Add world-level movement and seam rendering
This commit is contained in:
parent
a60f46d585
commit
1965e548b4
3 changed files with 386 additions and 27 deletions
21
main.lua
21
main.lua
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@ -35,6 +35,9 @@ function love.load()
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_initAccessibility()
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gameWorld = World:new()
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_initLevelEditor()
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-- getAllAssets runs in _initLevelEditor; deserialize the world only after
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-- its asset metadata exists, otherwise every non-player object is skipped.
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gameWorld:loadLevels()
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_initCanvases()
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@ -43,10 +46,14 @@ function love.load()
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-- Resume the game: prefer the runtime autosave so the last saved position is
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-- restored, falling back to the authored source level. Editor room-opens go
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-- through their own (source-only) load path, so this only affects resume.
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currentRoom = Room:new{
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name = gameWorld.lastRoom or "start",
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runtime = true
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}
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local initialRoom = gameWorld.lastRoom or "start"
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-- Preserve the old resume behavior for the active room while the rest of the
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-- world comes from the authored level files.
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currentRoom = Room:new{name = initialRoom, runtime = true}
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if gameWorld.levels[initialRoom] then
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gameWorld.levels[initialRoom] = currentRoom
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gameWorld:rebuildCollision()
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end
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gameWorld:setLastRoom(currentRoom.name)
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setEditorRoomName(currentRoom.name)
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@ -69,7 +76,7 @@ function love.update(dt)
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Input:stopMoveRepeat()
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else
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local repeatedMove = Input:handler(dt)
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if repeatedMove and not Dialogue.isOpen() then currentRoom:movePlayer(repeatedMove) end
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if repeatedMove and not Dialogue.isOpen() then gameWorld:movePlayer(currentRoom, repeatedMove) end
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end
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currentRoom:update(dt)
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@ -164,10 +171,10 @@ function love.keypressed(key)
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if editorView ~= "world" and Input.isPlayerMove(key) then
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Input:beginMove(key)
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currentRoom:movePlayer(key)
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gameWorld:movePlayer(currentRoom, key)
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elseif editorView ~= "world" and Input.isPlayerSwitch(key) then
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local c = Input.playerColor(key)
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currentRoom:switchPlayerColor(c)
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gameWorld:switchPlayerColor(currentRoom, c)
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end
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-- if key == "w" then
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97
room.lua
97
room.lua
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@ -132,6 +132,7 @@ function Room:draw()
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for _, channel in ipairs(self.colorsPlayerHas) do
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if self.player[channel] then self.player[channel]:draw(channel) end
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for _, entity in pairs(self.collideables[channel]) do entity:draw(channel) end
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if gameWorld and gameWorld.levels and gameWorld.levels[self.name] == self then gameWorld:drawOverlaps(self, channel) end
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for _, blocker in pairs(self.playerBlockers[channel]) do blocker:draw(channel) end
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for _, switch in pairs(self.switches[channel]) do switch:draw(channel) end
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for _, npc in ipairs(self.npcs) do npc:draw(channel) end
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@ -181,7 +182,7 @@ function Room:createEntityMatrix(entities)
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for _, entity in pairs(entities) do
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for _, occupiedCells in pairs(entity:getOccupiedCells()) do
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--we store a table reference so we can call a method on it during a chec_
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matrix[occupiedCells.y][occupiedCells.x] = entity
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if self:isInBounds(occupiedCells) then matrix[occupiedCells.y][occupiedCells.x] = entity end
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end
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end
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-- printMatrix(matrix)
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@ -193,7 +194,9 @@ function Room:getCellInMatrix(matrix, cell)
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return matrix[cell.y][cell.x]
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end
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function Room:movePlayer(key)
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-- Kept for isolated room tests/editor previews. The live game goes through
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-- World:movePlayer so no gameplay decision is room-local.
