level serializes now

This commit is contained in:
0x81c 2015-03-16 10:17:06 -04:00
parent 7fa31726f4
commit d76ace8f69
2 changed files with 81 additions and 12 deletions

View file

@ -2,7 +2,6 @@ Entity = class("Entity")
function Entity:initialize(t) function Entity:initialize(t)
self.x, self.y = t.x, t.y self.x, self.y = t.x, t.y
self.name = t.name
self.spriteSize = {w = t.sprite:getWidth(), h = t.sprite:getHeight()} self.spriteSize = {w = t.sprite:getWidth(), h = t.sprite:getHeight()}
self.size = {w = self.spriteSize.w / 16, h = self.spriteSize.h / 16} self.size = {w = self.spriteSize.w / 16, h = self.spriteSize.h / 16}
self.cellShape = t.cellShape or self:cellShapeFromBox(self.size) self.cellShape = t.cellShape or self:cellShapeFromBox(self.size)
@ -11,6 +10,7 @@ function Entity:initialize(t)
self.sprite = t.sprite self.sprite = t.sprite
self.shaAmount = t.sha or 1 self.shaAmount = t.sha or 1
self.onBump = t.onBump or function(self) return true end self.onBump = t.onBump or function(self) return true end
self.tick = t.tick or function(self) return true end
self.drawOffset = {x = 0, y = 0} self.drawOffset = {x = 0, y = 0}
if self.size.w < 1 or self.size.h < 1 then if self.size.w < 1 or self.size.h < 1 then
@ -19,13 +19,6 @@ function Entity:initialize(t)
end end
end end
Entity.static.positionsAreEqual = function(cell1, cell2)
if cell1.x == cell2.x and cell1.y == cell2.y then
return true
end
return false
end
function Entity:getCollision() function Entity:getCollision()
return self.collision return self.collision
end end
@ -95,8 +88,12 @@ function Entity:getGridSize()
return {x = self.size.w, y = self.size.h} return {x = self.size.w, y = self.size.h}
end end
function Entity:tick() function Entity:getname()
return self.name
end
function Entity:tick()
return self.tick()
end end
function Entity:draw() function Entity:draw()
@ -119,6 +116,18 @@ function Entity:canPassOver()
return false return false
end end
function Entity:getClass()
return self.class.name
end
function Entity:getSerializationTable()
local pos = self:getGridPos()
local table = {}
table.x, table.y, table.color = pos.x, pos.y, color
if self.name then table.name = self.name end
return table
end
function Entity:move(axis, direction) function Entity:move(axis, direction)
self[axis] = self[axis] + direction self[axis] = self[axis] + direction
@ -135,3 +144,11 @@ end
function Entity:bump() function Entity:bump()
return self:onBump() return self:onBump()
end end
Entity.static.positionsAreEqual = function(cell1, cell2)
if cell1.x == cell2.x and cell1.y == cell2.y then
return true
end
return false
end

View file

@ -18,6 +18,7 @@ function Room:initialize(t)
self.player = {} self.player = {}
self.switches = { red = {}, green = {}, blue = {} } self.switches = { red = {}, green = {}, blue = {} }
self.switchMatrices = {} self.switchMatrices = {}
self.doors = {}
self.collideables = { red = {}, green = {}, blue = {} } self.collideables = { red = {}, green = {}, blue = {} }
self.collidableMatrices = {} --{red = {{...}{...}{...}}, ... self.collidableMatrices = {} --{red = {{...}{...}{...}}, ...
@ -25,7 +26,6 @@ function Room:initialize(t)
self.player[color] = Player:new(t.player.x, t.player.y, color) self.player[color] = Player:new(t.player.x, t.player.y, color)
end end
self.doors = {}
self.activeColors = {} self.activeColors = {}
for _, color in ipairs(t.player.activeColors) do self.activeColors[color] = true end for _, color in ipairs(t.player.activeColors) do self.activeColors[color] = true end
@ -434,6 +434,22 @@ function Room:getPlayerPos(color)
return self.player[color]:getGridPos() return self.player[color]:getGridPos()
end end
function Room:getPlayerObject(color)
return self.player[color]
end
function Room:getDoors()
return self.doors
end
function Room:getCollideables()
return self.collideables
end
function Room:getSwitches()
return self.switches
end
function Room:switchCheck() function Room:switchCheck()
local doorsToUnlock = {} local doorsToUnlock = {}
for color, switchArray in pairs(self.switches) do for color, switchArray in pairs(self.switches) do
@ -472,11 +488,47 @@ function Room:nextRoomCheck()
end end
function Room:save() function Room:save()
self:serialize() local name = self.name
local level = TSerial.pack(self:serialize(), nil, true)
print(level)
--write level to file
end end
function Room:serialize() function Room:serialize()
local level = {}
level.player = {}
for _, color in ipairs(self:getInactiveColors()) do
level.player[color] = self:getPlayerObject(color):getSerializationTable()
end
level.doors = {}
for _, door in pairs(self:getDoors()) do
table.insert(level.door, doors:getSerializationTable())
end
for color, collideableArray in pairs(self:getCollideables()) do
for _, collideable in pairs(collideableArray) do
if not collideable:isInstanceOf("Door") then --for now, we might change doors up some
local entityClass = string.lower(collideable:getClass())
print(entityClass)
if not level[entityClass] then level[entityClass] = {} end
if not level[entityClass][color] then level[entityClass][color] = {} end
table.insert(level[entityClass][color], collideable:getSerializationTable())
end
end
end
level.switches = {}
for color, switchArray in pairs(self:getSwitches()) do
level.switches[color] = {}
for _, switch in ipairs(switchArray) do
table.insert(level.switches[color], switch:getSerializationTable())
end
end
return level
end end
function nextRoom(pos) function nextRoom(pos)