basic serialization worx*
*
This commit is contained in:
parent
d76ace8f69
commit
973a8ab25b
41 changed files with 162 additions and 82 deletions
10
TODO
10
TODO
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@ -10,4 +10,12 @@ YES -should puzzles be sort of secondary to exploration? li_e should most of
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all of the npcs should be stuc_ in a cycle of whatever they're doing, focused on it, hav always been focused on it, maybe it has to do w/ the fact that they are always doing 'night activities'
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ma_e sprites static class vars instead of globals
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ma_e sprites static class vars instead of globals (?)
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so instead of having the exits be a part of the room save, they should be a separate save, e.g., exits.sav w/ a table li_e this:
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{
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room_name = {top = room_name2, bottom = room_name3}
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}
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why?? b/c this allows us to visually arrange levels and not have to open every adjacent file (as much as 4!!) and edit them
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go for the feeling of the beginning of eternal sunshine w/ joel's narration, maybe a sense of desperation (does this require urgency?? should the game be time-limited li_e majora's mas_? lol)
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@ -8,6 +8,7 @@ function Ass:initialize(x, y, color, folder, name)
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x = x,
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y = y,
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color = color,
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name = name,
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cellShape = spriteCells["tree"][color],
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collision = "unmoveable", --player can't push other player
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sprite = spr
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@ -11,6 +11,7 @@ Color.static.list = {
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}
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function Color:initialize(inColor)
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self.name = inColor
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local c = Color.list[inColor]
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self.r, self.g, self.b, self.a = c.r, c.g, c.b, c.a
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end
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@ -19,6 +20,10 @@ function Color:set()
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return self.r, self.g, self.b, self.a
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end
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function Color:getname()
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return self.name
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end
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function randomColor()
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local colors = {"red", "green", "blue"}
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return colors[math.random(1, 3)]
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5
door.lua
5
door.lua
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@ -2,7 +2,7 @@ require "entity"
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Door = class("Door", Entity)
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function Door:initialize(x, y, colors)
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function Door:initialize(x, y)
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Entity.initialize(self, {
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x = x,
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y = y,
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@ -13,7 +13,7 @@ function Door:initialize(x, y, colors)
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self.locked = true
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self.colors = {}
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for _, color in pairs(colors) do
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for _, color in pairs({"red", "green", "blue"}) do
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self.colors[color] = true --these are currently loc_ed
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end
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end
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@ -41,6 +41,7 @@ end
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function Door:setColors(colors)
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local offColors = {}
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for color, off in pairs(colors) do
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if off then
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if self.colors[color] then self.colors[color] = false end
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@ -5,6 +5,7 @@ function Entity:initialize(t)
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self.spriteSize = {w = t.sprite:getWidth(), h = t.sprite:getHeight()}
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self.size = {w = self.spriteSize.w / 16, h = self.spriteSize.h / 16}
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self.cellShape = t.cellShape or self:cellShapeFromBox(self.size)
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self.name = t.name
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self.color = Color:new(t.color)
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self.collision = t.collision --"none", "moveable", "unmoveable"
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self.sprite = t.sprite
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@ -123,9 +124,8 @@ end
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function Entity:getSerializationTable()
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local pos = self:getGridPos()
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local table = {}
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table.x, table.y, table.color = pos.x, pos.y, color
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table.x, table.y, table.color = pos.x, pos.y, self.color:getname()
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if self.name then table.name = self.name end
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return table
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end
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1
main.lua
1
main.lua
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@ -92,6 +92,7 @@ end
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function _initDefaults()
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--set filter
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love.graphics.setDefaultFilter("linear", "nearest")
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love.filesystem.createDirectory("rooms")
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--set global width / height variables
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width = love.graphics.getWidth()
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214
room.lua
214
room.lua
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@ -12,70 +12,80 @@ require "switch"
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require "door"
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function Room:initialize(t)
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self.colorsPlayerHas = {"red", "green", "blue"}
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self.exits = t.exits
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self.name = t.name
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self.player = {}
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self.switches = { red = {}, green = {}, blue = {} }
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self.switchMatrices = {}
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self.doors = {}
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self.collideables = { red = {}, green = {}, blue = {} }
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self.activeColors = {red = false, green = false, blue = false}
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self.colorsPlayerHas = {}
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if t.name then
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print("loaded!!")
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self:load(t.name)
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for _, color in ipairs(t.player.activeColors) do
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self:registerPlayer(Player:new(t.player.x, t.player.y, color), color)
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self:setActiveColor(color, true)
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end
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self.exits = t.exits
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self.name = t.name
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else
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self.colorsPlayerHas = {"red", "green", "blue"}
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for _, color in ipairs(t.player.activeColors) do
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self.player[color] = Player:new(t.player.x, t.player.y, color)
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end
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self.activeColors = {}
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for _, color in ipairs(t.player.activeColors) do self.activeColors[color] = true end
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-- for color, coords in pairs(t.player) do
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-- self.player[color] = Player:new(coords.x, coords.y, color)
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-- self.activeColors[color] = true
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-- end
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for i=1, 1 do
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local x, y = randomPosition()
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-- local door = Door:new(x, y, self.colorsPlayerHas)
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-- table.insert(self.doors, door)
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for color, active in pairs(self.activeColors) do
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table.insert(self.collideables[color], Wall:new(x, y, color))
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end
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end
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for i=0, 5 do
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local x, y = randomPosition()
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for color, active in pairs(self.activeColors) do
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table.insert(self.collideables[color], Box:new(x, y, color))
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end
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end
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-- for i = 0, 5 do
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-- local x, y = randomPosition()
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-- print(x, y)
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-- local c = randomColor()
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-- table.insert(self.switches[c], Switch:new(x, y, c))
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-- end
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for color, active in pairs(self.activeColors) do
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local x, y = 6, 3
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-- if active then self.collideables[color]["n: " .. x .. ", " .. y] = Ass:new(x, y, color, "animals/processed/", "me_rach") end
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local x, y = 1, 1
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if active then table.insert(self.collideables[color], Ass:new(x, y, color, "nature/", "palm_scaled_reduced")) end
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-- local x, y = 7, 7
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-- if active then self.collideables[color]["n: " .. x .. ", " .. y] = Ass:new(x, y, color, "food/processed/", "beer_mug") end
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-- self.collideables[color]["fpp"] = Artifact:new(6, 6, color)
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end
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end
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self.switchMatrices = {}
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self.collidableMatrices = {} --{red = {{...}{...}{...}}, ...
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for _, color in ipairs(t.player.activeColors) do
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self.player[color] = Player:new(t.player.x, t.player.y, color)
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end
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self.activeColors = {}
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for _, color in ipairs(t.player.activeColors) do self.activeColors[color] = true end
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-- for color, coords in pairs(t.player) do
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-- self.player[color] = Player:new(coords.x, coords.y, color)
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-- self.activeColors[color] = true
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-- end
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for i=1, 1 do
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local x, y = randomPosition()
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-- local door = Door:new(x, y, self.colorsPlayerHas)
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-- table.insert(self.doors, door)
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for color, active in pairs(self.activeColors) do
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self.collideables[color]["w: " .. x .. ", " .. y] = Wall:new(x, y, color)
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end
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end
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for i=0, 5 do
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local x, y = randomPosition()
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for color, active in pairs(self.activeColors) do
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self.collideables[color]["w: " .. x .. ", " .. y] = Box:new(x, y, color)
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end
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end
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-- for i = 0, 5 do
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-- local x, y = randomPosition()
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-- print(x, y)
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-- local c = randomColor()
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-- table.insert(self.switches[c], Switch:new(x, y, c))
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-- end
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for color, active in pairs(self.activeColors) do
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local x, y = 6, 3
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-- if active then self.collideables[color]["n: " .. x .. ", " .. y] = Ass:new(x, y, color, "animals/processed/", "me_rach") end
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local x, y = 1, 1
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if active then self.collideables[color]["n: " .. x .. ", " .. y] = Ass:new(x, y, color, "nature/", "palm_scaled_reduced") end
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self.collideables[color]["n: " .. x .. ", " .. y]:getOccupiedCells()
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-- local x, y = 7, 7
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-- if active then self.collideables[color]["n: " .. x .. ", " .. y] = Ass:new(x, y, color, "food/processed/", "beer_mug") end
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-- self.collideables[color]["fpp"] = Artifact:new(6, 6, color)
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end
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for color, entities in pairs(self.collideables) do
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self.collidableMatrices[color] = self:createEntityMatrix(entities)
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end
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self:createSwitchMatrix()
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self:createCollideablesMatrix()
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end
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@ -126,6 +136,7 @@ function Room:createEntityMatrix(entities)
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table.insert(matrix, row)
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end
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--assumes that entities table is set up li_e {index = ent1, anotherIndex = ent2, ...}
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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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@ -134,6 +145,7 @@ function Room:createEntityMatrix(entities)
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end
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end
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-- printMatrix(matrix)
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return matrix
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end
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@ -173,7 +185,7 @@ function Room:movePlayer(key)
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} -- this is for reference for each color as we change the targetCells table
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local initialTargetEntity
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if self:isInBounds(initialTargetCell) then
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initialTargetEntity = self:getCellInMatrix(self.collidableMatrices[color], initialTargetCell)
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end
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@ -362,7 +374,6 @@ function Room:getPossibleColors()
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for _, color in ipairs(self.colorsPlayerHas) do
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table.insert(colors, color)
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print(color)
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end
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return colors
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@ -387,7 +398,6 @@ function Room:tick()
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self:createSwitchMatrix()
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local setDoorColors = self:switchCheck()
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for _, door in pairs(self.doors) do
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print(door)
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door:setColors(setDoorColors)
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end
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self:nextRoomCheck()
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@ -487,11 +497,66 @@ function Room:nextRoomCheck()
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end
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end
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function Room:createEntity(class, color, x, y)
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if class == "Door" then
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self:registerDoor(Door:new(x, y))
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elseif class == "Wall" then
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self:registerCollidable(Wall:new(x, y, color), {color})
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elseif class == "Switch" then
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self.registerSwitch(Switch:new(x, y), color)
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elseif class == "player" then
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self:registerPlayer(Player:new(x, y, color), color)
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elseif class == "Box" then
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self:registerCollidable(Box:new(x, y, color), {color})
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elseif class == "npc" then
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-- do something soon
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elseif class == "Ass" then
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--do this later when we have a more definite schema
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-- self:registerAssorted(Ass:new(x, y, color, name))
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end
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end
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function Room:registerCollidable(entityPointer, colorArray)
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if type(colorArray) ~= "table" then colorArray = {colorArray} end
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for _, color in ipairs(colorArray) do
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table.insert(self.collideables[color], entityPointer)
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end
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end
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function Room:registerDoor(entityPointer)
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table.insert(self.doors, entityPointer)
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self:registerCollidable(entityPointer, {"red", "green", "blue"})
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end
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function Room:registerSwitch(entityPointer, color)
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table.insert(self.switches[color], entityPointer)
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end
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function Room:registerPlayer(entityPointer, color)
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table.insert(self.colorsPlayerHas, color)
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self.player[color] = entityPointer
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end
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function Room:load(name)
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local room = love.filesystem.read("rooms/" .. name .. ".sav")
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self:deserialize(TSerial.unpack(room))
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end
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function Room:deserialize(saveTable)
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for entityClass, entities in pairs(saveTable) do
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for _, entity in pairs(entities) do
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self:createEntity(entityClass, entity.color, entity.x, entity.y)
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end
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end
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end
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function Room:save()
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local name = self.name
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local level = TSerial.pack(self:serialize(), nil, true)
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print(level)
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--write level to file
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local name = self.name or "test"
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local room = TSerial.pack(self:serialize(), nil, true)
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local success = love.filesystem.write("rooms/" .. name .. ".sav", room)
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if not success then error "great job u fool" end
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end
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function Room:serialize()
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@ -502,7 +567,7 @@ function Room:serialize()
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level.player[color] = self:getPlayerObject(color):getSerializationTable()
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end
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level.doors = {}
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level.door = {}
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for _, door in pairs(self:getDoors()) do
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table.insert(level.door, doors:getSerializationTable())
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end
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@ -511,20 +576,17 @@ function Room:serialize()
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for color, collideableArray in pairs(self:getCollideables()) do
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for _, collideable in pairs(collideableArray) do
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if not collideable:isInstanceOf("Door") then --for now, we might change doors up some
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local entityClass = string.lower(collideable:getClass())
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print(entityClass)
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local entityClass = collideable:getClass()
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if not level[entityClass] then level[entityClass] = {} end
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if not level[entityClass][color] then level[entityClass][color] = {} end
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table.insert(level[entityClass][color], collideable:getSerializationTable())
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table.insert(level[entityClass], collideable:getSerializationTable())
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end
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end
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end
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level.switches = {}
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level.switch = {}
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for color, switchArray in pairs(self:getSwitches()) do
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level.switches[color] = {}
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for _, switch in ipairs(switchArray) do
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table.insert(level.switches[color], switch:getSerializationTable())
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table.insert(level.switch, switch:getSerializationTable())
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end
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end
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@ -550,10 +612,12 @@ function nextRoom(pos)
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currentRoom:save()
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currentRoom = Room:new{
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currentRoom = Room:new{
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name = "test",
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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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end
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4
wall.lua
4
wall.lua
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@ -9,9 +9,9 @@ function Wall:initialize(x, y, color)
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sizeX = 1,
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sizeY = 1,
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color = color,
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cellShape = spriteCells.test_object,
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cellShape = spriteCells.wall,
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collision = "unmoveable",
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sprite = sprites.test_object
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sprite = sprites.wall
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})
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end
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