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lime-tile.lua
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lime-tile.lua
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-- Project: Lime
--
-- Date: 09-Feb-2011
--
-- Version: 3.4
--
-- File name: lime-tile.lua
--
-- Author: Graham Ranson
--
-- Support: www.justaddli.me
--
-- Copyright (C) 2011 MonkeyDead Studios Limited. All Rights Reserved.
----------------------------------------------------------------------------------------------------
---- POLITE NOTICE / PSA ----
----------------------------------------------------------------------------------------------------
---- ----
---- I have put a lot of work into this library and plan to support it for a very, very ----
---- long time so please don't give the code to anyone else. I doubt that anyone would as ----
---- we are all developers in the same boat but I just thougt I would put this here in ----
---- case any one wondered if it was ok to share. ----
---- ----
---- If you did get this code through less than legitimate means then please consider ----
---- buying it legally, it is (I think) affordably priced and you will get free updates ----
---- and support for life. ----
---- ----
---- I hope you enjoy using it as much as I have enjoyed writing it and I also hope that ----
---- you will support me and the development of Lime by telling your friends about it etc ----
---- although naturally I don't require any link backs of any kind, it is completely up ----
---- to you. ----
---- ----
---- If you have any additions or fixes that you would like included in the main releases ----
---- please contact me via the forums or email - graham@grahamranson.co.uk ----
---- ----
----------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
---- REQUIRED MODULES ----
----------------------------------------------------------------------------------------------------
require("sprite")
----------------------------------------------------------------------------------------------------
---- CLASS METATABLE ----
----------------------------------------------------------------------------------------------------
Tile = {}
Tile_mt = { __index = Tile }
----------------------------------------------------------------------------------------------------
---- CLASS VARIABLES ----
----------------------------------------------------------------------------------------------------
Tile.version = 3.4
----------------------------------------------------------------------------------------------------
---- LOCALISED VARIABLES ----
----------------------------------------------------------------------------------------------------
local utils = lime.utils
local moveObject = utils.moveObject
local dragObject = utils.dragObject
local fadeObjectToPosition = utils.fadeObjectToPosition
local slideObjectToPosition = utils.slideObjectToPosition
local slideObjectAlongPath = utils.slideObjectAlongPath
local readInConfigFile = utils.readInConfigFile
local contentWidth = display.contentWidth
local contentHeight = display.contentHeight
local newSpriteSet = sprite.newSpriteSet
local newSprite = sprite.newSprite
local stringToBool = utils.stringToBool
local splitString = utils.splitString
local convertStringToNumberSafely = utils.convertStringToNumberSafely
local decodeJsonSafely = utils.decodeJsonSafely
local copyPropertiesToObject = utils.copyPropertiesToObject
local addPropertiesToBody = utils.addPropertiesToBody
local addCollisionFilterToBody = utils.addCollisionFilterToBody
local applyPhysicalParametersToBody = utils.applyPhysicalParametersToBody
local abs = math.abs
local floor = math.floor
local ceil = math.ceil
----------------------------------------------------------------------------------------------------
---- PRIVATE METHODS ----
----------------------------------------------------------------------------------------------------
local newSpriteSequence = function(spriteSet, sequenceName, startFrame, frameCount, time, loopCount)
sprite.add( spriteSet, sequenceName, startFrame, frameCount, time, loopCount)
end
local newSpriteSequenceFromString = function(tile, sequenceName, string)
if(string) then
local sequence = {}
string = splitString(string, ",")
for i=1, #string, 1 do
local param = splitString(string[i], "=")
sequence[param[1]] = param[2]
end
newSpriteSequence(tile.spriteSet, sequenceName, (sequence.startFrame or 1), sequence.frameCount, sequence.time, sequence.loopCount)
end
end
----------------------------------------------------------------------------------------------------
---- PUBLIC METHODS ----
----------------------------------------------------------------------------------------------------
--- Create a new instance of a Tile object.
-- @param data The XML data.
-- @param map The current Map object.
-- @param layer The TileLayer the the Tile resides on.
