Lazily committing the entire splice at once (read more)
(this message is copied from my blog) So I took the lazy route and just committed the entire splice between the jam branch and the development branch all at once. It is exactly as terrible as you think it is, but I've been out of coding for 2 weeks, and I want to get some shit done. I'll pick through each piece one by one, by comparing the diffs from the develop branch to the current jam-merge branch. Those developers I met on Monday said they were impressed by my ability to manage a large codebase, but if they saw this I'd expect they'd probably take that back. And oh god it's been 3 weeks since I touched the main branch WTF?
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@@ -48,6 +48,60 @@ InWorld::InWorld(
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characterIndex(*argCharacterIndex),
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characterMap(*argCharacterMap)
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{
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//register the pager
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lua_pushstring(lua, TORTUGA_REGION_PAGER_PSEUDO_INDEX);
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lua_pushlightuserdata(lua, &pager);
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lua_settable(L, LUA_REGISTRYINDEX);
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//register the tilesheet
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lua_pushstring(lua, TORTUGA_TILE_SHEET_PSEUDO_INDEX);
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lua_pushlightuserdata(lua, &tileSheet);
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lua_settable(L, LUA_REGISTRYINDEX);
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//setup the component objecrs
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pager.SetLuaState(lua);
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//get the config info
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lua_getglobal(lua, "config");
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lua_getfield(lua, -1, "dir");
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lua_getfield(lua, -1, "fonts");
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std::string fonts = lua_tostring(lua, -1);
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lua_getfield(lua, -2, "interface");
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std::string interface = lua_tostring(lua, -1);
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lua_getfield(lua, -3, "sprites");
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std::string sprites = lua_tostring(lua, -1);
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lua_getfield(lua, -4, "scripts");
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std::string scripts = lua_tostring(lua, -1);
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lua_pop(lua, 6);
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//run the additional scripts
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if (luaL_dofile(lua, (scripts + "in_world.lua").c_str())) {
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throw(std::runtime_error(std::string() + "Failed to run in_world.lua: " + lua_tostring(lua, -1) ));
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}
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//setup the utility objects
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buttonImage.LoadSurface(interface + "button_menu.bmp");
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buttonImage.SetClipH(buttonImage.GetClipH()/3);
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font.LoadSurface(fonts + "pk_white_8.bmp");
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//pass the utility objects
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backButton.SetImage(&buttonImage);
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backButton.SetFont(&font);
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//set the button positions
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backButton.SetX(50);
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backButton.SetY(50 + buttonImage.GetClipH() * 0);
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//set the button texts
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backButton.SetText("Back");
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//entities
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character.GetSprite()->LoadSurface(sprites + "elliot2.bmp", 4, 4);
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character.SetBoundingBox({0, 0,
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character.GetSprite()->GetImage()->GetClipW(),
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character.GetSprite()->GetImage()->GetClipH()
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});
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//-------------------------
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//setup the utility objects
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buttonImage.LoadSurface(config["dir.interface"] + "button_menu.bmp");
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buttonImage.SetClipH(buttonImage.GetClipH()/3);
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@@ -81,7 +135,13 @@ InWorld::InWorld(
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}
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InWorld::~InWorld() {
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//
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//unregister the map components
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lua_pushstring(lua, TORTUGA_REGION_PAGER_PSEUDO_INDEX);
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lua_pushstring(lua, TORTUGA_TILE_SHEET_PSEUDO_INDEX);
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lua_pushnil(lua);
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lua_settable(lua, LUA_REGISTRYINDEX);
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lua_pushnil(lua);
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lua_settable(lua, LUA_REGISTRYINDEX);
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}
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//-------------------------
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@@ -106,6 +166,28 @@ void InWorld::Update(double delta) {
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}
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//TODO: Check collisions here
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//check for collisions with the map
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BoundingBox wallBounds = {0, 0, tileSheet.GetTileW(), tileSheet.GetTileH()};
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const int xCount = character.GetBoundingBox().w / wallBounds.w + 1;
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const int yCount = character.GetBoundingBox().h / wallBounds.h + 1;
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for (int i = -1; i <= xCount; ++i) {
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for (int j = -1; j <= yCount; ++j) {
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//set the wall's position
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wallBounds.x = wallBounds.w * i + snapToBase((double)wallBounds.w, character.GetOrigin().x);
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wallBounds.y = wallBounds.h * j + snapToBase((double)wallBounds.h, character.GetOrigin().y);
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if (!pager.GetSolid(wallBounds.x / wallBounds.w, wallBounds.y / wallBounds.h)) {
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continue;
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}
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if ((character.GetOrigin() + character.GetBoundingBox()).CheckOverlap(wallBounds)) {
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character.SetOrigin(character.GetOrigin() - (character.GetMotion() * delta));
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character.SetMotion({0,0});
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character.CorrectSprite();
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}
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}
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}
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//update the camera
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if(localCharacter) {
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