WOWOWOWOWOWOWO WI DID IT WOWOWWWWWW WOW

This commit is contained in:
0x81c 2015-03-15 04:52:18 -04:00
parent 286871ca21
commit c668dc513b
7 changed files with 294 additions and 58 deletions

14
_debug_helpers.lua Normal file
View file

@ -0,0 +1,14 @@
function shallowTablePrint(t)
for i, v in pairs(t) do
print(i, v)
end
end
function printMatrix(matrix)
for i, v in ipairs(matrix) do
for j, w in ipairs(v) do
if not w then io.write("o ") else io.write("x ") end
end
io.write("\n")
end
end

View file

@ -6,7 +6,8 @@ Color = class("Color")
Color.static.list = { Color.static.list = {
red = {r = 255, g = 0, b = 0, a = 255}, red = {r = 255, g = 0, b = 0, a = 255},
green = {r = 0, g = 255, b = 0, a = 255}, green = {r = 0, g = 255, b = 0, a = 255},
blue = {r = 0, g = 0, b = 255, a = 255} blue = {r = 0, g = 0, b = 255, a = 255},
white = {r = 255, g = 255, b = 255, a = 255}
} }
function Color:initialize(inColor) function Color:initialize(inColor)

View file

@ -1,5 +0,0 @@
function shallowTablePrint(t)
for i, v in pairs(t) do
print(i, v)
end
end

View file

@ -10,8 +10,12 @@ function Entity:initialize(t)
self.shaAmount = t.sha or 1 self.shaAmount = t.sha or 1
end end
function Entity:getCollision()
return self.collision
end
function Entity:atGridPos(x, y) function Entity:atGridPos(x, y)
-- print(x, y, self.x, self.y, self.x + self.size.x, self.y + self.size.y) -- we probably don't need this anymore
local size = self:getGridSize() local size = self:getGridSize()
if x >= self.x and y >= self.y and x < self.x + size.x and y < self.y + size.y then if x >= self.x and y >= self.y and x < self.x + size.x and y < self.y + size.y then
return true return true
@ -19,6 +23,21 @@ function Entity:atGridPos(x, y)
return false return false
end end
function Entity:getOccupiedCells(coords)
--we have this offset so we can project what a movement would do
local offset = coords or {x = 0, y = 0}
local box = self:getGridBox()
local cells = {}
for i = box.x + offset.x, box.x + box.w - 1 + offset.x do
for j = box.y + offset.y, box.y + box.h - 1 + offset.y do
table.insert(cells, {x = i, y = j})
end
end
return cells
end
function Entity:getDrawBox() function Entity:getDrawBox()
local drawPos = self:getDrawPos() local drawPos = self:getDrawPos()
return {x = drawPos.x, y = drawPos.y, w = self.spriteSize.w * drawScale, h = self.spriteSize.h * drawScale} return {x = drawPos.x, y = drawPos.y, w = self.spriteSize.w * drawScale, h = self.spriteSize.h * drawScale}

View file

@ -7,7 +7,7 @@ require "input"
require "color" require "color"
require "room" require "room"
require "shaders" require "shaders"
require "debug_helpers" require "_debug_helpers"
function love.load() function love.load()
_initDefaults() _initDefaults()
@ -22,9 +22,7 @@ function love.load()
currentRoom = Room:new{ currentRoom = Room:new{
player = { player = {
red = {x = 5, y = 5}, x = 5, y = 5, activeColors = {"red", "green", "blue"}
green = {x = 5, y = 5},
blue = {x = 5, y = 5}
} }
} }
end end

View file

@ -2,18 +2,38 @@ require "entity"
Player = class("Player", Entity) Player = class("Player", Entity)
function Player:initialize(x, y, color) function Player:initialize(x, y, activeColors)
Entity.initialize(self, { Entity.initialize(self, {
x = x, x = x,
y = y, y = y,
sizeX = 1, sizeX = 1,
sizeY = 1, sizeY = 1,
color = color, color = "white",
collision = "none", --player can't push other player collision = "none", --player can't push other player
sprite = playerSprite sprite = playerSprite
}) })
self.red, self.green, self.blue = Color:new("red"), Color:new("green"), Color:new("blue")
self.activeColors = activeColors or {"red", "green", "blue"}
end
function Player:setActiveColors(colorArray)
self.activeColors = colorArray
end
function Player:getActiveColors()
return self.activeColors
end end
function Player:update() function Player:update()
end end
function Player:draw()
for _, color in ipairs(self.activeColors) do
love.graphics.setColor(self[color]:set())
local p = self:getDrawPos()
love.graphics.draw(self.sprite, p.x, p.y, 0, drawScale, drawScale)
end
end