-- @return The newly created tile.
function Tile:new(data, map, layer)
local self = {} -- the new instance
setmetatable( self, Tile_mt ) -- all instances share the same metatable
self.properties = {}
self.map = map
self.layer = layer
self.mapTileWidth = self.map.tilewidth
self.mapTileHeight = self.map.tileheight
-- This means it has been manually created. Currently just used in the TileLayer:createTile() function but may be useful for other situations.
if data.isGenerated then
local name = ""
local value = ""
for i = 1, #data.properties, 1 do
name = data.properties[i].name
value = data.properties[i].value
if name == "gid" then
self[name] = decodeJsonSafely(value)
else
self:setProperty(name, value)
end
end
else
-- Pull out all the details off this tile, currently it just seems to be the GID however Tiled may add more later.
for key, value in pairs(data['Attributes']) do
if key == "gid" then
self[key] = decodeJsonSafely(value)
else
self:setProperty(key, value)
end
end
end
-- Absolutely make sure the gid is a number
self.gid = convertStringToNumberSafely( self.gid )
return self
end
--- Sets the image of the Tile from a Tileset.
-- @param gid The gid of the tile image.
-- @usage Originally created by Mattguest - http://developer.anscamobile.com/forum/2011/02/02/settile-function
function Tile:setImage(gid)
local visual = self:getVisual()
-- Make sure there is a visual
if visual then
-- Calculate the tile index
--local index = self.map.width * ( tile.row - 1 ) + tile.column
local index = self.index
local map = self.map
local tileLayer = self.layer
-- Destroy the tile
self:destroy()
-- Fake the XML data
local data = {}
data["Attributes"] = {}
data["Attributes"].gid = gid
data["Attributes"].gid = tonumber(data["Attributes"].gid)
-- Create the tile object
self = Tile:new(data, map, tileLayer)
-- Add the tile to the tile list
tileLayer.tiles[index] = tile
-- Create the tile visual
self:create(index)
-- Build the tile physical
self:build()
end
end
--- Sets the value of a Property of the Tile.
-- Will create a new Property if none found.
-- @param name The name of the Property.
-- @param value The new value.
function Tile:setProperty(name, value)
local property = self:getProperty(name)
if property then
property:setValue(value)
else
self:addProperty(Property:new(name, value))
end
self[name] = self:getPropertyValue(name)
end
--- Gets a Property of the Tile.
-- @param name The name of the Property.
-- @return The Property. nil if no Property found.
function Tile:getProperty(name)
if not self.properties then
self.properties = {}
end
return self.properties[name]
end
--- Gets the value of a Property of the Tile.
-- @param name The name of the Property.
-- @return The Property value. nil if no Property found.
function Tile:getPropertyValue(name)
local property = self:getProperty(name)
if property then
return property:getValue()
end
end
--- Gets a list of all Properties of the Tile.
-- @return The list of Properties.
function Tile:getProperties()
return self.properties
end
--- Gets a count of how many properties the Tile has.
-- @return The Property count.
function Tile:getPropertyCount()
if not self.properties then
self.properties = {}
end
local count = 0
for _k, _v in pairs(self.properties) do
count = count + 1
end
return count
end
--- Checks whether the Tile has a certain Property.
-- @param name The name of the property to check for.
-- @return True if the Tile has the Property, false if not.
function Tile:hasProperty(name)
return self:getProperty(name) ~= nil
end
--- Adds a Property to the Tile.
-- @param property The Property to add.
-- @return The added Property.
function Tile:addProperty(property)
if not self.properties then
self.properties = {}
end
self.properties[property:getName()] = property
self[property:getName()] = property:getValue()
return property
end
--- Removes a Property from the Tile.
-- @param name The name of the Property to remove.
function Tile:removeProperty(name)
if not self.properties then
self.properties = {}
end
self.properties[name] = nil
end
--- Moves the Tile.
-- @param x The amount to move the Tile along the X axis.
-- @param y The amount to move the Tile along the Y axis.
function Tile:move(x, y)
moveObject( self:getVisual(), x, y)
self:updateGridPosition()
end
--- Drags the Tile.
-- @param The Touch event.
function Tile:drag(event)
dragObject( self:getVisual(), event)
self:updateGridPosition()
end
--- Updates the grid position of the Tile. Called automatically, nothing to see here.
function Tile:updateGridPosition()
local visual = self:getVisual()
if visual then
self.column = floor( visual.x / self.mapTileWidth ) + 1
self.row = floor( visual.y / self.mapTileHeight ) + 1
end
end
--- Sets the position of the Tile.
