113 lines
2.9 KiB
Lua
113 lines
2.9 KiB
Lua
sprites = {
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player = love.graphics.newImage("art/game/player.png"),
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wall = love.graphics.newImage("art/game/static_wall.png"),
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box = {
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red = love.graphics.newImage("art/game/wall_r.png"),
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green = love.graphics.newImage("art/game/wall_g.png"),
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blue = love.graphics.newImage("art/game/wall_b.png")
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},
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door = {
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white = love.graphics.newImage("art/game/door_locked_w.png"),
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red = love.graphics.newImage("art/game/door_locked_r.png"),
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green = love.graphics.newImage("art/game/door_locked_g.png"),
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blue = love.graphics.newImage("art/game/door_locked_b.png"),
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unlocked = love.graphics.newImage("art/game/door_unlocked.png")
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},
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switch = {
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red = love.graphics.newImage("art/game/switch_r.png"),
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green = love.graphics.newImage("art/game/switch_g.png"),
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blue = love.graphics.newImage("art/game/switch_b.png")
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},
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water = {
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red = love.graphics.newImage("art/nature/water_r.png"),
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green = love.graphics.newImage("art/nature/water_g.png"),
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blue = love.graphics.newImage("art/nature/water_b.png")
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},
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mac_smaller = love.graphics.newImage("art/tech/mac_smaller_r.png"),
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tree = {
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red = love.graphics.newImage("art/nature/palm_scaled_r.png"),
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green = love.graphics.newImage("art/nature/palm_scaled_g.png"),
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blue = love.graphics.newImage("art/nature/palm_scaled_b.png")
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},
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npcs = {
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},
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}
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spriteCells = {}
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function processSprites()
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getCellsFromSprite(sprites.player)
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for name, spriteObj in pairs(sprites) do
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if type(spriteObj) == "table" then
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spriteCells[name] = {}
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--this is multicolored so...
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for color, sprite in pairs(spriteObj) do
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spriteCells[name][color] = getCellsFromSprite(sprite)
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end
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else
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--assume it's an image obj
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spriteCells[name] = getCellsFromSprite(spriteObj)
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end
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end
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end
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function getCellsFromSprite(sprite)
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local w, h = sprite:getWidth(), sprite:getHeight()
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local box = {w = w / 16, h = h / 16}
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local boxCells = cellShapeFromBox(box)
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if box.w < 1 or box.h < 1 then
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return boxCells
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end
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local img = sprite:getData()
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local cellsToRemove = {}
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local stop
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for _, cell in pairs(boxCells) do
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local startPixel = {x = (cell.x - 1) * 16, y = (cell.y - 1) * 16}
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local endPixel = {x = (cell.x * 16) - 1, y = (cell.y * 16) - 1}
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local empty = true
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for i = startPixel.x, endPixel.x do
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for j = startPixel.y, endPixel.y do
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local r, g, b, a = img:getPixel(i, j)
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if a > 0 and (r > 0 or g > 0 or b > 0) then
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--this cell has color so
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empty = false
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end
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end
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end
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if empty then
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cellsToRemove[cell] = cell --references boxCells cell so comparison should wor_
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end
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end
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local i = 1
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while i <= #boxCells do
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if boxCells[i] == cellsToRemove[boxCells[i]] then
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table.remove(boxCells, i)
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else
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i = i + 1
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end
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end
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shallowTablePrint(boxCells)
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return boxCells
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end
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function cellShapeFromBox(box)
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local cells = {}
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for i = 1, box.w do
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for j = 1, box.h do
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table.insert(cells, {x = i, y = j})
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end
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end
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return cells
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end
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