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function Room:movePlayerLocal(key)
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local moved = false
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local previousPositions = {} --these are so we can perform the overlap chec_
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@ -224,23 +227,36 @@ function Room:movePlayer(key)
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x = pos.x + dir.x, y = pos.y + dir.y
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} -- this is for reference for each color as we change the targetCells table
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local useWorld = gameWorld and gameWorld.levels and gameWorld.levels[self.name] == self
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local context = useWorld and gameWorld:movementContext(self, color)
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local worldTarget = useWorld and context:worldCell(initialTargetCell)
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local initialTargetEntity
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if self:isInBounds(initialTargetCell) then
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if useWorld then
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initialTargetEntity = context:entityAt(worldTarget)
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elseif self:isInBounds(initialTargetCell) then
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initialTargetEntity = self:getCellInMatrix(self.collidableMatrices[color], initialTargetCell)
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end
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if initialTargetEntity then initialTargetEntity:bump() end
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local playerBlocker
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if self:isInBounds(initialTargetCell) and self.playerBlockerMatrices and self.playerBlockerMatrices[color] then
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if useWorld then
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playerBlocker = context:playerBlockerAt(worldTarget)
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elseif self:isInBounds(initialTargetCell) and self.playerBlockerMatrices and self.playerBlockerMatrices[color] then
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playerBlocker = self:getCellInMatrix(self.playerBlockerMatrices[color], initialTargetCell)
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end
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if not self:isInBounds(initialTargetCell) then
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if useWorld and not context:isInBounds(worldTarget) then
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move = true
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elseif not useWorld and not self:isInBounds(initialTargetCell) then
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-- let's us move out of bounds to Change Rooms without pulling a bloc_
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move = true
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elseif playerBlocker and playerBlocker:blocksPlayer() then
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move = false
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elseif useWorld then
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move, entitiesToPush = Movement.findMovableGroup({worldTarget}, dir,
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function(cell) return context:entityAt(cell) end,
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function(cell) return context:isInBounds(cell) end)
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else
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move, entitiesToPush = Movement.findMovableGroup(
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{initialTargetCell}, dir,
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@ -253,7 +269,11 @@ function Room:movePlayer(key)
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local initialTargetCell = {x = pos.x - dir.x, y = pos.y - dir.y}
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local pull = false
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if self:isInBounds(initialTargetCell) then
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if useWorld and context:isInBounds(context:worldCell(initialTargetCell)) then
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pull, entitiesToPull = Movement.findMovableGroup({context:worldCell(initialTargetCell)}, dir,
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function(cell) return context:entityAt(cell) end,
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function(cell) return context:isInBounds(cell) end)
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elseif not useWorld and self:isInBounds(initialTargetCell) then
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pull, entitiesToPull = Movement.findMovableGroup(
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{initialTargetCell}, dir,
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function(cell) return self:getCellInMatrix(self.collidableMatrices[color], cell) end,
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@ -262,10 +282,15 @@ function Room:movePlayer(key)
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end
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if move then
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for _, entity in pairs(entitiesToPush) do
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entity:move(axis, dir[axis])
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if useWorld then
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local group = {}
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for entity in pairs(entitiesToPush) do group[entity] = entity end
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if pull then for entity in pairs(entitiesToPull) do group[entity] = entity end end
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gameWorld:moveGroup(group, dir)
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else
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for _, entity in pairs(entitiesToPush) do entity:move(axis, dir[axis]) end
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end
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if pull == true then
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if pull == true and not useWorld then
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for _, entity in pairs(entitiesToPull) do
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-- A connected component can wrap around the player and be found by
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-- both searches. Every entity still moves exactly one grid cell.
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@ -281,12 +306,20 @@ function Room:movePlayer(key)
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end
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if moved then
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self:playerJoinCheck(previousPositions, newPositions)
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if useWorld then gameWorld:playerJoinCheck(self, previousPositions, newPositions)
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else self:playerJoinCheck(previousPositions, newPositions) end
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self:tick()
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end
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end
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function Room:switchPlayerColor(color)
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function Room:movePlayer(key)
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if gameWorld and gameWorld.levels and gameWorld.levels[self.name] == self then
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return gameWorld:movePlayer(self, key)
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end
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return self:movePlayerLocal(key)
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end
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function Room:switchPlayerColorLocal(color)
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-- Number keys can request a colour the player has not collected yet. Do
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-- nothing in that case: there is no corresponding player object to switch
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-- to (or use as the sound source).