-- @param x The new X position.
-- @param y The new Y position.
function Tile:setPosition(x, y)
local visual = self:getVisual()
if visual then
visual.x = x
visual.y = y
end
if self.body then
self.body.x = x
self.body.y = y
end
self:updateGridPosition()
end
--- Slides the Tile to a new position.
-- @param x The new X position of the Tile.
-- @param y The new Y position of the Tile.
-- @param slideTime The time it will take to slide the Tile to the new position.
-- @param onCompleteHandler Event handler to be called on movement completion. Optional.
function Tile:slideToPosition(x, y, slideTime, onCompleteHandler)
local visual = self:getVisual()
if visual then
slideObjectToPosition(self, visual, x, y, slideTime, onCompleteHandler)
end
end
--- Fades the Tile to a new position.
-- @param x The new X position of the Tile.
-- @param y The new Y position of the Tile.
-- @param fadeTime The time it will take to fade the Tile out or in. Optional, default is 1000.
-- @param moveDelay The time inbetween both fades. Optional, default is 0.
-- @param onCompleteHandler Event handler to be called on movement completion. Optional.
function Tile:fadeToPosition(x, y, fadeTime, moveDelay, onCompleteHandler)
local visual = self:getVisual()
if visual then
fadeObjectToPosition(self, visual, x, y, fadeTime, moveDelay, onCompleteHandler)
end
end
--- Slides the Tile along a path of points.
-- @param path List of points to move the Object along. Must be a list of tables that have an X and Y value.
-- @param slideTime The time it will take to slide the Object to the next point.
-- @param cycles The amount of times to loop through the path. Optional. Default is unlimited.
function Tile:slideAlongPath(path, slideTime, cycles)
local visual = self:getVisual()
if visual then
slideObjectAlongPath(self, visual, path, slideTime, cycles)
end
end
--- Sets the rotation of the Tile.
-- @param The new rotation.
function Tile:setRotation(angle)
local visual = self:getVisual()
if visual then
visual.rotation = angle
end
if self.body then
self.body.rotation = angle
end
end
--- Rotates the Tile.
-- @param The angle to rotate by
function Tile:rotate(angle)
local visual = self:getVisual()
if visual then
visual.rotation = visual.rotation + angle
end
if self.body then
self.body.rotation = self.body.rotation + angle
end
end
--- Shows the Tile.
function Tile:show()
local visual = self:getVisual()
if visual then
visual.isVisible = true
end
end
--- Hides the Tile.
function Tile:hide()
local visual = self:getVisual()
if visual then
visual.isVisible = false
end
end
--- Gets the Tiles visual.
function Tile:getVisual()
return self.sprite
end
--- Gets the world position of the Tile.
-- @return The X position of the Tile or nil if there is no sprite
-- @return The Y position of the Tile or nil if there is no sprite
function Tile:getWorldPosition()
local visual = self:getVisual()
-- Extra checks suggested by Pavel Nakaznenko
if(visual and visual.parent and visual.isVisible) then
local x = visual.x + self.map:getVisual().x
local y = visual.y + self.map:getVisual().y
return x, y
end
return nil
end
--- Gets the grid position of the Tile.
-- @return The Row of the Tile.
-- @return The Column of the Tile.
function Tile:getGridPosition()
return self.row, self.column
end
--- Checks whether the Tile is currently on screen.
-- @return True if the Tile is on screen, false if not.
function Tile:isOnScreen()
local visual = self:getVisual()
if visual then
local worldX, worldY = self:getWorldPosition()
if worldX and worldY then
if ( ( worldX + visual.width ) < 0 or ( worldX - visual.width ) > contentWidth ) then
return false
elseif ( ( worldY + visual.height ) < 0 or ( worldY - visual.height ) > contentHeight ) then
return false
end
return true
end
end
return nil
end
--- Creates the visual representation of the Tile.
