/
item.lua
75 lines (59 loc) · 1.4 KB
/
item.lua
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require('mapobject')
itemTileset = Tileset("gfx/itemtileset.png",16,16)
MapItem = Class("MapItem", MapObject)
function MapItem:initialize(itemDefinition,x,y)
MapObject.initialize(self,x,y)
self.item = itemDefinition
end
function MapItem:collide(with)
if with == player then
player:pickUp(self.item)
self:remove()
end
end
function MapItem:getWidth()
return 16
end
function MapItem:getHeight()
return 16
end
function MapItem:draw()
self.item:draw(round(self.x),round(self.y))
end
Items = {}
-- this is a definition class and does not refer to actual items. item storage is done in the player class
Item = Class("Item")
function Item:initialize(name, tileID, def)
self.name = name
Items[name] = self
self.tileID = tileID or 1
for i,v in pairs(def or {}) do
self[i] = v
end
table.insert(Items, self)
end
function Item:spawn(map,cx,cy)
print("Spawning " .. self.name)
local px,py = cx - 8, cy - 8
map:attachObject(MapItem(self,px,py))
end
function Item:draw(x,y)
love.graphics.setColor(255,255,255)
itemTileset:draw(self.tileID, x,y)
end
function Item:isEquippable(slot)
if not slot then
return self.canEquip ~= nil
else
return self.canEquip[slot]
end
end
function Item:isUseable( ... )
return self.use ~= nil
end
--now load items
local itemDefs = love.filesystem.getDirectoryItems("items")
for i,v in ipairs(itemDefs) do
love.filesystem.load("items/" .. v)()
print("loaded " .. v)
end