Add world-level movement and seam rendering

This commit is contained in:
Your Name 2026-08-11 21:26:19 -04:00
parent a60f46d585
commit 1965e548b4
3 changed files with 386 additions and 27 deletions

View file

@ -132,6 +132,7 @@ function Room:draw()
for _, channel in ipairs(self.colorsPlayerHas) do
if self.player[channel] then self.player[channel]:draw(channel) end
for _, entity in pairs(self.collideables[channel]) do entity:draw(channel) end
if gameWorld and gameWorld.levels and gameWorld.levels[self.name] == self then gameWorld:drawOverlaps(self, channel) end
for _, blocker in pairs(self.playerBlockers[channel]) do blocker:draw(channel) end
for _, switch in pairs(self.switches[channel]) do switch:draw(channel) end
for _, npc in ipairs(self.npcs) do npc:draw(channel) end
@ -181,7 +182,7 @@ function Room:createEntityMatrix(entities)
for _, entity in pairs(entities) do
for _, occupiedCells in pairs(entity:getOccupiedCells()) do
--we store a table reference so we can call a method on it during a chec_
matrix[occupiedCells.y][occupiedCells.x] = entity
if self:isInBounds(occupiedCells) then matrix[occupiedCells.y][occupiedCells.x] = entity end
end
end
-- printMatrix(matrix)
@ -193,7 +194,9 @@ function Room:getCellInMatrix(matrix, cell)
return matrix[cell.y][cell.x]
end
function Room:movePlayer(key)
-- Kept for isolated room tests/editor previews. The live game goes through
-- World:movePlayer so no gameplay decision is room-local.
function Room:movePlayerLocal(key)
local moved = false
local previousPositions = {} --these are so we can perform the overlap chec_
@ -224,23 +227,36 @@ function Room:movePlayer(key)
x = pos.x + dir.x, y = pos.y + dir.y
} -- this is for reference for each color as we change the targetCells table
local useWorld = gameWorld and gameWorld.levels and gameWorld.levels[self.name] == self
local context = useWorld and gameWorld:movementContext(self, color)
local worldTarget = useWorld and context:worldCell(initialTargetCell)
local initialTargetEntity
if self:isInBounds(initialTargetCell) then
if useWorld then
initialTargetEntity = context:entityAt(worldTarget)
elseif self:isInBounds(initialTargetCell) then
initialTargetEntity = self:getCellInMatrix(self.collidableMatrices[color], initialTargetCell)
end
if initialTargetEntity then initialTargetEntity:bump() end
local playerBlocker
if self:isInBounds(initialTargetCell) and self.playerBlockerMatrices and self.playerBlockerMatrices[color] then
if useWorld then
playerBlocker = context:playerBlockerAt(worldTarget)
elseif self:isInBounds(initialTargetCell) and self.playerBlockerMatrices and self.playerBlockerMatrices[color] then
playerBlocker = self:getCellInMatrix(self.playerBlockerMatrices[color], initialTargetCell)
end
if not self:isInBounds(initialTargetCell) then
if useWorld and not context:isInBounds(worldTarget) then
move = true
elseif not useWorld and not self:isInBounds(initialTargetCell) then
-- let's us move out of bounds to Change Rooms without pulling a bloc_
move = true
elseif playerBlocker and playerBlocker:blocksPlayer() then
move = false
elseif useWorld then
move, entitiesToPush = Movement.findMovableGroup({worldTarget}, dir,
function(cell) return context:entityAt(cell) end,
function(cell) return context:isInBounds(cell) end)
else
move, entitiesToPush = Movement.findMovableGroup(
{initialTargetCell}, dir,
@ -253,7 +269,11 @@ function Room:movePlayer(key)
local initialTargetCell = {x = pos.x - dir.x, y = pos.y - dir.y}
local pull = false
if self:isInBounds(initialTargetCell) then
if useWorld and context:isInBounds(context:worldCell(initialTargetCell)) then
pull, entitiesToPull = Movement.findMovableGroup({context:worldCell(initialTargetCell)}, dir,
function(cell) return context:entityAt(cell) end,
function(cell) return context:isInBounds(cell) end)
elseif not useWorld and self:isInBounds(initialTargetCell) then
pull, entitiesToPull = Movement.findMovableGroup(
{initialTargetCell}, dir,
function(cell) return self:getCellInMatrix(self.collidableMatrices[color], cell) end,
@ -262,10 +282,15 @@ function Room:movePlayer(key)
end
if move then
for _, entity in pairs(entitiesToPush) do
entity:move(axis, dir[axis])
if useWorld then
local group = {}
for entity in pairs(entitiesToPush) do group[entity] = entity end
