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parallax.lua
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parallax.lua
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local M = {}
--====================================================================--
-- PARALLAX CLASS
--====================================================================--
--
-- Version: 0.8
-- Made by Griffin Adams ( theIdeaMen ) 2011-2012
-- Twitter: http://www.twitter.com/theIdeaMen
-- eMail: duff333@gmail.com
--
-- MIT License
-- You can use and change this code free of purgery or death as long
-- as you promise to have fun or something along those lines.
--
-- Thanks to Brent Sorrentino for a great parallax demo, the
-- the starting point from witch this class was born.
--
-- Feedback welcome!
--
--====================================================================--
-- CHANGES
--====================================================================--
-- 03-02-2015 - Tim Catania - Replaced depreciated setReferencePoint
-- 02-05-2012 - Griffin Adams - Major update/rewrite
-- - see 'Old' branch for previous history
--
--====================================================================--
-- INFORMATION
--====================================================================--
--
--
-- * Import the class like this:
--
-- parallax = require( "parallax" )
--
--
-- * To create a new scene
--
-- yourScene = parallax.newScene(
-- {
-- width = [X SCENE SIZE],
-- height = [Y SCENE SIZE],
-- left = [SCENE X BEGINNING POS],
-- top = [SCENE Y BEGINNING POS],
-- [repeated = [REPEAT FOREVER, "horizontal","vertical","both"]
-- } )
--
--
-- * To add a new layer to the scene
--
-- yourScene:newLayer(
-- {
-- image = [IMAGE NAME],
-- width = [IMAGE WIDTH],
-- height = [IMAGE HEIGHT],
-- [top = [IMAGE Y POS],]
-- [bottom = [IMAGE Y POS],]
-- left = [IMAGE X POS],
-- speed = [HOW FAST, 0 - 1 for backgrounds, > 1 for foregrounds],
-- [repeated = [INF SCROLL, "horizontal","vertical","both"]]
-- } )
--
-- NOTE: Create your layers in order from closest to farthest away
-- NOTE: All x/y coordinates should be in relation to the screen (not local)
--
--
-- * To add objects to a layer
--
-- yourScene:insertObj( object, [layer] )
--
-- NOTE: If no layer specified, defaults to the top layer
--
--
--
-- * To move a scene
--
-- yourScene:move( deltaX, deltaY )
--
--====================================================================--
--====================================================================--
-- LIMITS UTILITY - helps with limit checking
--====================================================================--
local function limitsCheck( group, worldLimits )
-- adjust the world limits based on the device screen size
local adjustX = ( display.contentWidth - display.screenOriginX * 2 ) - worldLimits.XMax
local adjustY = ( display.contentHeight - display.screenOriginY * 2 ) - worldLimits.YMax
local direction = group.repeated
if ( direction == "vertical" or direction == false ) then
if group.x > 0 then
group.x = 0
elseif group.x < adjustX then
group.x = adjustX
end
end
if ( direction == "horizontal" or direction == false ) then
if group.y < 0 then
group.y = 0
elseif group.y > -adjustY then
group.y = -adjustY
end
end
end
--====================================================================--
-- LEAP-FROG UTILITY - helps infinite scroll do its job
--====================================================================--
local function leapFrog( low, high, bgTable, down )
if ( down ) then
low = high
for i = 1, #bgTable do
if ( high == bgTable[i] ) then
if ( i == 1 ) then
high = bgTable[#bgTable]
else
high = bgTable[i-1]
end
break
end
end
else
high = low
for i = 1, #bgTable do
if ( low == bgTable[i] ) then
if ( i == #bgTable ) then
low = bgTable[1]
else
low = bgTable[i+1]
end
break
end
end
end
return low, high
end
--====================================================================--
-- INFINITE SCROLL UTILITY - layer management for infinite scroll
