learned how to create class like things in lua finally so I took out other peoples code

This commit is contained in:
Tim Anema 2014-12-23 16:51:07 -05:00
parent 456a29ce95
commit 1026092cbd
6 changed files with 144 additions and 182 deletions

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@ -1,110 +1,114 @@
local _PACKAGE = (...):match("^(.+)[%./][^%./]+") or "" local _PACKAGE = (...):match("^(.+)[%./][^%./]+") or ""
local class = require(_PACKAGE.."/class")
local normal_map = require(_PACKAGE..'/normal_map') local normal_map = require(_PACKAGE..'/normal_map')
local util = require(_PACKAGE..'/util') local util = require(_PACKAGE..'/util')
local anim8 = require(_PACKAGE..'/anim8') local anim8 = require(_PACKAGE..'/anim8')
local vector = require(_PACKAGE..'/vector') local vector = require(_PACKAGE..'/vector')
local body = class()
local body = {}
body.__index = body
body.glowShader = love.graphics.newShader(_PACKAGE.."/shaders/glow.glsl") body.glowShader = love.graphics.newShader(_PACKAGE.."/shaders/glow.glsl")
body.materialShader = love.graphics.newShader(_PACKAGE.."/shaders/material.glsl") body.materialShader = love.graphics.newShader(_PACKAGE.."/shaders/material.glsl")
function body:init(id, type, ...) local function new(id, type, ...)
local args = {...} local args = {...}
self.id = id local obj = setmetatable({}, body)
self.type = type obj.id = id
self.shine = true obj.type = type
self.red = 1.0 obj.shine = true
self.green = 1.0 obj.red = 1.0
self.blue = 1.0 obj.green = 1.0
self.alpha = 1.0 obj.blue = 1.0
self.glowRed = 255 obj.alpha = 1.0
self.glowGreen = 255 obj.glowRed = 255
self.glowBlue = 255 obj.glowGreen = 255
self.glowStrength = 0.0 obj.glowBlue = 255
self.tileX = 0 obj.glowStrength = 0.0
self.tileY = 0 obj.tileX = 0
self.zheight = 1 obj.tileY = 0
obj.zheight = 1
self.castsNoShadow = false obj.castsNoShadow = false
self.visible = true obj.visible = true
self.is_on_screen = true obj.is_on_screen = true
if self.type == "circle" then if obj.type == "circle" then
self.x = args[1] or 0 obj.x = args[1] or 0
self.y = args[2] or 0 obj.y = args[2] or 0
circle_canvas = love.graphics.newCanvas(args[3]*2, args[3]*2) circle_canvas = love.graphics.newCanvas(args[3]*2, args[3]*2)
util.drawto(circle_canvas, 0, 0, 1, function() util.drawto(circle_canvas, 0, 0, 1, function()
love.graphics.circle('fill', args[3], args[3], args[3]) love.graphics.circle('fill', args[3], args[3], args[3])
end) end)
self.img = love.graphics.newImage(circle_canvas:getImageData()) obj.img = love.graphics.newImage(circle_canvas:getImageData())
self.imgWidth = self.img:getWidth() obj.imgWidth = obj.img:getWidth()
self.imgHeight = self.img:getHeight() obj.imgHeight = obj.img:getHeight()
self.ix = self.imgWidth * 0.5 obj.ix = obj.imgWidth * 0.5
self.iy = self.imgHeight * 0.5 obj.iy = obj.imgHeight * 0.5
self:generateNormalMapFlat("top") obj:generateNormalMapFlat("top")
self:setShadowType('circle', args[3], args[4], args[5]) obj:setShadowType('circle', args[3], args[4], args[5])
elseif self.type == "rectangle" then elseif obj.type == "rectangle" then
self.x = args[1] or 0 obj.x = args[1] or 0
self.y = args[2] or 0 obj.y = args[2] or 0
local rectangle_canvas = love.graphics.newCanvas(args[3], args[4]) local rectangle_canvas = love.graphics.newCanvas(args[3], args[4])
util.drawto(rectangle_canvas, 0, 0, 1, function() util.drawto(rectangle_canvas, 0, 0, 1, function()
love.graphics.rectangle('fill', 0, 0, args[3], args[4]) love.graphics.rectangle('fill', 0, 0, args[3], args[4])