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@ -304,6 +337,13 @@ function Room:switchPlayerColor(color)
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return canSwitch
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end
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function Room:switchPlayerColor(color)
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if gameWorld and gameWorld.levels and gameWorld.levels[self.name] == self then
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return gameWorld:switchPlayerColor(self, color)
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end
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return self:switchPlayerColorLocal(color)
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end
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function Room:setActiveColor(color, bool)
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self.activeColors[color] = bool
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end
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@ -361,7 +401,7 @@ function Room:onlyColorIsActive(color)
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end
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end
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function Room:tick()
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function Room:tickLocal()
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for color, entityArray in pairs(self.collideables) do
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for _, entity in pairs(entityArray) do
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entity:tick()
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@ -371,6 +411,11 @@ function Room:tick()
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self:createPlayerBlockerMatrix()
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self:createSwitchMatrix()
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self:resolveSwitchesAndDoors()
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end
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function Room:tick()
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if gameWorld and gameWorld.levels and gameWorld.levels[self.name] == self then return gameWorld:tick(self) end
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self:tickLocal()
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self:nextRoomCheck()
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end
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@ -445,7 +490,14 @@ function Room:switchCheck()
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for color, switchArray in pairs(self.switches) do
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local onSwitches = {}
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for _, switch in pairs(switchArray) do
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local targetCell = self:getCellInMatrix(self.collidableMatrices[color], switch:getGridPos())
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local targetCell
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if gameWorld and gameWorld.levels and gameWorld.levels[self.name] == self then
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local cell = gameWorld:worldCell(self, switch:getGridPos())
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local row = cell and gameWorld.collidableMatrices[color][cell.y]
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targetCell = row and row[cell.x]
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else
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targetCell = self:getCellInMatrix(self.collidableMatrices[color], switch:getGridPos())
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end
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local player = self.player[color]
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-- Players are not stored in collidableMatrices, but a colour copy
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-- standing on its matching switch presses it just like a block does.
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@ -769,6 +821,7 @@ function Room:serialize(includePlayers)
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end
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function nextRoom(pos)
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if gameWorld and currentRoom then return gameWorld:nextRoom(currentRoom, pos) end
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local exit
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local newPos = {x = pos.x, y = pos.y}
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if pos.x > gridWidth then
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@ -791,13 +844,17 @@ function nextRoom(pos)
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-- Missing map neighbours intentionally wrap back into the room just exited.
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-- A placed neighbour gets the same carried player state at its opposite edge.
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currentRoom = Room:new{
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name = nextName or currentName,
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runtime = true,
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player = {
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x = newPos.x, y = newPos.y, activeColors = currentRoom:getActiveColors()
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}
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}
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local playerState = {x = newPos.x, y = newPos.y, activeColors = currentRoom:getActiveColors()}
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currentRoom = gameWorld and gameWorld.levels[nextName or currentName] or Room:new{name = nextName or currentName, runtime = true}
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if currentRoom then
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currentRoom.activeColors = {red = false, green = false, blue = false}
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for _, color in ipairs(playerState.activeColors) do
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if currentRoom.player[color] then currentRoom.player[color].x, currentRoom.player[color].y = playerState.x, playerState.y
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else currentRoom:registerPlayer(Player:new(playerState.x, playerState.y, color), color) end
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currentRoom:setActiveColor(color, true)
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end
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gameWorld:playerJoinCheck(currentRoom)
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end
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if gameWorld then gameWorld:setLastRoom(currentRoom.name) end
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if currentRoom.name then setEditorRoomName(currentRoom.name) end
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295
world.lua
295
world.lua
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@ -1,5 +1,7 @@
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World = class("World")
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local Movement = require "movement"
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-- The world is deliberately only a layout: rooms continue to own their puzzle
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-- state. Keeping the two separate lets the editor move a room without
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-- rewriting its level file.
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@ -10,6 +12,13 @@ function World:initialize()
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self.previewCache = {}
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self.lastRoom = nil
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self:load()
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self.levels = {}
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end
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function World:loadLevels()
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for _, placed in ipairs(self.rooms) do self.levels[placed.name] = Room:new{name = placed.name} end
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self:rebuildCollision()
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end
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function World:listRoomNames()
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@ -128,6 +137,292 @@ function World:getNeighbor(name, exit)
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return self:roomAt(room.x + direction.x, room.y + direction.y)
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end
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-- All placed levels share these sparse matrices. Rendering still uses the
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-- selected Room, whose ordinary local matrices remain unchanged.
