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require "data.directions"
local roomData = require "data.roomData"
local Enemy = require "objects.enemy"
local Door = require "objects.door"
local Obstacle = require "objects.obstacle"
local Room = {}
Room.__index = Room
function Room:new(name, w, h)
local function readObjectList(data, objectName)
local list = {}
for _, object in ipairs(data) do
local objectType = object[1]
local objectPosition = object[2]
local obj = objectName == "enemy" and Enemy:new(objectType, objectPosition) or objectName == "obstacle" and Obstacle:new(objectType, objectPosition) or objectName == "item" and Item:new(objectType, objectPosition)
table.insert(list, obj)
end
return list
end
local data = roomData[name]
local obj = {
name = data.name or "Initial Room",
type = data.type or roomType.INITIAL,
width = data.width or 0.85,
height = data.height or 0.8,
enemies = data.enemies and readObjectList(data.enemies, "enemy") or {},
obstacles = data.obstacles and readObjectList(data.obstacles, "obstacle") or {},
loots = data.loots and readObjectList(data.loots, "loot") or {},
doors = {},
isCleared = false,
-- borders are automatically caculated afterwards
borders = {},
}
setmetatable(obj, Room)
obj.borders = obj:getBorders()
return obj
end
-- getters
function Room:getWidth()
return self.width * love.graphics.getWidth()
end
function Room:getHeight()
return self.height * love.graphics.getHeight()
end
function Room:getX()
return (love.graphics.getWidth() - self:getWidth()) / 2
end
function Room:getY()
return (love.graphics.getHeight() - self:getHeight()) / 2
end
function Room:getBorders()
local top = self:getY()
local bottom = self:getY() + self:getHeight()
local left = self:getX()
local right = self:getX() + self:getWidth()
return { left, right, top, bottom }
end
function Room:getLocation(location, offset)
if type(location) ~= "string" then
error("Invalid location type: " .. type(location))
end
local preset = {
topLeft = {
x = self:getX() + offset,
y = self:getY() + offset
},
topRight = {
x = self:getX() + self:getWidth() - offset,
y = self:getY() + offset
},
bottomLeft = {
x = self:getX() + offset,
y = self:getY() + self:getHeight() - offset
},
bottomRight = {
x = self:getX() + self:getWidth() - offset,
y = self:getY() + self:getHeight() - offset
},
center = {
x = self:getX() + self:getWidth() / 2,
y = self:getY() + self:getHeight() / 2
},
topCenter = {
x = self:getX() + self:getWidth() / 2,
y = self:getY() + offset
},
bottomCenter = {
x = self:getX() + self:getWidth() / 2,
y = self:getY() + self:getHeight() - offset
},
leftCenter = {
x = self:getX() + offset,
y = self:getY() + self:getHeight() / 2
},
rightCenter = {
x = self:getX() + self:getWidth() - offset,
y = self:getY() + self:getHeight() / 2
},
random = {
x = math.random(self:getX() + offset, self:getX() + self:getWidth() - offset),
y = math.random(self:getY() + offset, self:getY() + self:getHeight() - offset),
}
}
return preset[location].x, preset[location].y
end
function Room:isDoorFull()
return #self.doors >= 4
end
function Room:getDoorlessDirections()
local doorless = { Direction.LEFT, Direction.RIGHT, Direction.TOP, Direction.BOTTOM }
for _, door in ipairs(self.doors) do
table.remove(doorless, door.direction)
end
return doorless
end
-- initializers
function Room:initEnemies()
for _, enemy in ipairs(self.enemies) do
local offset = enemy.body.r*2 + G.player.body.r*2 + config.summonMargin
if not enemy.x or not enemy.y then
enemy.x, enemy.y = self:getLocation(enemy.presetLocation or "random", offset)
end
end
end
function Room:initObstacles()
for _, obstacle in ipairs(self.obstacles) do
local offset = obstacle.body.w + G.player.body.r*2 + config.summonMargin
if not obstacle.x or not obstacle.y then
obstacle.x, obstacle.y = self:getLocation(obstacle.presetLocation or "random", offset)
obstacle.x = obstacle.x - obstacle.body.w / 2
obstacle.y = obstacle.y - obstacle.body.h / 2
end
end
end
function Room:init()
self:initEnemies()
self:initObstacles()
end
-- control functions
function Room:addDoor(door)
table.insert(self.doors, door)
end
function Room:connect(anotherRoom, way)
if self:isDoorFull() or anotherRoom:isDoorFull() then
return false
end
if type(way) == "number" then
-- if number (Direction enums)
way = Ways[way]
elseif not way then
-- if no way set, randomly choose a doorless direction
way = Ways[utils.any(self:getDoorlessDirections())]
end
-- connect room with determined direction
local door1, door2
if Way[way] then
local dir1, dir2 = Way[way][1], Way[way][2]
door1 = Door:new(dir1, self, anotherRoom)
door2 = Door:new(dir2, anotherRoom, self)
self:addDoor(door1)
anotherRoom:addDoor(door2)
end
return door1, door2
end
return Room
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