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edit.lua
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229 lines (190 loc) · 7.07 KB
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edit = {} -- A Gamestate
function edit:init()
love.physics.setMeter(32)
love.mouse.setVisible(false)
self.world = love.physics.newWorld()
self.camera = Camera()
self.player = Player()
ItemEntity.setWorld(self.world)
self.itemEntities = {}
self.shipEntities = {}
self.slots = { Slot(-290, -290, ItemStack(ModuleItem(HullModule()), -290, -290, 65)), Slot(-290, -290 - Item.size*2)}
self.player_slot = Slot()
self.player_slot.drawSlot = false
self.buildingBounds = {-100,-100,100,100}
local function beginContact(a, b, coll)
--print("collision")
end
local function endContact(a, b, coll)
end
local function preSolve(a, b, coll)
end
local function postSolve(a, b, coll, normalimpulse1, tangentimpulse1, normalimpulse2, tangentimpulse2)
end
self.world:setCallbacks(beginContact, endContact, preSolve, postSolve)
end
function edit:enter(prev, player_modules)
love.graphics.setBackgroundColor(Colors.white)
player_modules = ModuleManager()
player_modules:addModule(CockpitModule(), 0, 0)
player_modules:addModule(HullModule(), -1, 0)
player_modules:addModule(HullModule(), 1, 0)
player_modules:addModule(ThrusterModule(ShipModule.SOUTH), -1, 1)
player_modules:addModule(ThrusterModule(ShipModule.SOUTH), 1, 1)
for _, v in ipairs(self.shipEntities) do
v.body:destroy()
end
self.shipEntities = {}
for v in pairs(player_modules.list) do
local drawingPriority = 1
if v.isStacked then
drawingPriority = 2
end
local x, y = v:getLocalPos()
table.insert(self.shipEntities, ModuleItemEntity(ModuleItem(v), x, y, drawingPriority))
end
table.sort(self.shipEntities, function(a, b) return a.item.sprite.drawingPriority < b.item.sprite.drawingPriority end)
end
function edit:leave()
end
function edit:update(dt)
self.world:update(dt)
local notInBoundary = true
local mx, my = self.camera:getMousePos()
if self.player_slot:getItemStack() then
if mx > self.buildingBounds[1] and mx < self.buildingBounds[3] and
my > self.buildingBounds[2] and my < self.buildingBounds[4] and
ModuleItem:made( self.player_slot:getItemStack():getItem() ) then
local x, y = math.round(love.mouse.getX()/ ShipModule.unitWidthHalf) * ShipModule.unitWidthHalf, math.round(love.mouse.getY()/ ShipModule.unitWidthHalf) * ShipModule.unitWidthHalf
self.player:update(dt, self.camera, x, y)
notInBoundary = false
end
end
if notInBoundary then
self.player:update(dt, self.camera)
end
for _, v in ipairs(self.itemEntities) do
v:update(dt)
end
for _, v in ipairs(self.shipEntities) do
v:update(dt)
end
for _, v in ipairs(self.slots) do
v:update(self.camera:getWorldPos(self.player.mx, self.player.my))
end
self.player_slot:update(self.camera:getWorldPos(self.player.mx, self.player.my))
self.player_slot:setPos(self.camera:getWorldPos(self.player.mx, self.player.my))
end
function edit:draw(dt)
self.camera:set()
love.graphics.setColor(Colors.black)
love.graphics.rectangle("line", self.buildingBounds[1], self.buildingBounds[2], self.buildingBounds[3] - self.buildingBounds[1], self.buildingBounds[4] - self.buildingBounds[2])
for _, v in ipairs(self.itemEntities) do
v:draw()
end
for _, v in ipairs(self.shipEntities) do
v:draw()
end
love.graphics.setColor(Colors.black)
love.graphics.print(#self.itemEntities, -250, -250)
if self.player_slot:getItemStack() then
love.graphics.print(self.player_slot:getItemStack():getSize(), -250, -230)
end
if showContacts then
for _, v in ipairs(self.world:getContactList()) do
local x1, y1, x2, y2 = v:getPositions()
love.graphics.setColor(Colors.red)
if x1 and y1 then
love.graphics.circle("fill", x1, y1, 5)
end
love.graphics.setColor(Colors.green)
if x2 and y2 then
love.graphics.circle("fill", x2, y2, 3)
end
end
end
for _, v in ipairs(self.slots) do
v:draw()
end
self.player_slot:draw()
self.camera:unset()
self.player:draw()
end
function edit:getShipModules()
local player_modules = ModuleManager()
for _,v in ipairs(self.shipEntities) do
player_modules:addModule(v._module, v._module:getModulePos())
end
return player_modules
end
function edit:mousepressed(x, y, button)
local mx, my = self.camera:getWorldPos(self.player.mx, self.player.my)
local clickedOn = false
for i, v in ipairs(self.slots) do
if v:mousepressed(mx, my, button) then
clickedOn = true
if button == "l" then
self.player_slot:exchange(v)
elseif button == "r" then
if not v:split(self.player_slot) then
if not self.player_slot:transfer(v) then
self.player_slot:exchange(v)
end
end
end
end
end
local playerItemEntity
if self.player_slot:getItemStack() then
playerItemEntity = self.player_slot:getItemStack():getItemEntity()
if ModuleItemEntity:made(playerItemEntity) and self.player_slot:getItemStack():getItem() then
if button == "wd" then
self.player_slot:getItemStack():getItem()._module:rotate(90)
elseif button == "wu" then
self.player_slot:getItemStack():getItem()._module:rotate(-90)
end
end
else
playerItemEntity = nil
end
if not clickedOn then
for _,v in pairs({self.itemEntities, self.shipEntities}) do
for i = #v,1,-1 do
if v[i]:mousepressed(mx, my, button) then
clickedOn = true
if playerItemEntity == v[i] then
self.player_slot:getItemStack():addToSize(1)
v[i].body:destroy()
table.remove(v, i)
elseif playerItemEntity == nil then
self.player_slot:setItemStack(ItemStack(v[i]:getItem()))
playerItemEntity = self.player_slot:getItemStack():getItemEntity()
v[i].body:destroy()
table.remove(v, i)
end
end
end
end
end
if not clickedOn then
if playerItemEntity then
if button == "r" then
table.insert(self.itemEntities, playerItemEntity)
self.player_slot:getItemStack():addToSize(-1)
return
end
end
end
if playerItemEntity then
playerItemEntity.body:destroy()
end
collectgarbage()
end
function edit:mousereleased(x, y, button)
end
function edit:keypressed(key)
end
function edit:keyreleased(key)
end
function edit:focus(f)
end