--====================================================================--
local function infiniteScroll( group, worldLimits )
local screenOffsetW = display.contentWidth - display.viewableContentWidth - display.screenOriginX
local screenOffsetH = display.contentHeight - display.viewableContentHeight - display.screenOriginY
-- adjust the world limits based on the device screen size
local adjustX = ( display.contentWidth + screenOffsetW * 2 )
local adjustY = ( display.contentHeight + screenOffsetH * 2 )
local direction = group.repeated
if ( direction == "horizontal" ) then
local leftMostX, leftMostY = group.leftMost:localToContent(-group.leftMost.width*0.5,0)
local rightMostX, rightMostY = group.rightMost:localToContent(group.rightMost.width*0.5,0)
if ( leftMostX > -screenOffsetW ) then
group.rightMost.x = group.leftMost.x - group.bgX[1].width
group.leftMost, group.rightMost = leapFrog( group.leftMost, group.rightMost, group.bgX, true )
elseif ( rightMostX < adjustX ) then
group.leftMost.x = group.rightMost.x + group.bgX[1].width
group.leftMost, group.rightMost = leapFrog( group.leftMost, group.rightMost, group.bgX )
end
elseif ( direction == "vertical" ) then
local bottomMostX, bottomMostY
local topMostX, topMostY
if ( group.top ) then
topMostX, topMostY = group.topMost:localToContent(0,group.topMost.height*0.5)
bottomMostX, bottomMostY = group.bottomMost:localToContent(0,-group.bottomMost.height*0.5)
elseif ( group.bottom ) then
topMostX, topMostY = group.topMost:localToContent(0,-group.topMost.height*0.5)
bottomMostX, bottomMostY = group.bottomMost:localToContent(0,group.bottomMost.height*0.5)
end
if ( topMostY > -screenOffsetH ) then
group.bottomMost.y = group.topMost.y - group.bgY[1].height
if ( group.top ) then
group.topMost, group.bottomMost = leapFrog( group.topMost, group.bottomMost, group.bgY )
elseif ( group.bottom ) then
group.bottomMost, group.topMost = leapFrog( group.bottomMost, group.topMost, group.bgY, true )
end
elseif ( bottomMostY < adjustY ) then
group.topMost.y = group.bottomMost.y + group.bgY[1].height
if ( group.top ) then
group.topMost, group.bottomMost = leapFrog( group.topMost, group.bottomMost, group.bgY )
elseif ( group.bottom ) then
group.bottomMost, group.topMost = leapFrog( group.bottomMost, group.topMost, group.bgY, true )
end
end
elseif ( direction == "both" ) then
local leftMostX, leftMostY = group.leftMost:localToContent(-group.leftMost.width*0.5,0)
local rightMostX, rightMostY = group.rightMost:localToContent(group.rightMost.width*0.5,0)
local bottomMostX, bottomMostY
local topMostX, topMostY
if ( group.top ) then
topMostX, topMostY = group.topMost:localToContent(0,group.topMost.height*0.5)
bottomMostX, bottomMostY = group.bottomMost:localToContent(0,-group.bottomMost.height*0.5)
elseif ( group.bottom ) then
topMostX, topMostY = group.topMost:localToContent(0,-group.topMost.height*0.5)
bottomMostX, bottomMostY = group.bottomMost:localToContent(0,group.bottomMost.height*0.5)
end
if ( leftMostX > -screenOffsetW ) then
for i = 1, #group.bgY do
if ( group.rightMost == group.bgY[i][1] ) then
for j = 1, #group.bgY[i] do
group.bgY[i][j].x = group.leftMost.x - group.bgX[1].width
end
group.leftMost = group.rightMost
if ( i == 1 ) then
group.rightMost = group.bgY[#group.bgY][1]
else
group.rightMost = group.bgY[i-1][1]
end
break
end
end
elseif ( rightMostX < adjustX ) then
for i = 1, #group.bgY do
if ( group.leftMost == group.bgY[i][1] ) then
for j = 1, #group.bgY[i] do
group.bgY[i][j].x = group.rightMost.x + group.bgX[1].width
end
group.rightMost = group.leftMost
if ( i == #group.bgY ) then
group.leftMost = group.bgY[1][1]
else
group.leftMost = group.bgY[i+1][1]
end
break
end
end
end
if ( topMostY > -screenOffsetH ) then
for i = 1, #group.bgY[1] do
if ( group.bottomMost == group.bgY[1][i] ) then
for j = 1, #group.bgY do
group.bgY[j][i].y = group.topMost.y - group.bgX[1].height
end
group.topMost = group.bottomMost
if ( group.top ) then
if ( i == 1 ) then
group.topMost = group.bgY[1][#group.bgY[1]]
