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188 lines (154 loc) · 4.48 KB
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Copy pathlevel.lua
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188 lines (154 loc) · 4.48 KB
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local ldtk = require 'lib.ldtk'
local World = require("core.World")
local Camera = require("core.Camera")
---@class Level
---@field world World|nil
---@field entities table<Entity>
---@field ui_elements table<any>
---@field levelScript table
---@field camera Camera
---@field player Player
---@field LayerGround ldtk.Layer|nil
---@field LayerBackground ldtk.Layer|nil
local level = {
world = nil,
entities = {},
ui_elements = {},
levelScript = {
onUpdate = nil,
onLevelCreated = nil,
onLevelDestroyed = nil,
},
camera = Camera:new(),
LayerGround = nil,
LayerBackground = nil,
}
local Parallax = require("core.Parallax")
local background = Parallax:new()
background:addLayer("assets/background/industrial/1.png", 0.05, 1.4)
background:addLayer("assets/background/industrial/2.png", 0.10, 1.4)
background:addLayer("assets/background/industrial/3.png", 0.20, 1.4)
background:addLayer("assets/background/industrial/4.png", 0.35, 1.4)
background:addLayer("assets/background/industrial/5.png", 0.50, 1.4)
function ldtk.onEntity(entity)
local id = entity.id
local entityClassName = "entities." .. id
local status, entityClass = pcall(require, entityClassName)
if status and entityClass then
local e = entityClass:new(entity, entity.x, entity.y)
if id == "Player" then
level.player = e
level.camera:follow(e)
end
table.insert(level.entities, e)
else
print("Unknown entity type: " .. id)
end
end
function ldtk.onLayer(layer)
-- A new layer is created.
if layer.id == "Ground" then
level.LayerGround = layer
level.world:addGroundLayer(layer)
elseif layer.id == "Background" then
layer.color = { 0.6, 0.6, 0.6, 1 }
level.LayerBackground = layer
else
print("Unknown layer type: " .. layer.id)
end
end
function ldtk.onLevelLoaded(ldtkLevel)
-- Current level is about to be changed.
if level.levelScript and level.levelScript.onLevelDestroyed then
level.levelScript:onLevelDestroyed(level)
end
level.levelScript = nil
level.entities = {}
level.ui_elements = {}
level.player = nil
level.world = World:new(ldtkLevel)
level.camera:setBounds(0, 0, level.world.width, level.world.height)
end
function ldtk.onLevelCreated(ldtkLevel)
-- Current level has been created and is ready to be used.
print("Level created: " .. ldtkLevel.id)
table.insert(level.ui_elements, require("ui.HUD"):new(level.player))
local scriptName = ldtkLevel.id
if scriptName then
local status, levelScript = pcall(require, "levels." .. scriptName)
if status then
level.levelScript = levelScript
level.levelScript.scriptName = scriptName
if levelScript and levelScript.onLevelCreated then
levelScript:onLevelCreated(level)
end
end
end
end
function level:Draw()
if self.camera then
self.camera:apply()
end
background:draw(self.camera.x, self.camera.y)
if self.LayerBackground then
self.LayerBackground:draw()
end
if self.LayerGround then
self.LayerGround:draw()
end
for _, e in ipairs(self.entities) do
-- Draw non-player entities first
if e ~= self.player and e.draw then
e:draw()
end
end
-- Draw player last so it appears on top
if self.player and self.player.draw then
self.player:draw()
end
Debug:draw(self.world.physics)
for _, ui in ipairs(self.ui_elements) do
if ui.draw then
ui:draw()
end
end
if self.camera then
self.camera:clear()
end
end
function level:Update(dt)
if self.world == nil then
return
end
if self.levelScript and self.levelScript.onUpdate then
self.levelScript:onUpdate(self, dt)
end
for _, entity in ipairs(self.entities) do
entity:update(dt)
end
for _, ui in ipairs(self.ui_elements) do
if ui.update then
ui:update(dt)
end
end
self.world.physics:update(dt)
Debug:update(dt)
if self.camera then
self.camera:update(dt)
end
end
function level:keypressed(key)
for _, entity in ipairs(self.entities) do
if entity.keypressed then
entity:keypressed(key)
end
end
end
function level:load(levelName)
ldtk:level(levelName)
end
function level:reload()
ldtk:reload()
end
ldtk:load('levels.ldtk')
return level