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function World:rebuildCollision()
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self.collidableMatrices = {red = {}, green = {}, blue = {}}
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self.playerBlockerMatrices = {red = {}, green = {}, blue = {}}
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self.entityRooms = {}
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local function put(matrix, cell, entity)
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matrix[cell.y] = matrix[cell.y] or {}
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matrix[cell.y][cell.x] = entity
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end
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for name, room in pairs(self.levels) do
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local location = self:roomLocation(name)
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if location then
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for color, entities in pairs(room.collideables) do
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for _, entity in pairs(entities) do
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self.entityRooms[entity] = room
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for _, cell in ipairs(entity:getOccupiedCells()) do
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put(self.collidableMatrices[color], {
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x = (location.x - 1) * gridWidth + cell.x,
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y = (location.y - 1) * gridHeight + cell.y,
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}, entity)
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end
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end
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end
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-- NPCs are local room state, but globally collidable: a movement lookup
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-- must find them so its normal bump() path can open dialogue.
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for _, npc in ipairs(room.npcs) do
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self.entityRooms[npc] = room
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for _, cell in ipairs(npc:getOccupiedCells()) do
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local worldCell = {
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x = (location.x - 1) * gridWidth + cell.x,
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y = (location.y - 1) * gridHeight + cell.y,
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}
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for color in pairs(self.collidableMatrices) do put(self.collidableMatrices[color], worldCell, npc) end
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end
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end
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for color, entities in pairs(room.playerBlockers) do
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for _, entity in pairs(entities) do
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for _, cell in ipairs(entity:getOccupiedCells()) do
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put(self.playerBlockerMatrices[color], {
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x = (location.x - 1) * gridWidth + cell.x,
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y = (location.y - 1) * gridHeight + cell.y,
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}, entity)
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end
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end
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end
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end
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end
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end
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function World:worldCell(room, cell)
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local location = self:roomLocation(room.name)
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return location and {x = (location.x - 1) * gridWidth + cell.x, y = (location.y - 1) * gridHeight + cell.y}
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end
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function World:roomCell(cell)
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local roomX = math.floor((cell.x - 1) / gridWidth) + 1
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local roomY = math.floor((cell.y - 1) / gridHeight) + 1
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local name = self:roomAt(roomX, roomY)
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local room = name and self.levels[name]
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return room, {x = cell.x - (roomX - 1) * gridWidth, y = cell.y - (roomY - 1) * gridHeight}
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end
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function World:movementContext(room, color)
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local proxies = {}
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local world = self
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local context = {}
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function context:worldCell(cell) return world:worldCell(room, cell) end
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function context:isInBounds(cell) return world:roomCell(cell) ~= nil end
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function context:entityAt(cell)
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local row = world.collidableMatrices[color][cell.y]
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local entity = row and row[cell.x]
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if not entity then return nil end
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if proxies[entity] then return proxies[entity] end
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local owner = world.entityRooms[entity]
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local position = world:worldCell(owner, entity:getGridPos())
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local proxy = {entity = entity, room = owner, color = color, x = position.x, y = position.y}
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function proxy:canMove() return self.entity:canMove() end
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function proxy:canPassOver() return self.entity:canPassOver() end
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function proxy:isSticky() return self.entity:isSticky() end
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function proxy:isSkewer() return self.entity:isSkewer() end
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function proxy:isSpiky() return self.entity:isSpiky() end
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function proxy:bump() return self.entity:bump() end
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function proxy:getOccupiedCells(offset)
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offset = offset or {x = 0, y = 0}
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local cells = {}
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for _, shapeCell in ipairs(self.entity:getCellShape()) do
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table.insert(cells, {x = self.x + shapeCell.x - 1 + offset.x, y = self.y + shapeCell.y - 1 + offset.y})
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end
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return cells
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end
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proxies[entity] = proxy
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return proxy
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end
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function context:playerBlockerAt(cell)
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local row = world.playerBlockerMatrices[color][cell.y]
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return row and row[cell.x]
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end
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return context
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end
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-- Player copies live in room files, but joining is a world-coordinate rule.
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-- This also lets a copy rejoin immediately when the player crosses into its
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-- room, rather than waiting for one more local move.