-- @param index The Tile number. Not the gid.
function Tile:create(index)
self.index = index
if(self.gid) then
if(self.gid ~= 0) then -- If it is 0 then there is no tile in this spot
local tileSetIndex = 1
local tileSet = self.map:getTileSet(tileSetIndex)
if(tileSet) then
-- If the GID is higher then the amount of tiles in this tileset then it must be in the next tileset (and so on)
while(self.gid + 1 > tileSet.tileCount + tileSet.firstgid) do
tileSetIndex = tileSetIndex + 1
tileSet = self.map.tileSets[tileSetIndex]
end
end
if(tileSet) then
self.tileSet = tileSet
-- Get all the properties this tile should have from the tilese
local properties = tileSet:getPropertiesForTile(self.gid)
for i=1, #properties, 1 do
-- Read in the Config file data if it has one, otherwise it is a normal property
if properties[i].name == "configFile" then
readInConfigFile(properties[i].value, self)
else
self:addProperty(properties[i])
end
end
-- Is this tile animated?
if(self.IsAnimated) then
self.startFrame = self.startFrame or (self.gid - (tileSet.firstgid) + 1)
self.spriteSet = newSpriteSet(tileSet.spriteSheet, self.startFrame, (self.frameCount or (tileSet.tileCount - self.startFrame)), self.loopCount)
self.sprite = newSprite( self.spriteSet )
-- Does this tile have a set of sequences?
if(self.sequences) then
if type(self.sequences) == "string" then
self.sequences = utils.splitString(self.sequences, ",")
elseif type(self.sequences) == "table" then
end
-- Create all the sprite sequences
for i=1, #self.sequences, 1 do
if(self[self.sequences[i]]) then
newSpriteSequenceFromString(self, self.sequences[i], self[self.sequences[i]])
end
end
else
-- If the tile has a "frameTime" then create a single sequence allowing it to be time based, otherwise it will just be frame based.
if self.frameTime then
sprite.add( self.spriteSet, "DEFAULT", 1, self.frameCount, self.frameTime or 1000, self.loopCount)
self.sprite:prepare("DEFAULT")
end
self.sprite:play()
end
else
-- Create the actual Corona sprite object
self.sprite = newSprite(tileSet.spriteSet)
-- Set the sprites frame to the current tile in the tileset
self.sprite.currentFrame = self.gid - (tileSet.firstgid) + 1
end
-- Calculate and set the row position of this tile in the map
self.row = floor((index + self.layer.width - 1) / self.layer.width)
-- Calculate and set the column position of this tile in the map
self.column = index - (self.row - 1) * self.layer.width
self.sprite.xReference = self.xReference or self.sprite.xReference
self.sprite.yReference = self.yReference or self.sprite.yReference
if(self.map.orientation == "orthogonal" ) then
-- Place this tile in the right X position
--self.sprite.x = ( ( self.column - 1) * self.map.tilewidth ) + self.sprite.width * 0.5
--self.sprite.x = ( ( self.column - (1 / display.contentScaleX) ) * self.map.tilewidth ) + self.sprite.width * 0.5
if self.tileSet.usingHDSource then
self.sprite.x = ( ( self.column - (1 / display.contentScaleX)) * self.map.tilewidth ) + self.sprite.width * 0.5
else
self.sprite.x = ( ( self.column - 1 ) * self.map.tilewidth ) + self.sprite.width * 0.5
end
-- Place this tile in the right Y position
self.sprite.y = ( self.row * self.map.tileheight ) - self.sprite.height * 0.5
elseif(self.map.orientation == "isometric") then
-- Correct the row/column numbers
self.column = self.column - 1
self.row = self.row - 1
-- Place this tile in the right X position
self.sprite.x = (self.column - self.row) * (self.map.tilewidth * 0.5)
-- Place this tile in the right Y position
self.sprite.y = (self.column + self.row) * (self.map.tileheight * 0.5)
end
-- Apply sprite properties
self.sprite.alpha = self.alpha or 1
self.sprite.isHitTestable = stringToBool(self.isHitTestable) or true
self.sprite.xOrigin = self.xOrigin or self.sprite.xOrigin
self.sprite.yOrigin = self.yOrigin or self.sprite.yOrigin
self.sprite.rotation = self.rotation or 0
self.sprite.x = (self.x or self.sprite.x) + (self.xOffset or 0)
