/
state_mapchange.lua
159 lines (100 loc) · 3.14 KB
/
state_mapchange.lua
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-- Rocks-n-Blaster -- #LD48 -- by <weldale@gmail.com>
local ATL = require("libs/AdvTiledLoader")
MapChangeState = GameState:subclass("MapChangeState")
function MapChangeState:initialize()
ATL.Loader.path = "maps/"
self.speed = 100
end
function MapChangeState:onActivation(nextMapFile, oldMap)
self.oldMap = oldMap
self.nextMap = self:_loadMap(nextMapFile)
self.nextMapFile = nextMapFile
self.completion = 0
if self.oldMap ~= nil then
self.state = 0
self.drawMap = self.oldMap
else
self.state = 1
self.drawMap = self.nextMap
end
love.filesystem.write("resumeMap.txt", nextMapFile)
end
function MapChangeState:draw()
local tx = 160 - (self.drawMap.width * self.drawMap.tileWidth)/2
local ty = 120 - (self.drawMap.height * self.drawMap.tileHeight)/2
love.graphics.translate(tx, ty)
self.drawMap:autoDrawRange(tx, ty, s )
self.drawMap:draw()
love.graphics.translate(-tx, -ty)
utils.withColor({0,0,0,255}, function()
if self.state == 0 then
love.graphics.rectangle("fill", 0, 0, self.completion * (320/100), 240)
elseif self.state == 1 then
love.graphics.rectangle("fill", self.completion * (320/100), 0, 320, 240)
end
end)
if self.state == 1 then
utils.withColor({255,255,255,255}, function()
local font = love.graphics.getFont()
love.graphics.setFont(headlineFont)
love.graphics.print( string.sub(self.nextMapFile, 1, -4), self.completion * (320/100) + 5, 120 )
love.graphics.setFont(font)
love.graphics.setScissor()
end)
end
end
function MapChangeState:update(dt)
self.completion = self.completion + (self.speed * dt)
if self.completion >= 100 then
if self.state == 0 then
self.state = 1
self.drawMap = self.nextMap
self.completion = 0
else
gameStateManager:changeState(InGameState, self.nextMap, self.nextMapFile)
end
end
end
function MapChangeState:_loadMap(map)
local genMap = ATL.Loader.load(map)
local objectsLayer = genMap("Objects")
local function convertObjects(objectDef)
if objectDef.type == "PlayerStartingPosition" then
return Player:new(objectDef.x + 8, objectDef.y + 8, objectDef.properties.number)
elseif objectDef.type == "Rock" then
return Rock:new(objectDef.x + 8, objectDef.y + 8)
elseif objectDef.type == "Message" then
return Message:new(objectDef.x, objectDef.y, objectDef.properties.message)
elseif objectDef.type == "Mob" then
return Mob:new(objectDef.x + 8, objectDef.y + 8, objectDef.properties.dir, objectDef.properties.speed)
end
end
objectsLayer:toCustomLayer(convertObjects)
function objectsLayer:draw()
for k,obj in pairs(self.objects) do
obj:draw()
end
end
function objectsLayer:update(dt)
for k,obj in pairs(self.objects) do
obj:update(dt)
if obj.remove then
self.objects[k] = nil
end
end
end
function objectsLayer:keypressed(key)
for k,obj in pairs(self.objects) do
if obj:keypressed(key) then break end
end
end
function objectsLayer:keyreleased(key)
for k,obj in pairs(self.objects) do
if obj:keyreleased(key) then break end
end
end
return genMap
end
function MapChangeState:keypressed(key)
gameStateManager:changeState(InGameState, self.nextMap, self.nextMapFile)
end