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function World:playerJoinCheck(room, previousPositions, newPositions)
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local activeColors = room:getActiveColors()
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local deactivate, activate = {}, {}
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if previousPositions and newPositions and #activeColors > 1 then
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for _, color in ipairs(activeColors) do
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if Entity.positionsAreEqual(previousPositions[color], newPositions[color]) then
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table.insert(deactivate, color)
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end
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end
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end
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for color, player in pairs(room.player) do
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if not room:colorIsActive(color) then
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local playerCell = self:worldCell(room, player:getGridPos())
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local overlaps = playerCell and #activeColors > 0
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for _, activeColor in ipairs(activeColors) do
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local activeCell = self:worldCell(room, room.player[activeColor]:getGridPos())
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if not activeCell or activeCell.x ~= playerCell.x or activeCell.y ~= playerCell.y then overlaps = false; break end
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end
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if overlaps then table.insert(activate, color) end
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end
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end
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for _, color in ipairs(activate) do room:setActiveColor(color, true) end
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for _, color in ipairs(deactivate) do room:setActiveColor(color, false) end
|
||||
end
|
||||
|
||||
function World:movePlayer(room, key)
|
||||
local directions = {
|
||||
up = {x = 0, y = -1, axis = "y"}, down = {x = 0, y = 1, axis = "y"},
|
||||
left = {x = -1, y = 0, axis = "x"}, right = {x = 1, y = 0, axis = "x"},
|
||||
}
|
||||
local dir = directions[key]
|
||||
if not dir then return end
|
||||
local moved, previous, current = false, {}, {}
|
||||
for _, color in ipairs(room:getActiveColors()) do
|
||||
local player = room.player[color]
|
||||
local pos = player:getGridPos()
|
||||
previous[color] = pos
|
||||
local context = self:movementContext(room, color)
|
||||
local target = context:worldCell({x = pos.x + dir.x, y = pos.y + dir.y})
|
||||
local targetEntity = context:entityAt(target)
|
||||
if targetEntity then targetEntity:bump() end
|
||||
local blocker = context:playerBlockerAt(target)
|
||||
local canMove, pushing = true, {}
|
||||
if context:isInBounds(target) and not (blocker and blocker:blocksPlayer()) then
|
||||
canMove, pushing = Movement.findMovableGroup({target}, dir,
|
||||
function(cell) return context:entityAt(cell) end,
|
||||
function(cell) return context:isInBounds(cell) end)
|
||||
elseif blocker then
|
||||
canMove = false
|
||||
end
|
||||
|
||||
local pulling, pullingGroup = false, {}
|
||||
local behind = context:worldCell({x = pos.x - dir.x, y = pos.y - dir.y})
|
||||
if context:isInBounds(behind) then
|
||||
pulling, pullingGroup = Movement.findMovableGroup({behind}, dir,
|
||||
function(cell) return context:entityAt(cell) end,
|
||||
function(cell) return context:isInBounds(cell) end)
|
||||
end
|
||||
if canMove then
|
||||
local group = {}
|
||||
for entity in pairs(pushing) do group[entity] = entity end
|
||||
if pulling then for entity in pairs(pullingGroup) do group[entity] = entity end end
|
||||
self:moveGroup(group, dir)
|
||||
player:move(dir.axis, dir[dir.axis])
|
||||
moved = true
|
||||
end
|
||||
current[color] = player:getGridPos()
|
||||
end
|
||||
if moved then
|
||||
self:playerJoinCheck(room, previous, current)
|
||||
self:tick(room)
|
||||
end
|
||||
end
|
||||
|
||||
function World:switchPlayerColor(room, color)
|
||||
local player = room.player[color]