else
group.topMost = group.bgY[1][i-1]
end
elseif ( group.bottom ) then
if ( i == #group.bgY[1] ) then
group.bottomMost = group.bgY[1][1]
else
group.bottomMost = group.bgY[1][i+1]
end
end
break
end
end
elseif ( bottomMostY < adjustY ) then
for i = 1, #group.bgY[1] do
if ( group.topMost == group.bgY[1][i] ) then
for j = 1, #group.bgY do
group.bgY[j][i].y = group.bottomMost.y + group.bgX[1].height
end
group.bottomMost = group.topMost
if ( group.top ) then
if ( i == #group.bgY[1] ) then
group.bottomMost = group.bgY[1][1]
else
group.bottomMost = group.bgY[1][i+1]
end
elseif ( group.bottom ) then
if ( i == 1 ) then
group.topMost = group.bgY[1][#group.bgY[1]]
else
group.topMost = group.bgY[1][i-1]
end
end
break
end
end
end
--[[ -- Not working yet
else
if ( group.x + worldLimits.XMax + group.bgX[1].x < adjustX ) then
group.bgX[1].x = worldLimits.XMax + group.bgX[1].x
elseif ( group.x - worldLimits.XMax + group.bgX[1].x + group.bgX[1].width > -screenOffsetW ) then
group.bgX[1].x = worldLimits.XMin - worldLimits.XMax + group.bgX[1].x
end
if ( group.y + worldLimits.YMax + group.bgY[1].y < -screenOffsetH ) then
group.bgY[1].y = worldLimits.YMax + group.bgY[1].y
elseif ( group.y - worldLimits.YMax + group.bgY[1].y + group.bgY[1].height > adjustY ) then
group.bgY[1].y = worldLimits.YMin - worldLimits.YMax + group.bgY[1].y
end
]]--
end
end
--====================================================================--
-- REPEATED LAYER UTILITY - creates copies for repeated layers
--====================================================================--
local function makeCopies( group, worldLimits )
local sceneWidth = worldLimits.XMax
local sceneHeight = worldLimits.YMax
local direction = group.repeated
local xCopies, yCopies
if ( direction == "horizontal" ) then
xCopies = math.ceil( ( sceneWidth * group.speed ) / group.bgX[1].width ) + 1
for i = 2, xCopies do
group.bgX[i] = display.newImageRect( group, group.image, group.bgX[1].width, group.bgX[1].height )
if ( group.top ) then
group.bgX[i].anchorx = 0
elseif ( group.bottom ) then
group.bgX[i].anchorx = 1
end
group.bgX[i].x = ( group.bgX[1].width * ( i - 1 ) ) + worldLimits.XMin
group.bgX[i].y = group.bgX[1].y
group.bgX[i]:toBack()
end
group.leftMost = group.bgX[1]
group.rightMost = group.bgX[xCopies]
end
if ( direction == "vertical" ) then
yCopies = math.ceil( ( sceneHeight * group.speed ) / group.bgY[1].height ) + 1
for i = 2, yCopies do
group.bgY[i] = display.newImageRect( group, group.image, group.bgY[1].width, group.bgY[1].height )
if ( group.top ) then
group.bgY[i].anchorx = 0
group.bgY[i].y = group.bgY[1].y + ( group.bgY[1].height * ( i - 1 ) )
elseif ( group.bottom ) then
group.bgY[i].anchorx = 1
group.bgY[i].y = group.bgY[1].y - ( group.bgY[1].height * ( i - 1 ) )
end
group.bgY[i].x = group.bgY[1].x
group.bgY[i]:toBack()
end
if ( group.top ) then
group.bottomMost = group.bgY[yCopies]
group.topMost = group.bgY[1]
elseif ( group.bottom ) then
group.bottomMost = group.bgY[1]
group.topMost = group.bgY[yCopies]
end
end
-- Nested loops to create 2-D matrix of a "both" repeated layer
if ( direction == "both" ) then
xCopies = math.ceil( ( sceneWidth * group.speed ) / group.bgY[1].width )
yCopies = math.ceil( ( sceneHeight * group.speed ) / group.bgY[1].height )
for i = 1, xCopies do
group.bgY[i] = {}
for j = 1, yCopies do
group.bgY[i][j] = display.newImageRect( group, group.image, group.bgX[1].width, group.bgX[1].height )
if ( group.top ) then
group.bgY[i][j].anchorx = 0
group.bgY[i][j].y = group.bgX[1].y + ( group.bgX[1].height * ( j - 1 ) )
elseif ( group.bottom ) then
group.bgY[i][j].anchorx = 1
group.bgY[i][j].y = group.bgX[1].y - ( group.bgX[1].height * ( j - 1 ) )
end
group.bgY[i][j].x = ( group.bgX[1].width * ( i - 1 ) ) + worldLimits.XMin
group.bgY[i][j]:toBack()
end
end
group.leftMost = group.bgY[1][1]
group.rightMost = group.bgY[xCopies][1]
group.bottomMost = group.bgY[1][1]
group.topMost = group.bgY[1][yCopies]
end
end
--====================================================================--