279
room.lua
View file

@ -11,26 +11,29 @@ require "assorted"
function Room:initialize(t) function Room:initialize(t)
self.exits = t.exits self.exits = t.exits
self.name = t.name self.name = t.name
self.player = {} self.player = Player:new(t.player.x, t.player.y, t.player.activeColors)
self.collideables = { self.collideables = {
red = {}, red = {},
green = {}, green = {},
blue = {} blue = {}
} }
self.collidableMatrices = {} --{red = {{...}{...}{...}}, ...}
self.activeColors = { self.activeColors = {
red = false, green = false, blue = false red = true, green = true, blue = true
} }
for color, coords in pairs(t.player) do
self.player[color] = Player:new(coords.x, coords.y, color)
self.activeColors[color] = true
end
for i=0, 5 do -- for color, coords in pairs(t.player) do
-- self.player[color] = Player:new(coords.x, coords.y, color)
-- self.activeColors[color] = true
-- end
for i=0, 2 do
local c = randomColor() local c = randomColor()
local x, y = math.random(1, gridWidth), math.random(1, gridHeight) local x, y = math.random(1, gridWidth), math.random(1, gridHeight)
self.collideables[c]["b: " .. x .. ", " .. y] = Box:new(x, y, c) self.collideables[c]["b: " .. x .. ", " .. y] = Box:new(x, y, c)
self.collideables[c]["b: " .. x .. ", " .. y]:getOccupiedCells()
end end
@ -41,35 +44,34 @@ function Room:initialize(t)
end end
end end
-- for color, active in pairs(self.activeColors) do for color, active in pairs(self.activeColors) do
-- local x, y = 6, 3 local x, y = 6, 3
-- if active then self.collideables[color]["n: " .. x .. ", " .. y] = Ass:new(x, y, color, "animals/processed/", "me_rach") end -- if active then self.collideables[color]["n: " .. x .. ", " .. y] = Ass:new(x, y, color, "animals/processed/", "me_rach") end
-- local x, y = 1, 1 local x, y = 1, 1
-- if active then self.collideables[color]["n: " .. x .. ", " .. y] = Ass:new(x, y, color, "tech/processed/", "mac_smaller") end if active then self.collideables[color]["n: " .. x .. ", " .. y] = Ass:new(x, y, color, "tech/processed/", "mac_smaller") end
self.collideables[color]["n: " .. x .. ", " .. y]:getOccupiedCells()
-- local x, y = 7, 7 local x, y = 7, 7
-- if active then self.collideables[color]["n: " .. x .. ", " .. y] = Ass:new(x, y, color, "tech/processed/", "cd") end if active then self.collideables[color]["n: " .. x .. ", " .. y] = Ass:new(x, y, color, "tech/processed/", "cd") end
-- end end
-- self.collideables["green"]["fpp"] = Artifact:new(6, 6, "green") -- self.collideables["green"]["fpp"] = Artifact:new(6, 6, "green")
for color, entities in pairs(self.collideables) do
self.collidableMatrices[color] = self:createEntityMatrix(entities)
end
end end
function Room:update(dt) function Room:update(dt)
for color, player in pairs(self.player) do self.player:update(dt)
player:update(dt)
end
end end
function Room:draw() function Room:draw()
for color, player in pairs(self.player) do self.player:draw()
if self.activeColors[color] then
player:draw()
end
end
for color, entityArray in pairs(self.collideables) do for color, entityArray in pairs(self.collideables) do
for _, entity in pairs(entityArray) do for _, entity in pairs(entityArray) do
entity:draw() entity:draw()
@ -77,20 +79,210 @@ function Room:draw()
end end
end end
function Room:movePlayer(key) function Room:createCollideablesMatrix(collideables)
for color, entities in pairs(self.collideables) do
self.collidableMatrices[color] = self:createEntityMatrix(entities)
end
end
function Room:createEntityMatrix(entities)
local matrix = {}
--lets populate it w/ empty stuff first
for i = 1, gridWidth do
local row = {}
for i = 1, gridHeight do
table.insert(row, false)
end
table.insert(matrix, row)
end
--assumes that entities table is set up li_e {index = ent1, anotherIndex = ent2, ...}
for _, entity in pairs(entities) do
for _, occupiedCells in pairs(entity:getOccupiedCells()) do
--we store a table reference so we can call a method on it during a chec_
matrix[occupiedCells.y][occupiedCells.x] = entity
end
end
-- printMatrix(matrix)
return matrix
end end
function Room:switchPlayerColor(color) function Room:getCellInMatrix(matrix, cell)
print(color) return matrix[cell.y][cell.x]
for c, active in pairs(self.activeColors) do end
if color == "white" then
self:setActiveColor(c, true) function Room:movePlayer(key)
elseif c == color then local activeColors = self.player:getActiveColors()
self:setActiveColor(c, true) local pos = self.player:getGridPos()
else local x, y = pos.x, pos.y
self:setActiveColor(c, false) local dir = {x = 0, y = 0}
local axis
if key == "up" then
dir.y, axis = -1, "y"
elseif key == "down" then
dir.y, axis = 1, "y"
elseif key == "left" then
dir.x, axis = -1, "x"
