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Copy pathMap.lua
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175 lines (144 loc) · 4.25 KB
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require 'Util'
require 'Enemy'
require 'Level'
require 'Tower'
require 'Spawn'
Map = Class{}
grass1 = 42
grass2 = 49
function Map:init(level)
-- Creating the reference spritesheet for the border, tower area, and enemy path
self.spritesheet = love.graphics.newImage('graphics/tilesprites.png')
self.tileSprites = generateQuads(self.spritesheet, 70, 70)
-- How big the tiles are in pixels
self.tileWidth = 70
self.tileHeight = 70
-- Create the graphical background for the menus
self.menu = love.graphics.newImage('graphics/menu.png')
-- How many tiles wide and tall the map is
self.mapWidth = 24
self.mapHeight = 13
self.mapWidthPixels = self.mapWidth * self.tileWidth
self.mapHeightPixels = self.mapHeight * self.tileHeight
-- A table of all the tiles that are in the finished map
self.tiles = {}
-- Draw the border and background
for x = 1, self.mapWidth do
for y = 1, self.mapHeight do
if y == 1 or x == 1 or y == self.mapHeight or x == self.mapWidth then
self:setTile(x, y, math.random(17, 21))
else
if math.random(10) == 1 then
self:setTile(x, y, 42)
else
self:setTile(x, y, 49)
end
end
end
end
-- Draw the course, in Level.lua
makeLevel(self, level)
-- Use a timer function to spawn an enemy every x interval
self.timer = 0
spawnTime = 1
spawnState = false
if level == 1 then
enemyMax = 20
elseif level == 2 then
enemyMax = 40
elseif level == 3 then
enemyMax = 60
spawnTime = 0.5
else
enemyMax = level + (level * level)
spawnTime = 0.5
end
enemyTypes = {
'worm',
'spider',
'gear',
'slime',
'ghost',
'snail',
'fly',
'bee',
'bat'
}
spawned = 0
killed = 0
passed = 0
cats = 0
enemies = {}
if level <= 3 then
towerTypes = {
'red',
'green',
'blue'
}
built = 1
towers = {}
end
end
function Map:setTile(x, y, tile)
self.tiles[(y - 1) * self.mapWidth + x] = tile
end
function Map:getTile(x, y)
return self.tiles[(y - 1) * self.mapWidth + x]
end
function Map:tileAt(x, y)
return {
x = math.floor(x / self.tileWidth) + 1,
y = math.floor(y / self.tileHeight) + 1,
id = self:getTile(math.floor(x / self.tileWidth) + 1, math.floor(y / self.tileHeight) + 1)
}
end
function Map:collides(tile)
-- define our collidable tiles
local collidables = {
grass1, grass2
}
-- iterate and return true if our tile type matches
for _, v in ipairs(collidables) do
if tile.id == v then
return true
end
end
return false
end
function Map:checkLives()
if lives == 0 then
gameState = 'loss'
elseif killed + passed >= enemyMax and lives > 0 then
gameState = 'levelwin'
end
end
function Map:update(dt)
spawnEnemies(self, level, dt)
for x = 1, #enemies do
enemies[x]:update(dt)
end
for x = 1, #towers do
towers[x]:update(dt)
end
self:checkLives()
end
function Map:render()
for y = 1, self.mapHeight do
for x = 1, self.mapWidth do
if self:getTile(x, y) ~= emptyTile then
love.graphics.draw(self.spritesheet, self.tileSprites[self:getTile(x, y)],
(x - 1) * self.tileHeight, (y - 1) * self.tileWidth)
end
end
end
-- Draw the start and end signs, locations given by makeLevel function
love.graphics.draw(self.spritesheet, self.tileSprites[53], (startX) * self.tileWidth, (startY) * self.tileHeight)
love.graphics.draw(self.spritesheet, self.tileSprites[55], (exitX) * self.tileWidth, (exitY) * self.tileHeight)
for x = 1, #enemies do
enemies[x]:render()
end
for x = 1, #towers do
towers[x]:render()
end
love.graphics.draw(self.menu, 0, 0)
end