true
end
function api.SaveLevel(name)
local mainStr = ""
local triggerSystemStr = ""
local level = 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)
return true
end
function api.HgToGrid(pos)
return self.level and {math.floor(pos[1] / self.level.segmentSize), math.floor(pos[2] / self.level.segmentSize)}
end
function api.WallAtGrid(pos)
if not (self.level and pos) then
return true
end
if not self.level.wall[pos[1]] then
return true
end
return self.level.wall[pos[1]][pos[2]] ~= 0
end
function api.WallAt(pos)
return api.WallAtGrid(api.HgToGrid(pos))
end
function api.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
function api.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
function api.IsMenuOpen()
return self.loadingLevelGetName or self.saveLevelGetName
end
function api.MousePressed()
if self.loadingLevelGetName or self.saveLevelGetName then
return true
end
end
function api.TownWantPopup(pos)
end
function api.KeyPressed(key, scancode, isRepeat)
end
function api.Draw(drawQueue)
if not self.level then
return
end
drawQueue:push({y=-100; f=function()
local scale = self.drawScale * self.level.segmentSize
for x = 0, self.level.width - 1 do
for y = 0, self.level.height- 1 do
love.graphics.setLineWidth(5)
if api.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
function api.DrawInterface()
end
function api.Initialize(world, levelIndex, mapDataOverride)
self = {
world = world,
}
SetupWorld()
end
return api