-- CREATE NEW SCENE - This is where it all begins
--====================================================================--
local function newScene( params )
local screenOffsetW = display.contentWidth - display.viewableContentWidth - display.screenOriginX
local screenOffsetH = display.contentHeight - display.viewableContentHeight - display.screenOriginY
local Group = display.newGroup()
local width = params.width
local height = params.height
local top = params.top or false
local bottom = params.bottom or false
local left = params.left - screenOffsetW
local repeated = params.repeated or false
local verticalMin
Group.anchorx = 0
Group.anchory = 0
if ( top ) then
top = top - screenOffsetH
verticalMin = top
elseif ( bottom ) then
bottom = bottom - screenOffsetH
verticalMin = bottom - height
end
local moveGroups = {}
local groupCount = 1
moveGroups[groupCount] = display.newGroup()
moveGroups[groupCount].top = verticalMin
moveGroups[groupCount].bottom = bottom
moveGroups[groupCount].left = left
moveGroups[groupCount].repeated = repeated
moveGroups[groupCount].index = groupCount
-- You can get scene properties from this. Ex. 'yourScene.prop.x'
Group.prop = moveGroups[groupCount]
Group:insert( moveGroups[groupCount] )
groupCount = groupCount + 1
local worldLimits = { XMin = left, YMin = verticalMin, XMax = width + screenOffsetW, YMax = height + screenOffsetH }
--====================================================================--
-- CREATE NEW IMAGE LAYER
--====================================================================--
function Group:newLayer( params )
local moveGroups = moveGroups
moveGroups[groupCount] = display.newGroup()
local image = params.image
local width = params.width
local height = params.height
local top = params.top or false
local bottom = params.bottom or false
local left = params.left + moveGroups[1].left
local speed = params.speed
local repeated = params.repeated or false
local id = params.id
moveGroups[groupCount].bgX = {}
moveGroups[groupCount].bgY = {}
local xLocal, yLocal
moveGroups[groupCount].bgX[1] = display.newImageRect( moveGroups[groupCount], image, width, height )
if ( top ) then
top = top
xLocal, yLocal = Group:contentToLocal(left, top)
moveGroups[groupCount].bgX[1].anchorx = 0
elseif ( bottom ) then
bottom = bottom + screenOffsetH
xLocal, yLocal = Group:contentToLocal(left, bottom)
moveGroups[groupCount].bgX[1].anchorx = 0
end
moveGroups[groupCount].bgX[1].x = xLocal
moveGroups[groupCount].bgX[1].y = yLocal
moveGroups[groupCount].bgY[1] = moveGroups[groupCount].bgX[1]
moveGroups[groupCount].image = image
moveGroups[groupCount].top = top
moveGroups[groupCount].bottom = bottom
moveGroups[groupCount].left = left
moveGroups[groupCount].speed = speed
moveGroups[groupCount].repeated = repeated
moveGroups[groupCount].index = groupCount
Group:insert( moveGroups[groupCount] )
moveGroups[groupCount]:toBack()
if ( repeated ) then
makeCopies( moveGroups[groupCount], worldLimits )
end
groupCount = groupCount + 1
return moveGroups[groupCount - 1]
end
--====================================================================--
-- INSERT OBJECT INTO LAYER
--====================================================================--
function Group:insertObj( obj, layer )
local index = layer.index or 1
local moveGroups = moveGroups
moveGroups[index]:insert( obj )
end
--====================================================================--
-- MOVE THE SCENE
--====================================================================--
function Group:move( dx, dy )
local moveGroups = moveGroups
-- iterate through the layers and move them
for index, layer in ipairs( moveGroups ) do
if index == 1 then
layer:translate( dx, dy )
limitsCheck( layer, worldLimits )
elseif layer.speed then
layer.x = moveGroups[1].x * layer.speed
layer.y = moveGroups[1].y * layer.speed
if moveGroups[1].repeated then
infiniteScroll( layer, worldLimits )
end
end
end
end
return Group
end
M.newScene = newScene
return M