if pull then for entity in pairs(entitiesToPull) do group[entity] = entity end end
gameWorld:moveGroup(group, dir)
else
for _, entity in pairs(entitiesToPush) do entity:move(axis, dir[axis]) end
end
if pull == true then
if pull == true and not useWorld then
for _, entity in pairs(entitiesToPull) do
-- A connected component can wrap around the player and be found by
-- both searches. Every entity still moves exactly one grid cell.
@ -281,12 +306,20 @@ function Room:movePlayer(key)
end
if moved then
self:playerJoinCheck(previousPositions, newPositions)
if useWorld then gameWorld:playerJoinCheck(self, previousPositions, newPositions)
else self:playerJoinCheck(previousPositions, newPositions) end
self:tick()
end
end
function Room:switchPlayerColor(color)
function Room:movePlayer(key)
if gameWorld and gameWorld.levels and gameWorld.levels[self.name] == self then
return gameWorld:movePlayer(self, key)
end
return self:movePlayerLocal(key)
end
function Room:switchPlayerColorLocal(color)
-- Number keys can request a colour the player has not collected yet. Do
-- nothing in that case: there is no corresponding player object to switch
-- to (or use as the sound source).
@ -304,6 +337,13 @@ function Room:switchPlayerColor(color)
return canSwitch
end
function Room:switchPlayerColor(color)
if gameWorld and gameWorld.levels and gameWorld.levels[self.name] == self then
return gameWorld:switchPlayerColor(self, color)
end
return self:switchPlayerColorLocal(color)
end
function Room:setActiveColor(color, bool)
self.activeColors[color] = bool
end
@ -361,7 +401,7 @@ function Room:onlyColorIsActive(color)
end
end
function Room:tick()
function Room:tickLocal()
for color, entityArray in pairs(self.collideables) do
for _, entity in pairs(entityArray) do
entity:tick()
@ -371,6 +411,11 @@ function Room:tick()
self:createPlayerBlockerMatrix()
self:createSwitchMatrix()
self:resolveSwitchesAndDoors()
end
function Room:tick()
if gameWorld and gameWorld.levels and gameWorld.levels[self.name] == self then return gameWorld:tick(self) end
self:tickLocal()
self:nextRoomCheck()
end
@ -445,7 +490,14 @@ function Room:switchCheck()
for color, switchArray in pairs(self.switches) do
local onSwitches = {}
for _, switch in pairs(switchArray) do
local targetCell = self:getCellInMatrix(self.collidableMatrices[color], switch:getGridPos())
local targetCell
if gameWorld and gameWorld.levels and gameWorld.levels[self.name] == self then
local cell = gameWorld:worldCell(self, switch:getGridPos())
local row = cell and gameWorld.collidableMatrices[color][cell.y]
targetCell = row and row[cell.x]
else
targetCell = self:getCellInMatrix(self.collidableMatrices[color], switch:getGridPos())
end
local player = self.player[color]
-- Players are not stored in collidableMatrices, but a colour copy
-- standing on its matching switch presses it just like a block does.
@ -769,6 +821,7 @@ function Room:serialize(includePlayers)
end
function nextRoom(pos)
if gameWorld and currentRoom then return gameWorld:nextRoom(currentRoom, pos) end
local exit
local newPos = {x = pos.x, y = pos.y}
if pos.x > gridWidth then
@ -791,13 +844,17 @@ function nextRoom(pos)
-- Missing map neighbours intentionally wrap back into the room just exited.
-- A placed neighbour gets the same carried player state at its opposite edge.
currentRoom = Room:new{
name = nextName or currentName,
runtime = true,
player = {
x = newPos.x, y = newPos.y, activeColors = currentRoom:getActiveColors()
}
}
local playerState = {x = newPos.x, y = newPos.y, activeColors = currentRoom:getActiveColors()}
currentRoom = gameWorld and gameWorld.levels[nextName or currentName] or Room:new{name = nextName or currentName, runtime = true}
if currentRoom then
currentRoom.activeColors = {red = false, green = false, blue = false}
for _, color in ipairs(playerState.activeColors) do
if currentRoom.player[color] then currentRoom.player[color].x, currentRoom.player[color].y = playerState.x, playerState.y
else currentRoom:registerPlayer(Player:new(playerState.x, playerState.y, color), color) end
currentRoom:setActiveColor(color, true)
end
gameWorld:playerJoinCheck(currentRoom)
end
if gameWorld then gameWorld:setLastRoom(currentRoom.name) end
if currentRoom.name then setEditorRoomName(currentRoom.name) end