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require "data.directions"
local roomData = require "data.roomData"
local roomNames = require "data.roomNames"
local roomType = require "data.roomType"
local Door = require "objects.door"
local audio = require "utils.audio"
local mapHelper = require "utils.mapHelper"
local Room = {}
Room.__index = Room
function Room:new(name)
local dataName = name or utils.any(roomNames)
local data = roomData[dataName]
local obj = {
dataName = dataName,
name = data.name or "Initial Room",
type = data.type or roomType.INITIAL,
width = data.width or 0.85,
height = data.height or 0.8,
objects = {
enemies = data.enemies and utils.readObjectList(data.enemies, "enemy") or {},
obstacles = data.obstacles and utils.readObjectList(data.obstacles, "obstacle") or {},
loots = data.loots and utils.readObjectList(data.loots, "loot") or {},
shots = {}
},
doors = {},
isCleared = false,
isExplored = false,
music = data.music or nil,
}
setmetatable(obj, Room)
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: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),
}
}
local doorLocations = {}
for _, door in pairs(self.doors) do
local doorX, doorY = door.x, door.y
local doorW, doorH = door.w, door.h
local lookupTable = {
[Direction.LEFT] = {
x = doorX + doorW, y = doorY
},
[Direction.RIGHT] = {
x = doorX - doorW, y = doorY
},
[Direction.TOP] = {
x = doorX, y = doorY + doorH
},
[Direction.BOTTOM] = {
x = doorX, y = doorY - doorH
},
}
local pos = lookupTable[door.location]
table.insert(doorLocations, { x=pos.x, y=pos.y })
end
preset.anyDoor = utils.any(doorLocations)
return preset[location].x, preset[location].y
end
function Room:isDoorFull()
return #self.doors >= 4
end
function Room:hasDoor(location)
return self.doors[location] ~= nil
end
function Room:getDooredDirections()
local doored = {}
for _, door in pairs(self.doors) do
table.insert(doored, door.location)
end
return doored
end
function Room:getDoorlessDirections()
local doored = self:getDooredDirections()
local doorless = {}
for direction = 1, 4 do
if not utils.contains(doored, direction) then
table.insert(doorless, direction)
end
end
return doorless
end
-- control functions
function Room:addDoor(location, to)
if self:hasDoor(location) then
print("door location unavailable")
return false
end
local door = Door:new(location, self, to)
self.doors[location] = door
return door
end
function Room:removeDoor(location)
self.doors[location] = nil
end
function Room:connect(anotherRoom, way)
if self:isDoorFull() or anotherRoom:isDoorFull() then
return false
end
-- determine directions
local directions = {}
if type(way) == "string" then
directions = Way[way]
elseif type(way) == "number" then
directions = Way[Ways[way]]
else
-- if not specified, choose randomly
local pairedDirections = mapHelper.getAvailablePairedDirections(self, anotherRoom)
directions = utils.any(pairedDirections)
end
if not directions then return false end
-- connect room with determined direction
return self:addDoor(directions[1], anotherRoom),
anotherRoom:addDoor(directions[2], self)
end
-- initializers
function Room:addWalls()
local x, y, w, h = self:getX(), self:getY(), self:getWidth(), self:getHeight()
local thickness = 2
local walls = {}
local borders = {
{ x = x, y = y + h / 2, w = thickness, h = h },
{ x = x + w, y = y + h / 2, w = thickness, h = h },
{ x = x + w / 2, y = y, w = w, h = thickness },
{ x = x + w / 2, y = y + h, w = w, h = thickness }
}
for _, b in ipairs(borders) do
local wall = {
objectType = "wall",
x = b.x, y = b.y
}
G.BodyLifeCycleManager:create(wall, { b.w, b.h }, "static")
table.insert(walls, wall)
end
return walls
end
function Room:init()
-- handle objects that need to be placed
for _, group in pairs(self.objects) do
for _, object in ipairs(group) do
if object.placeInRoom then
object:placeInRoom(self)
end
end
end
for _, door in pairs(self.doors) do
G.BodyLifeCycleManager:create(door, { door.w, door.h }, "static")
end
self.walls = self:addWalls()
-- play music
if not self.isCleared then
if self.music then
audio.music(self.music)
elseif self.music == "no" then
audio.stopMusic()
else
audio.music(config.defaultMusic)
end
end
end
function Room:unload()
for _, group in pairs(self.objects) do
for _, obj in ipairs(group) do
G.BodyLifeCycleManager:destroy(obj.physicsBody)
end
group = {}
end
for _, wall in ipairs(self.walls) do
G.BodyLifeCycleManager:destroy(wall.physicsBody)
end
self.walls = {}
for _, door in pairs(self.doors) do
G.BodyLifeCycleManager:destroy(door.physicsBody)
end
self.objects.shots = {}
end
function Room:update(dt)
for _, group in pairs(self.objects) do
for _, obj in ipairs(group) do
obj:update(dt)
end
end
end
return Room
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