elseif key == "right" then
dir.x, axis = 1, "x"
end
local move
local entitiesToPush = {
red = {},
green = {},
blue = {}
}
local entitiesToPull = {
red = {},
green = {},
blue = {}
}
-- PUSHHHHHHHHHHHHHHHHHHHHHH---------------------
local initialTargetCell = {
x = pos.x + dir.x, y = pos.y + dir.y
} -- this is for reference for each color as we change the targetCells table
local move = true
local targetCells
--so the way this worx is....
for _, color in pairs(activeColors) do
--for each color...
targetCells = {initialTargetCell} -- ...we start with our attempted movement...
local doneSearching
while not doneSearching do
nextTargetCells = {} -- ...then we create this array to save our next group of cells
local emptyCells = {}
for _, cell in pairs(targetCells) do
if self:isInBounds(cell) then
local entity = self:getCellInMatrix(self.collidableMatrices[color], cell)
if entity then
--something is here!!
if not entitiesToPush[color][entity] then --if the entity hasnt been found already
if entity:canMove() then
local projectedCells = entity:getOccupiedCells(dir) -- we project the movement here
entitiesToPush[color][entity] = entity
for _, projectedCell in ipairs(projectedCells) do
table.insert(nextTargetCells, projectedCell)
end
else
move = false
doneSearching = true
end
end
else
--there's nothin there!!
table.insert(emptyCells, cell)
end
else
--we are out of bounds now
move = false
doneSearching = true
end
end
--if every projected cell is empty then we can do the move
if #emptyCells == #targetCells then
move = true
doneSearching = true
end
targetCells = nextTargetCells
end end
--let's get out of this loop b/c if we can't move one color we can't move at all
if move == false then break end
end
---PULL CHEC
local initialTargetCell = {x = pos.x - dir.x, y = pos.y - dir.y}
local targetCells
local pull = {}
--so the way this worx is....
for _, color in pairs(activeColors) do
--for each color...
targetCells = {initialTargetCell} -- ...we start with our attempted movement...
local doneSearching
while not doneSearching do
nextTargetCells = {} -- ...then we create this array to save our next group of cells
local emptyCells = {}
for _, cell in pairs(targetCells) do
if self:isInBounds(cell) then
local entity = self:getCellInMatrix(self.collidableMatrices[color], cell)
if entity then
--something is here!!
if not entitiesToPull[color][entity] then --if the entity hasnt been found already
if entity:canMove() then
local projectedCells = entity:getOccupiedCells(dir) -- we project the movement here
entitiesToPull[color][entity] = entity
for _, projectedCell in ipairs(projectedCells) do
table.insert(nextTargetCells, projectedCell)
end
else
pull[color] = false
doneSearching = true
end
end
else
--there's nothin there!!
table.insert(emptyCells, cell)
end
else
pull[color] = true
--we are out of bounds now
doneSearching = true
end
end
--if every projected cell is empty then we can do the move
if #emptyCells == #targetCells then
pull[color] = true
doneSearching = true
end
targetCells = nextTargetCells
end
--let's get out of this loop b/c if we can't move one color we can't move at all
if move == false then break end
end
if move then
for color, entities in pairs(entitiesToPush) do
for _, entity in pairs(entities) do
entity:move(axis, dir[axis])
end
end
for color, entities in pairs(entitiesToPull) do
if pull[color] then
for _, entity in pairs(entities) do
entity:move(axis, dir[axis])
end
end
end
self.player:move(axis, dir[axis])
self:tick()
end
end
function Room:attemptPush(dirVector)
-- should return array of things to push or nil/falsey value
end
function Room:switchPlayerColor(color)
if color == "white" then
self.player:setActiveColors({"red", "green", "blue"})
else
self.player:setActiveColors({color})
end end
end end
@ -98,27 +290,24 @@ function Room:setActiveColor(color, bool)
self.activeColors[color] = bool self.activeColors[color] = bool
end end
function Room:getAdjacentEntities(entities, pos, axis, direction)
end
function Room:checkAndPull(entities, pos, axis, direction)
end
function Room:tryPlayerMove(entities, pos, axis, direction)
end
function Room:tick() function Room:tick()
for color, entityArray in pairs(self.collideables) do for color, entityArray in pairs(self.collideables) do
for _, entity in pairs(entityArray) do for _, entity in pairs(entityArray) do
entity:tick() entity:tick()
end end
end end
self:createCollideablesMatrix()
self:nextRoomCheck() self:nextRoomCheck()
end end
function Room:isInBounds(cell)
if cell.x > 0 and cell.x <= gridWidth and
cell.y > 0 and cell.y <= gridHeight then
return true
end
return false
end
function Room:nextRoomCheck() function Room:nextRoomCheck()
end end