Generate 1x2/2x1 dominoes, 2x2 (square + 4 L-trominoes) and all
connected 3x2/2x3 polyominoes as R/G/B channel masks, reusing the
distance-based concentric-ring format that reproduces box_r/g/b
exactly. Outer silhouette keeps a 1px margin; connected cells stay
seamless. Each shape ships a {class="moveable"} .meta so getAllAssets
auto-registers it as a GenericMoveable.
Wire the occupied-cell shape (precomputed once by getAllAssets via
getCellsFromSprite) through to entities: createEntity now passes the
cached cells as cellShape, so an L/U/notched block collides on its real
cells and its gaps read as empty space. Fix the per-colour cache that
was reset every channel so only one colour survived.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
61 lines
2.4 KiB
Lua
61 lines
2.4 KiB
Lua
require "libs/TSerial"
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local targetFolder = "art"
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local reanalyzeCells = true
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function getAllAssets()
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local objectnames = {}
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local topFolder = "art"
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local files = love.filesystem.getDirectoryItems(topFolder)
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for _, folder in pairs(files) do
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if string.sub(folder, 1, 1) ~= "_" then
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-- we ignore directories which are prepended w/ an underscore
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if not string.find(folder, "%.") then
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objectnames[folder] = {}
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-- love.filesystem.createDirectory("art/" .. folder)
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-- this is a folder, probably
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local newFiles = love.filesystem.getDirectoryItems(topFolder .. "/" .. folder)
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for _, fileToAnalyze in pairs(newFiles) do
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if fileToAnalyze:find("_r.png") or fileToAnalyze:find("_g.png") or fileToAnalyze:find("_b.png")then
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local color
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if fileToAnalyze:find("_r.png") then color = "red"
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elseif fileToAnalyze:find("_g.png") then color = "green"
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elseif fileToAnalyze:find("_b.png") then color = "blue" end
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local name = fileToAnalyze:sub(1, fileToAnalyze:len() - 6)
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if not globalAssetProperties[name] then
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globalAssetProperties[name] = {}
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globalAssetProperties[name].directory = folder
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globalAssetProperties[name].sprites = {}
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globalAssetProperties[name].preload = false
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end
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-- class comes from a <name>.meta sitting next to the art
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-- (authoritative); default to immoveable if none exists
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local metaPath = topFolder .. "/" .. folder .. "/" .. name .. ".meta"
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if love.filesystem.getInfo(metaPath, "file") then
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globalAssetProperties[name].class = TSerial.unpack(love.filesystem.read(metaPath)).class
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elseif not globalAssetProperties[name].class then
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globalAssetProperties[name].class = "immoveable"
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end
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local sprite = topFolder .. "/" .. folder .. "/" .. fileToAnalyze
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globalAssetProperties[name].sprites[color] = sprite
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-- Precompute the occupied-cell shape once per asset/colour and
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-- cache it here; entities share this table by reference so
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-- collision never rescans pixels at runtime. Keyed per colour
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-- (each channel leaves its own gaps) rather than reset per file.
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globalAssetProperties[name].cells = globalAssetProperties[name].cells or {}
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if not globalAssetProperties[name].cells[color] or reanalyzeCells then
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globalAssetProperties[name].cells[color] = getCellsFromSprite(sprite)
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end
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end
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end
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end
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end
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end
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return globalAssetProperties
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end
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