end) end)
self.img = love.graphics.newImage(rectangle_canvas:getImageData()) obj.img = love.graphics.newImage(rectangle_canvas:getImageData())
self.imgWidth = self.img:getWidth() obj.imgWidth = obj.img:getWidth()
self.imgHeight = self.img:getHeight() obj.imgHeight = obj.img:getHeight()
self.ix = self.imgWidth * 0.5 obj.ix = obj.imgWidth * 0.5
self.iy = self.imgHeight * 0.5 obj.iy = obj.imgHeight * 0.5
self:generateNormalMapFlat("top") obj:generateNormalMapFlat("top")
self:setShadowType('rectangle', args[3], args[4]) obj:setShadowType('rectangle', args[3], args[4])
elseif self.type == "polygon" then elseif obj.type == "polygon" then
self:setPoints(...) obj:setPoints(...)
elseif self.type == "image" then elseif obj.type == "image" then
self.img = args[1] obj.img = args[1]
self.x = args[2] or 0 obj.x = args[2] or 0
self.y = args[3] or 0 obj.y = args[3] or 0
if self.img then if obj.img then
self.imgWidth = self.img:getWidth() obj.imgWidth = obj.img:getWidth()
self.imgHeight = self.img:getHeight() obj.imgHeight = obj.img:getHeight()
self.ix = self.imgWidth * 0.5 obj.ix = obj.imgWidth * 0.5
self.iy = self.imgHeight * 0.5 obj.iy = obj.imgHeight * 0.5
end end
self:generateNormalMapFlat("top") obj:generateNormalMapFlat("top")
self:setShadowType('rectangle', args[4] or self.imgWidth, args[5] or self.imgHeight, args[6], args[7]) obj:setShadowType('rectangle', args[4] or obj.imgWidth, args[5] or obj.imgHeight, args[6], args[7])
self.reflective = true obj.reflective = true
elseif self.type == "animation" then elseif obj.type == "animation" then
self.img = args[1] obj.img = args[1]
self.x = args[2] or 0 obj.x = args[2] or 0
self.y = args[3] or 0 obj.y = args[3] or 0
self.animations = {} obj.animations = {}
self.castsNoShadow = true obj.castsNoShadow = true
self:generateNormalMapFlat("top") obj:generateNormalMapFlat("top")
self.reflective = true obj.reflective = true
elseif self.type == "refraction" then elseif obj.type == "refraction" then
self.x = args[2] or 0 obj.x = args[2] or 0
self.y = args[3] or 0 obj.y = args[3] or 0
self:setNormalMap(args[1], args[4], args[5]) obj:setNormalMap(args[1], args[4], args[5])
self.width = args[4] or self.normalWidth obj.width = args[4] or obj.normalWidth
self.height = args[5] or self.normalHeight obj.height = args[5] or obj.normalHeight
self.ox = self.width * 0.5 obj.ox = obj.width * 0.5
self.oy = self.height * 0.5 obj.oy = obj.height * 0.5
self.refraction = true obj.refraction = true
elseif self.type == "reflection" then elseif obj.type == "reflection" then
self.x = args[2] or 0 obj.x = args[2] or 0
self.y = args[3] or 0 obj.y = args[3] or 0
self:setNormalMap(args[1], args[4], args[5]) obj:setNormalMap(args[1], args[4], args[5])
self.width = args[4] or self.normalWidth obj.width = args[4] or obj.normalWidth
self.height = args[5] or self.normalHeight obj.height = args[5] or obj.normalHeight
self.ox = self.width * 0.5 obj.ox = obj.width * 0.5
self.oy = self.height * 0.5 obj.oy = obj.height * 0.5
self.reflection = true obj.reflection = true
end end
self.old_x, self.old_y = self.x, self.y obj.old_x, obj.old_y = obj.x, obj.y
return obj
end end
-- refresh -- refresh
@ -714,4 +718,4 @@ function body:drawImageShadow(light)
love.graphics.draw(self.shadowMesh, self.x - self.ox, self.y - self.oy, 0, s, s) love.graphics.draw(self.shadowMesh, self.x - self.ox, self.y - self.oy, 0, s, s)
end end
return body return setmetatable({new = new}, {__call = function(_, ...) return new(...) end})