self.sprite.y = (self.y or self.sprite.y) + (self.yOffset or 0)
-- Adjust the scale and position for Retina display
if display.contentScaleX == 0.5 and self.tileSet.usingHDSource == true then
-- Scale the sprite back down to 0.5
self.sprite.xScale = self.xScale or 0.5
self.sprite.yScale = self.yScale or 0.5
-- Readjust the position
self.sprite.x = self.sprite.x + self.sprite.width / 4
self.sprite.y = self.sprite.y + self.sprite.height / 4
else
self.sprite.xScale = self.xScale or 1
self.sprite.yScale = self.yScale or 1
end
if _G.limeScreenCullingEnabled then
self.sprite.isVisible = false
else
self.sprite.isVisible = stringToBool(self.isVisible) or true
end
if self.xTileOffset then
self.sprite.x = self.sprite.x + (self.xTileOffset * self.sprite.width)
end
if self.yTileOffset then
self.sprite.y = self.sprite.y + (self.yTileOffset * self.sprite.height)
end
-- Correctly add the tile to the tileGrid of the layer
if(self.gid ~= 0) then
if(not self.layer.tileGrid) then
self.layer.tileGrid = {}
end
if self.column and self.row then
if(not self.layer.tileGrid[self.column]) then
self.layer.tileGrid[self.column] = {}
end
if(not self.layer.tileGrid[self.column][self.row]) then
self.layer.tileGrid[self.column][self.row] = {}
end
self.layer.tileGrid[self.column][self.row] = self
end
end
-- Add the sprite to the layer group
if self.layer.group then
self.layer.group:insert(self.sprite)
end
-- Make sure these are fired after the tile is created so that there is a sprite object
for key, value in pairs(self.properties) do
self.map:firePropertyListener(self.properties[key], "tile", self)
end
-- Convert HasBody to a boolean value allowing explicit true/false setting. Blank is considered true as to not break old code.
if self.HasBody then
if self.HasBody == "" then
self.HasBody = "true"
end
self.HasBody = stringToBool( self.HasBody )
end
self.sprite.isVisible = false
if self.ignoreCulling == true then
self.sprite.isVisible = true
end
end
end
end
end
--- Builds the physical representation of the Tile.
function Tile:build()
local visual = self:getVisual()
if(self.HasBody and visual) then
local body = visual
if(self.shape) then
if type(self.shape) == "table" then
elseif type(self.shape) == "string" or type(self.shape) == "number" then
local jsonVersion = "[0,-37,37,-10,23,34,-23,34,-37,-10]"
print("Lime-Banana: Using strings to define the shapes of Tile bodies is currently depreceated as Lime 3.0 and beyond is moving over to Json values for properties. Instead, define it similar to this - " .. jsonVersion)
--[[
local splitShape = splitString(self.shape, ",")
if #splitShape > 1 then
local shape = {}
for i = 1, #splitShape, 1 do
shape[#shape + 1] = tonumber(splitShape[i])
end
self.shape = shape
end
--]]
end
end
-- Now that tiles can be set at runtime it is important to make sure physics is loaded as it may not have been at load time
if not physics then
require("physics")
physics.start()
end
self.isSensor = stringToBool(self.isSensor)
-- If using Retina, half the tile size so the physics body is correct
if self.tileSet.tileXScale ~= 1 or self.tileSet.tileXScale ~= 1 then
visual.width = visual.width / self.tileSet.tileXScale
visual.height = visual.height / self.tileSet.tileYScale
end
addCollisionFilterToBody( self )
physics.addBody( body, self )
applyPhysicalParametersToBody(body, self)
addPropertiesToBody(body, self)
-- If using Retina, set the size back to original
if self.tileSet.tileXScale ~= 1 or self.tileSet.tileXScale ~= 1 then
visual.width = visual.width * self.tileSet.tileXScale
visual.height = visual.height * self.tileSet.tileYScale
end
end
end
--- Completely removes all visual and physical objects associated with the Tile.
function Tile:destroy()
-- Destroy the properties
if self.properties then
self.properties = nil
end
-- Destroy the visual object
local visual = self:getVisual()
if visual and visual["removeSelf"] then
visual:removeSelf()
end
visual = nil
end