-- World generation now works for Objects -- World generation is a lot more leniant -- World generation now only based on the type of information, not where it is
88 lines
No EOL
3 KiB
Lua
88 lines
No EOL
3 KiB
Lua
World = {
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currentMap = nil,
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generators = {}
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map = {}
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}
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function World.loadMap(name)
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local path = ("maps/"..tostring(name)..".vsmf")
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local line_num = 1
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for line in love.filesystem.lines(path) do
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line = tostring(line)
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print ("Itterating line: " .. line)
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local hasPassedEqual = false
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local command = ""
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local args = {}
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local B = 1
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local A = 1
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for character in string.gmatch(line, '.') do
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print ("Itterating character: " .. character)
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if hasPassedEqual == true then
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if character == "." then
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B = B + 1
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elseif character == "," then
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A = A + 1
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B = 1
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else
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if args[A] == nil then
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args[A] = {}
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args[A][B] = tostring(character)
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print("Started arg. char. " .. args[A][B])
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elseif args[A][B] == nil then
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args[A][B] = tostring(character)
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print("Started arg. char. " .. args[A][B] .. " (With whole pretext)")
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else
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args[A][B] = args[A][B] .. tostring(character)
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print ("Argument " .. A .. ":" .. B .. " is now at: " .. args[A][B])
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end
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end
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elseif character == "=" then
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hasPassedEqual = true
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print ("Passed Equal At: " .. character)
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else
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command = command .. character
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print ("Command is now at: " .. command)
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end
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end
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if args[A] ~= nil then
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for x=1, A do
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for y=1, B do
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print (command .. ": " .. args[x][y] .. "\n")
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end
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end
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World.map[command] = {}
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for x = 1, A do
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World.map[command][x] = {}
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print ("Wrote ".. command .. " at " .. x .. " successfully")
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for y = 1, B do
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World.map[command][x][y] = args[x][y]
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print ("Added " .. args[x][y] .. " to " .. command .. " at " .. x .. ":".. y)
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end
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end
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end
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end
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if World.map.name[1] then
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print "Name Success"
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end
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if World.map.size[1] then
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print "Map Success"
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end
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if World.map.id[1] then
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print "ID Success"
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end
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print("Map has loaded successfully! Loaded with parameters: " .. World.map.name[1][1] .. ", " .. World.map.size[1][1] .. " " .. World.map.size[1][2] .. ", " .. World.map.id[1][1])
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print("Attempting hitbox generation...")
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if World.map.objects then
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World.generators.hitboxes("objects")
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end
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end
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function World.drawMap()
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if World.map.objects then
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for i=1, #World.map.objects do
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love.graphics.circle("line", World.map.objects[i][2], World.map.objects[i][3] - World.map.objects[i][4], World.map.objects[i][4])
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end
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end
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end |