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@ -1,47 +0,0 @@
-- class.lua
-- Compatible with Lua 5.1 (not 5.0).
local class = function(base, init)
local c = {} -- a new class instance
if not init and type(base) == 'function' then
init = base
base = nil
elseif type(base) == 'table' then
-- our new class is a shallow copy of the base class!
for i,v in pairs(base) do
c[i] = v
end
c._base = base
end
-- the class will be the metatable for all its objects,
-- and they will look up their methods in it.
c.__index = c
-- expose a constructor which can be called by <classname>(<args>)
local mt = {}
mt.__call = function(class_tbl, ...)
local obj = {}
setmetatable(obj,c)
if class_tbl.init then
class_tbl.init(obj,...)
else
-- make sure that any stuff from the base class is initialized!
if base and base.init then
base.init(obj, ...)
end
end
return obj
end
c.init = init
c.is_a = function(self, klass)
local m = getmetatable(self)
while m do
if m == klass then return true end
m = m._base
end
return false
end
setmetatable(c, mt)
return c
end
return class

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@ -23,42 +23,46 @@ SOFTWARE.
]] ]]
local _PACKAGE = string.gsub(...,"%.","/") or "" local _PACKAGE = string.gsub(...,"%.","/") or ""
if string.len(_PACKAGE) > 0 then _PACKAGE = _PACKAGE .. "/" end if string.len(_PACKAGE) > 0 then _PACKAGE = _PACKAGE .. "/" end
local class = require(_PACKAGE..'class')
local Light = require(_PACKAGE..'light') local Light = require(_PACKAGE..'light')
local Body = require(_PACKAGE..'body') local Body = require(_PACKAGE..'body')
local util = require(_PACKAGE..'util') local util = require(_PACKAGE..'util')
local PostShader = require(_PACKAGE..'postshader') local PostShader = require(_PACKAGE..'postshader')
local light_world = class() local light_world = {}
light_world.__index = light_world
light_world.shadowShader = love.graphics.newShader(_PACKAGE.."/shaders/shadow.glsl") light_world.shadowShader = love.graphics.newShader(_PACKAGE.."/shaders/shadow.glsl")
light_world.refractionShader = love.graphics.newShader(_PACKAGE.."shaders/refraction.glsl") light_world.refractionShader = love.graphics.newShader(_PACKAGE.."shaders/refraction.glsl")
light_world.reflectionShader = love.graphics.newShader(_PACKAGE.."shaders/reflection.glsl") light_world.reflectionShader = love.graphics.newShader(_PACKAGE.."shaders/reflection.glsl")
function light_world:init(options) local function new(options)
self.lights = {} local obj = {}
self.bodies = {} obj.lights = {}
self.post_shader = PostShader() obj.bodies = {}
obj.post_shader = PostShader()
obj.l, obj.t, obj.s = 0, 0, 1
obj.ambient = {0, 0, 0}
obj.refractionStrength = 8.0
obj.reflectionStrength = 16.0
obj.reflectionVisibility = 1.0
obj.shadowBlur = 2.0
obj.glowBlur = 1.0
obj.glowTimer = 0.0
obj.glowDown = false
self.l, self.t, self.s = 0, 0, 1 obj.disableGlow = false
self.ambient = {0, 0, 0} obj.disableMaterial = false
self.refractionStrength = 8.0 obj.disableReflection = true
self.reflectionStrength = 16.0 obj.disableRefraction = true
self.reflectionVisibility = 1.0
self.shadowBlur = 2.0
self.glowBlur = 1.0
self.glowTimer = 0.0
self.glowDown = false
self.disableGlow = false
self.disableMaterial = false
self.disableReflection = true
self.disableRefraction = true
options = options or {} options = options or {}
for k, v in pairs(options) do self[k] = v end for k, v in pairs(options) do obj[k] = v end
self:refreshScreenSize() local world = setmetatable(obj, light_world)
world:refreshScreenSize()
return world
end end
function light_world:refreshScreenSize(w, h) function light_world:refreshScreenSize(w, h)
@ -304,4 +308,4 @@ function light_world:remove(to_kill)
return false return false
end end
return light_world return setmetatable({new = new}, {__call = function(_, ...) return new(...) end})