|
||||
if not player then return false end
|
||||
local activeColors = room:getActiveColors()
|
||||
local canSwitch = #activeColors ~= 1 or activeColors[1] ~= color
|
||||
if canSwitch then
|
||||
for _, possibleColor in ipairs(room:getPossibleColors()) do
|
||||
room:setActiveColor(possibleColor, possibleColor == color)
|
||||
end
|
||||
end
|
||||
player:playSwitchSound(canSwitch)
|
||||
return canSwitch
|
||||
end
|
||||
|
||||
function World:tick(room)
|
||||
room:tickLocal()
|
||||
self:rebuildCollision()
|
||||
self:nextRoomCheck(room)
|
||||
end
|
||||
|
||||
function World:nextRoomCheck(room)
|
||||
for _, color in ipairs(room:getActiveColors()) do
|
||||
local player = room.player[color]
|
||||
if player and not room:isInBounds(player:getGridPos()) then
|
||||
self:nextRoom(room, player:getGridPos())
|
||||
return
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function World:nextRoom(room, pos)
|
||||
local exit, entry = nil, {x = pos.x, y = pos.y}
|
||||
if pos.x > gridWidth then exit, entry.x = "right", 1
|
||||
elseif pos.x < 1 then exit, entry.x = "left", gridWidth
|
||||
elseif pos.y > gridHeight then exit, entry.y = "bottom", 1
|
||||
elseif pos.y < 1 then exit, entry.y = "top", gridHeight end
|
||||
local nextName = self:getNeighbor(room.name, exit) or room.name
|
||||
local activeColors = room:getActiveColors()
|
||||
room:save()
|
||||
room.activeColors = {red = false, green = false, blue = false}
|
||||
currentRoom = self.levels[nextName]
|
||||
for _, color in ipairs(activeColors) do
|
||||
if currentRoom.player[color] then
|
||||
currentRoom.player[color].x, currentRoom.player[color].y = entry.x, entry.y
|
||||
else
|
||||
currentRoom:registerPlayer(Player:new(entry.x, entry.y, color), color)
|
||||
end
|
||||
currentRoom:setActiveColor(color, true)
|
||||
end
|
||||
self:playerJoinCheck(currentRoom)
|
||||
self:setLastRoom(currentRoom.name)
|
||||
setEditorRoomName(currentRoom.name)
|
||||
end
|
||||
|
||||
function World:moveGroup(group, direction)
|
||||
local changed = {}
|
||||
for proxy in pairs(group) do
|
||||
changed[proxy.room] = true
|
||||
for _, cell in ipairs(proxy:getOccupiedCells()) do
|
||||
local room = self:roomCell(cell)
|
||||
if room then changed[room] = true end
|
||||
end
|
||||
for _, cell in ipairs(proxy:getOccupiedCells(direction)) do
|
||||
local room = self:roomCell(cell)
|
||||
if room then changed[room] = true end
|
||||
end
|
||||
local destination, localCell = self:roomCell({x = proxy.x + direction.x, y = proxy.y + direction.y})
|
||||
if destination then
|
||||
if destination ~= proxy.room then
|
||||
for i = #proxy.room.collideables[proxy.color], 1, -1 do
|
||||
if proxy.room.collideables[proxy.color][i] == proxy.entity then table.remove(proxy.room.collideables[proxy.color], i); break end
|
||||
end
|
||||
table.insert(destination.collideables[proxy.color], proxy.entity)
|
||||
self.entityRooms[proxy.entity] = destination
|
||||
changed[proxy.room], changed[destination] = true, true
|
||||
end
|
||||
proxy.entity.x, proxy.entity.y = localCell.x, localCell.y
|
||||
end
|
||||
end
|
||||
self:rebuildCollision()
|
||||
for room in pairs(changed) do room:resolveSwitchesAndDoors() end
|
||||
self:rebuildCollision()
|
||||
for room in pairs(changed) do if room ~= currentRoom then room:save() end end
|
||||
end
|
||||
|
||||
function World:drawOverlaps(room, color)
|
||||
local location = self:roomLocation(room.name)
|
||||
if not location then return end
|
||||
local drawn = {}
|
||||
for y = 1, gridHeight do
|
||||
local row = self.collidableMatrices[color][(location.y - 1) * gridHeight + y]
|
||||
if row then
|
||||
for x = 1, gridWidth do
|
||||
local entity = row[(location.x - 1) * gridWidth + x]
|
||||
local owner = entity and self.entityRooms[entity]
|
||||
if entity and owner ~= room and not drawn[entity] then
|
||||
drawn[entity] = true
|
||||
local ownerLocation = self:roomLocation(owner.name)
|
||||
love.graphics.push()
|
||||
love.graphics.translate((ownerLocation.x - location.x) * width, (ownerLocation.y - location.y) * height)
|
||||
entity:draw(color)
|
||||
love.graphics.pop()
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function World:getCellFromMousePos(mouseX, mouseY)
|
||||
return math.floor(mouseX / (width / self.width)) + 1, math.floor(mouseY / (height / self.height)) + 1
|
||||
end
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue