WOWOWOWOWOWOWO WI DID IT WOWOWWWWWW WOW
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7 changed files with 294 additions and 58 deletions
279
room.lua
279
room.lua
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@ -11,26 +11,29 @@ require "assorted"
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function Room:initialize(t)
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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.player = Player:new(t.player.x, t.player.y, t.player.activeColors)
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self.collideables = {
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red = {},
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green = {},
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blue = {}
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}
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self.collidableMatrices = {} --{red = {{...}{...}{...}}, ...}
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self.activeColors = {
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red = false, green = false, blue = false
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red = true, green = true, blue = true
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}
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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=0, 5 do
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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=0, 2 do
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local c = randomColor()
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local x, y = math.random(1, gridWidth), math.random(1, gridHeight)
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self.collideables[c]["b: " .. x .. ", " .. y] = Box:new(x, y, c)
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self.collideables[c]["b: " .. x .. ", " .. y]:getOccupiedCells()
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end
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@ -41,35 +44,34 @@ function Room:initialize(t)
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end
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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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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, "tech/processed/", "mac_smaller") 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, "tech/processed/", "mac_smaller") 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, "tech/processed/", "cd") 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, "tech/processed/", "cd") end
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-- end
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end
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-- self.collideables["green"]["fpp"] = Artifact:new(6, 6, "green")
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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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end
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function Room:update(dt)
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for color, player in pairs(self.player) do
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player:update(dt)
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end
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self.player:update(dt)
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end
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function Room:draw()
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for color, player in pairs(self.player) do
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if self.activeColors[color] then
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player:draw()
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end
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end
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self.player:draw()
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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:draw()
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@ -77,20 +79,210 @@ function Room:draw()
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end
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end
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function Room:movePlayer(key)
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function Room:createCollideablesMatrix(collideables)
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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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end
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function Room:createEntityMatrix(entities)
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local matrix = {}
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--lets populate it w/ empty stuff first
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for i = 1, gridWidth do
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local row = {}
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for i = 1, gridHeight do
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table.insert(row, false)
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end
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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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--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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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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function Room:switchPlayerColor(color)
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print(color)
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for c, active in pairs(self.activeColors) do
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if color == "white" then
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self:setActiveColor(c, true)
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elseif c == color then
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self:setActiveColor(c, true)
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else
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self:setActiveColor(c, false)
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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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local activeColors = self.player:getActiveColors()
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local pos = self.player:getGridPos()
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local x, y = pos.x, pos.y
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local dir = {x = 0, y = 0}
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local axis
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if key == "up" then
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dir.y, axis = -1, "y"
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elseif key == "down" then
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dir.y, axis = 1, "y"
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elseif key == "left" then
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dir.x, axis = -1, "x"
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elseif key == "right" then
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dir.x, axis = 1, "x"
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end
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local move
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local entitiesToPush = {
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red = {},
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green = {},
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blue = {}
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}
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local entitiesToPull = {
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red = {},
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green = {},
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blue = {}
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}
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-- PUSHHHHHHHHHHHHHHHHHHHHHH---------------------
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local initialTargetCell = {
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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 move = true
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local targetCells
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--so the way this worx is....
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for _, color in pairs(activeColors) do
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--for each color...
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targetCells = {initialTargetCell} -- ...we start with our attempted movement...
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local doneSearching
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while not doneSearching do
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nextTargetCells = {} -- ...then we create this array to save our next group of cells
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local emptyCells = {}
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for _, cell in pairs(targetCells) do
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if self:isInBounds(cell) then
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local entity = self:getCellInMatrix(self.collidableMatrices[color], cell)
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if entity then
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--something is here!!
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if not entitiesToPush[color][entity] then --if the entity hasnt been found already
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if entity:canMove() then
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local projectedCells = entity:getOccupiedCells(dir) -- we project the movement here
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entitiesToPush[color][entity] = entity
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for _, projectedCell in ipairs(projectedCells) do
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table.insert(nextTargetCells, projectedCell)
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end
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else
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move = false
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doneSearching = true
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end
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end
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else
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--there's nothin there!!
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table.insert(emptyCells, cell)
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end
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else
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--we are out of bounds now
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move = false
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doneSearching = true
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end
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end
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--if every projected cell is empty then we can do the move
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if #emptyCells == #targetCells then
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move = true
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doneSearching = true
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end
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targetCells = nextTargetCells
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end
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--let's get out of this loop b/c if we can't move one color we can't move at all
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if move == false then break end
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end
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---PULL CHEC
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local initialTargetCell = {x = pos.x - dir.x, y = pos.y - dir.y}
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local targetCells
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local pull = {}
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--so the way this worx is....
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for _, color in pairs(activeColors) do
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--for each color...
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targetCells = {initialTargetCell} -- ...we start with our attempted movement...
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local doneSearching
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while not doneSearching do
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nextTargetCells = {} -- ...then we create this array to save our next group of cells
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local emptyCells = {}
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for _, cell in pairs(targetCells) do
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if self:isInBounds(cell) then
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local entity = self:getCellInMatrix(self.collidableMatrices[color], cell)
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if entity then
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--something is here!!
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if not entitiesToPull[color][entity] then --if the entity hasnt been found already
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if entity:canMove() then
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local projectedCells = entity:getOccupiedCells(dir) -- we project the movement here
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entitiesToPull[color][entity] = entity
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for _, projectedCell in ipairs(projectedCells) do
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table.insert(nextTargetCells, projectedCell)
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end
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else
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pull[color] = false
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doneSearching = true
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end
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end
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else
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--there's nothin there!!
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table.insert(emptyCells, cell)
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end
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else
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pull[color] = true
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--we are out of bounds now
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doneSearching = true
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end
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end
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--if every projected cell is empty then we can do the move
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if #emptyCells == #targetCells then
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pull[color] = true
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doneSearching = true
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end
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targetCells = nextTargetCells
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end
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--let's get out of this loop b/c if we can't move one color we can't move at all
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if move == false then break end
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end
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if move then
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for color, entities in pairs(entitiesToPush) do
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for _, entity in pairs(entities) do
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entity:move(axis, dir[axis])
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end
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end
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for color, entities in pairs(entitiesToPull) do
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if pull[color] then
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for _, entity in pairs(entities) do
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entity:move(axis, dir[axis])
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end
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end
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end
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self.player:move(axis, dir[axis])
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self:tick()
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end
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end
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function Room:attemptPush(dirVector)
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-- should return array of things to push or nil/falsey value
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end
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function Room:switchPlayerColor(color)
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if color == "white" then
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self.player:setActiveColors({"red", "green", "blue"})
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else
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self.player:setActiveColors({color})
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end
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end
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@ -98,27 +290,24 @@ function Room:setActiveColor(color, bool)
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self.activeColors[color] = bool
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end
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function Room:getAdjacentEntities(entities, pos, axis, direction)
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end
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function Room:checkAndPull(entities, pos, axis, direction)
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end
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function Room:tryPlayerMove(entities, pos, axis, direction)
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end
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function Room:tick()
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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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end
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end
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self:createCollideablesMatrix()
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self:nextRoomCheck()
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end
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function Room:isInBounds(cell)
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if cell.x > 0 and cell.x <= gridWidth and
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cell.y > 0 and cell.y <= gridHeight then
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return true
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end
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return false
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end
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function Room:nextRoomCheck()
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end
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