Room = class("Room") require "player" require "box" require "wall" require "artifact" require "npc" require "art" require "assorted" require "switch" require "door" function Room:initialize(t) self.colorsPlayerHas = {"red", "green", "blue"} self.exits = t.exits self.name = t.name self.player = {} self.switches = { red = {}, green = {}, blue = {} } self.switchMatrices = {} self.collideables = { red = {}, green = {}, blue = {} } self.collidableMatrices = {} --{red = {{...}{...}{...}}, ... for _, color in ipairs(t.player.activeColors) do self.player[color] = Player:new(t.player.x, t.player.y, color) end self.doors = {} self.activeColors = {} for _, color in ipairs(t.player.activeColors) do self.activeColors[color] = true end -- 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=1, 30 do -- local x, y = randomPosition() -- local door = Door:new(x, y, self.colorsPlayerHas) -- table.insert(self.doors, door) -- for color, active in pairs(self.activeColors) do -- self.collideables[color]["w: " .. x .. ", " .. y] = door -- end -- end for i=0, 5 do local x, y = randomPosition() for color, active in pairs(self.activeColors) do self.collideables[color]["w: " .. x .. ", " .. y] = Box:new(x, y, color) end end -- for i = 0, 5 do -- local x, y = randomPosition() -- print(x, y) -- local c = randomColor() -- table.insert(self.switches[c], Switch:new(x, y, c)) -- end for color, active in pairs(self.activeColors) do local x, y = 6, 3 -- if active then self.collideables[color]["n: " .. x .. ", " .. y] = Ass:new(x, y, color, "animals/processed/", "me_rach") end local x, y = 1, 1 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 -- if active then self.collideables[color]["n: " .. x .. ", " .. y] = Ass:new(x, y, color, "food/processed/", "beer_mug") end -- self.collideables[color]["fpp"] = Artifact:new(6, 6, color) end for color, entities in pairs(self.collideables) do self.collidableMatrices[color] = self:createEntityMatrix(entities) end end function Room:update(dt) for color, player in pairs(self.player) do player:update(dt) end end function Room:draw() for color, player in pairs(self.player) do player:draw() end for color, entityArray in pairs(self.collideables) do for _, entity in pairs(entityArray) do entity:draw() end end for color, switchArray in pairs(self.switches) do for _, switch in pairs(switchArray) do switch:draw() end end end function Room:createCollideablesMatrix() for color, entities in pairs(self.collideables) do self.collidableMatrices[color] = self:createEntityMatrix(entities) end end function Room:createSwitchMatrix() for color, switches in pairs(self.switches) do self.switchMatrices[color] = self:createEntityMatrix(switches) 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 function Room:getCellInMatrix(matrix, cell) return matrix[cell.y][cell.x] end function Room:movePlayer(key) local moved = false for _, color in pairs(self:getActiveColors()) do local entitiesToPush, entitiesToPull = {}, {} local pos = self.player[color]:getGridPos() local x, y = pos.x, pos.y 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 = true -- 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 if not self:isInBounds(initialTargetCell) then move = true elseif self:getCellInMatrix(self.collidableMatrices["red"], initialTargetCell) and self:getCellInMatrix(self.collidableMatrices["red"], initialTargetCell):canPassOver() then move = true else local targetCells 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[entity] then --if the entity hasnt been found already if entity:canMove() then local projectedCells = entity:getOccupiedCells(dir) -- we project the movement here entitiesToPush[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 --let's get out of this loop b/c if we can't move one color we can't move at all end ---PULL CHEC local initialTargetCell = {x = pos.x - dir.x, y = pos.y - dir.y} local targetCells local pull = {} --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[entity] then --if the entity hasnt been found already if entity:canMove() then local projectedCells = entity:getOccupiedCells(dir) -- we project the movement here entitiesToPull[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 --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 doneSearching = true end targetCells = nextTargetCells end if move then for _, entity in pairs(entitiesToPush) do entity:move(axis, dir[axis]) end for _, entity in pairs(entitiesToPull) do entity:move(axis, dir[axis]) end self.player[color]:move(axis, dir[axis]) moved = true end end if moved then self:tick() end end function Room:switchPlayerColor(color) local canSwitch if self:onlyColorIsActive(color) then canSwitch = false else for _, c in pairs(self:getPossibleColors()) do if c == color then self:setActiveColor(c, true) else self:setActiveColor(c, false) end end end self.player[color]:playSwitchSound(canSwitch) end function Room:setActiveColor(color, bool) self.activeColors[color] = bool end function Room:getActiveColors() local colors = {} for color, active in pairs(self.activeColors) do if active then table.insert(colors, color) end end return colors end function Room:getInactiveColors() local colors = {} for color, active in pairs(self.activeColors) do if not active then table.insert(colors, color) end end return colors end function Room:getPossibleColors() local colors = {} for _, color in ipairs(self.colorsPlayerHas) do table.insert(colors, color) print(color) end return colors end function Room:onlyColorIsActive(color) local activeColors = self:getActiveColors() if #activeColors == 1 and activeColors[1] == color then return true else return false end end function Room:tick() for color, entityArray in pairs(self.collideables) do for _, entity in pairs(entityArray) do entity:tick() end end self:createCollideablesMatrix() self:createSwitchMatrix() local setDoorColors = self:switchCheck() for _, door in pairs(self.doors) do print(door) door:setColors(setDoorColors) end self:playerJoinCheck() self:nextRoomCheck() end function Room:playerJoinCheck() local join = {} for _, inactiveColor in ipairs(self:getInactiveColors()) do local overlapping = 0 local activeColors = self:getActiveColors() local inactivePos = self:getPlayerPos(inactiveColor) for _, activeColor in ipairs(activeColors) do local activePos = self:getPlayerPos(activeColor) if activePos.x == inactivePos.x and activePos.y == inactivePos.y then overlapping = overlapping + 1 end end if overlapping == #activeColors then table.insert(join, inactiveColor) end end for _, color in ipairs(join) do self:setActiveColor(color, true) end end function Room:getPlayerPos(color) return self.player[color]:getGridPos() end function Room:switchCheck() local doorsToUnlock = {} for color, switchArray in pairs(self.switches) do local onSwitches = {} for _, switch in pairs(switchArray) do local targetCell = self:getCellInMatrix(self.collidableMatrices[color], switch:getGridPos()) if targetCell then --switch is on switch:activate() table.insert(onSwitches, switch) --doesn't rly matter what we put here as long as it's true-y else switch:deactivate() end end if #onSwitches == #switchArray then doorsToUnlock[color] = true else doorsToUnlock[color] = false end end return doorsToUnlock 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() for _, color in ipairs(self:getActiveColors()) do if not self:isInBounds(self.player[color]:getGridPos()) then nextRoom(self.player[color]:getGridPos()) return end end end function nextRoom(pos) local exit local newPos = {x = pos.x, y = pos.y} if pos.x > gridWidth then exit = "right" newPos.x = 1 elseif pos.x < 1 then exit = "left" newPos.x = gridWidth elseif pos.y > gridHeight then exit = "bottom" newPos.y = 1 elseif pos.y < 1 then exit = "top" newPos.y = gridHeight end currentRoom = Room:new{ player = { x = newPos.x, y = newPos.y, activeColors = currentRoom:getActiveColors() } } end