--- Bump.lua plugin for STI -- @module bump.lua -- @author David Serrano (BobbyJones|FrenchFryLord) -- @copyright 2016 -- @license MIT/X11 return { bump_LICENSE = "MIT/X11", bump_URL = "https://github.com/karai17/Simple-Tiled-Implementation", bump_VERSION = "3.1.5.2", bump_DESCRIPTION = "Bump hooks for STI.", --- Adds each collidable tile to the Bump world. -- @param world The Bump world to add objects to. -- @return collidables table containing the handles to the objects in the Bump world. bump_init = function(map, world) local collidables = {} for _, tileset in ipairs(map.tilesets) do for _, tile in ipairs(tileset.tiles) do local gid = tileset.firstgid + tile.id -- Every object in every instance of a tile if tile.properties and tile.properties.collidable == "true" and map.tileInstances[gid] then for _, instance in ipairs(map.tileInstances[gid]) do local t = {properties = tile.properties, x = instance.x + map.offsetx, y = instance.y + map.offsety, width = map.tilewidth, height = map.tileheight, layer = instance.layer } world:add(t, t.x,t.y, t.width,t.height) table.insert(collidables,t) end end end end for _, layer in ipairs(map.layers) do -- Entire layer if layer.properties.collidable == "true" then if layer.type == "tilelayer" then for y, tiles in ipairs(layer.data) do for x, tile in pairs(tiles) do local t = {properties = tile.properties, x = x * map.tilewidth + tile.offset.x + map.offsetx, y = y * map.tileheight + tile.offset.y + map.offsety, width = tile.width, height = tile.height, layer = layer } world:add(t, t.x,t.y, t.width,t.height ) table.insert(collidables,t) end end elseif layer.type == "imagelayer" then world:add(layer, layer.x,layer.y, layer.width,layer.height) table.insert(collidables,layer) end end -- individual collidable objects in a layer that is not "collidable" -- or whole collidable objects layer if layer.type == "objectgroup" then for _, obj in ipairs(layer.objects) do if (layer.properties and layer.properties.collidable == "true") or (obj.properties and obj.properties.collidable == "true") then if obj.shape == "rectangle" then local t = {properties = obj.properties, x = obj.x, y = obj.y, width = obj.width, height = obj.height, type = obj.type, name = obj.name, id = obj.id, gid = obj.gid, layer = layer } if obj.gid then t.y = t.y - obj.height end world:add(t, t.x,t.y, t.width,t.height ) table.insert(collidables,t) end -- TODO implement other object shapes? end end end end map.bump_collidables = collidables end, --- Remove layer -- @params index to layer to be removed -- @params world bump world the holds the tiles -- @return nil bump_removeLayer = function(map, index, world) local layer = assert(map.layers[index], "Layer not found: " .. index) local collidables = map.bump_collidables -- Remove collision objects for i=#collidables, 1, -1 do local obj = collidables[i] if obj.layer == layer and ( layer.properties.collidable == "true" or obj.properties.collidable == "true" ) then world:remove(obj) table.remove(collidables, i) end end end, --- Draw bump collisions world. -- @params world bump world holding the tiles geometry -- @return nil bump_draw = function(map, world) for k,collidable in pairs(map.bump_collidables) do love.graphics.rectangle("line",world:getRect(collidable)) end end }