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@ -1,24 +1,28 @@
local _PACKAGE = (...):match("^(.+)[%./][^%./]+") or "" local _PACKAGE = (...):match("^(.+)[%./][^%./]+") or ""
local class = require(_PACKAGE.."/class")
local util = require(_PACKAGE..'/util') local util = require(_PACKAGE..'/util')
local light = class() local light = {}
light.__index = light
function light:init(x, y, r, g, b, range) local function new(x, y, r, g, b, range)
self.direction = 0 local obj = {
self.angle = math.pi * 2.0 direction = 0,
self.x = x or 0 angle = math.pi * 2.0,
self.y = y or 0 x = x or 0,
self.z = 1 y = y or 0,
self.red = r or 255 z = 1,
self.green = g or 255 red = r or 255,
self.blue = b or 255 green = g or 255,
self.range = range or 300 blue = b or 255,
self.smooth = 1.0 range = range or 300,
self.glowSize = 0.1 smooth = 1.0,
self.glowStrength = 0.0 glowSize = 0.1,
self.visible = true glowStrength = 0.0,
self.is_on_screen = true visible = true,
is_on_screen = true,
}
return setmetatable(obj, light)
end end
-- set position -- set position
@ -118,4 +122,4 @@ function light:setVisible(visible)
self.visible = visible self.visible = visible
end end
return light return setmetatable({new = new}, {__call = function(_, ...) return new(...) end})

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@ -1,4 +1,4 @@
normal_map = {} local normal_map = {}
function normal_map.fromHeightMap(heightMap, strength) function normal_map.fromHeightMap(heightMap, strength)
local imgData = heightMap:getData() local imgData = heightMap:getData()

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@ -22,10 +22,10 @@ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE. SOFTWARE.
]] ]]
local _PACKAGE = (...):match("^(.+)[%./][^%./]+") or "" local _PACKAGE = (...):match("^(.+)[%./][^%./]+") or ""
local class = require(_PACKAGE..'/class')
local util = require(_PACKAGE..'/util') local util = require(_PACKAGE..'/util')
local post_shader = class() local post_shader = {}
post_shader.__index = post_shader
local files = love.filesystem.getDirectoryItems(_PACKAGE.."/shaders/postshaders") local files = love.filesystem.getDirectoryItems(_PACKAGE.."/shaders/postshaders")
local shaders = {} local shaders = {}
@ -44,18 +44,16 @@ for i,v in ipairs(files) do
end end
end end
function post_shader:init() local function new()
self:refreshScreenSize() local obj = {effects = {}}
self.effects = {} local class = setmetatable(obj, post_shader)
class:refreshScreenSize()
return class
end end
function post_shader:refreshScreenSize(w, h) function post_shader:refreshScreenSize(w, h)
w, h = w or love.window.getWidth(), h or love.window.getHeight() w, h = w or love.window.getWidth(), h or love.window.getHeight()
self.back_buffer = love.graphics.newCanvas(w, h) self.back_buffer = love.graphics.newCanvas(w, h)
self.w = w
self.h = h
end end
function post_shader:addEffect(shaderName, ...) function post_shader:addEffect(shaderName, ...)
@ -116,7 +114,6 @@ function post_shader:drawTiltShift(canvas, args)
end end
function post_shader:drawShader(shaderName, canvas, args) function post_shader:drawShader(shaderName, canvas, args)
local w, h = love.graphics.getWidth(), love.graphics.getHeight()
local current_arg = 1 local current_arg = 1
local effect = shaders[shaderName] local effect = shaders[shaderName]
@ -164,4 +161,4 @@ function process_palette(palette)
return palette return palette
end end
return post_shader return setmetatable({new = new}, {__call = function(_, ...) return new(...) end})