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lime-object.lua
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lime-object.lua
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-- Project: Lime
--
-- Date: 09-Feb-2011
--
-- Version: 3.4
--
-- File name: lime-object.lua
--
-- Author: Graham Ranson
--
-- Support: www.justaddli.me
--
-- Copyright (C) 2011 MonkeyDead Studios Limited. All Rights Reserved.
----------------------------------------------------------------------------------------------------
---- POLITE NOTICE / PSA ----
----------------------------------------------------------------------------------------------------
---- ----
---- I have put a lot of work into this library and plan to support it for a very, very ----
---- long time so please don't give the code to anyone else. I doubt that anyone would as ----
---- we are all developers in the same boat but I just thougt I would put this here in ----
---- case any one wondered if it was ok to share. ----
---- ----
---- If you did get this code through less than legitimate means then please consider ----
---- buying it legally, it is (I think) affordably priced and you will get free updates ----
---- and support for life. ----
---- ----
---- I hope you enjoy using it as much as I have enjoyed writing it and I also hope that ----
---- you will support me and the development of Lime by telling your friends about it etc ----
---- although naturally I don't require any link backs of any kind, it is completely up ----
---- to you. ----
---- ----
---- If you have any additions or fixes that you would like included in the main releases ----
---- please contact me via the forums or email - [email protected] ----
---- ----
----------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
---- REQUIRED MODULES ----
----------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
---- CLASS METATABLE ----
----------------------------------------------------------------------------------------------------
Object = {}
Object_mt = { __index = Object }
----------------------------------------------------------------------------------------------------
---- CLASS VARIABLES ----
----------------------------------------------------------------------------------------------------
Object.version = 3.4
----------------------------------------------------------------------------------------------------
---- LOCALISED VARIABLES ----
----------------------------------------------------------------------------------------------------
local utils = lime.utils
local calculateViewpoint = utils.calculateViewpoint
local isometricToWorldPosition = utils.isometricToWorldPosition
local worldToIsometricPosition = utils.worldToIsometricPosition
local round = utils.round
local clampPosition = utils.clampPosition
local moveObject = utils.moveObject
local dragObject = utils.dragObject
local readInConfigFile = utils.readInConfigFile
local addObjectToGroup = utils.addObjectToGroup
local copyPropertiesToObject = utils.copyPropertiesToObject
local stringToBool = utils.stringToBool
local addPropertiesToBody = utils.addPropertiesToBody
local addCollisionFilterToBody = utils.addCollisionFilterToBody
local applyPhysicalParametersToBody = utils.applyPhysicalParametersToBody
local splitString = utils.splitString
----------------------------------------------------------------------------------------------------
---- PUBLIC METHODS ----
----------------------------------------------------------------------------------------------------
--- Create a new instance of an Object object.
-- @param data The XML data.
-- @param map The current Map object.
-- @param objectLayer The ObjectLayer the the Object resides on.
-- @return The newly created object instance.
function Object:new(data, map, objectLayer)
local self = {} -- the new instance
setmetatable( self, Object_mt ) -- all instances share the same metatable
self.properties = {}
self.map = map
self.objectLayer = objectLayer
-- Extract header info, name, x, y, width, height
for key, value in pairs(data['Attributes']) do
self:setProperty(key, value)
end
local node = nil
local attributes = nil
-- Loop through all the child nodes
for i=1, #data["ChildNodes"], 1 do
node = data["ChildNodes"][i]
if node.Name == "properties" then
-- Loop through all the child nodes
for j=1, #node["ChildNodes"], 1 do
-- Each child node is a property, the attributes are the name and value
attributes = node["ChildNodes"][j]["Attributes"]
if attributes then
if attributes.name == "configFile" then
readInConfigFile(attributes.value, self)
else
property = self:setProperty(attributes.name, attributes.value)
end
end
end
end
end
return self
end
--- Sets the position of the Object.
-- @param x The new X position of the Object.
-- @param y The new Y position of the Object.
function Object:setPosition(x, y)
self.x = x
self.y = y
if self.sprite then
self.sprite.x = x
self.sprite.y = y
end
if self.debugImage then
self.debugImage.x = x
self.debugImage.y = y
end
end
--- Gets the position of the Object.
-- @return The X position of the Object.
-- @return The Y position of the Object.
function Object:getPosition()
return self.x, self.y
end
--- Sets the value of a Property of the Object. Will create a new Property if none found.
-- @param name The name of the Property.
-- @param value The new value.
-- @return
function Object:setProperty(name, value)
local property = self:getProperty(name)
if property then
return property:setValue(value)
else
self:addProperty(Property:new(name, value))
end
self[name] = self:getPropertyValue(name)
end
--- Gets a Property of the Object.
-- @param name The name of the Property.
-- @return The Property. nil if no Property found.
function Object:getProperty(name)
return self.properties[name]
end
--- Gets the value of a Property of the Object.
-- @param name The name of the Property.
-- @return The Property value. nil if no Property found.
function Object:getPropertyValue(name)
local property = self:getProperty(name)
if property then
return property:getValue()
end
end
--- Gets a list of all Properties of the Object.
-- @return The list of Properties.
function Object:getProperties()
return self.properties
end
--- Gets the value of a property on a tile object.
-- Originally created by FrankS - http://developer.anscamobile.com/forum/2011/02/19/additional-convenience-functions-navigate-lime-world-tree
-- @param name The name of the property to look for.
-- @return The value of the property. Nil if none found.
function Object:getObjectTilePropertyValue(name)
if name then
if self[name] then -- local object property
return self[name]
else -- return the associated tile property value (if it exists)
return self.map:getTilePropertyValueForGID(self.gid, name)
end
end
end
--- Gets a count of how many properties the Object has.
-- @return The Property count.
function Object:getPropertyCount()
local count = 0
for _k, _v in pairs(self.properties) do
count = count + 1
end
return count
end
--- Checks whether the Object has a certain Property.
-- @param name The name of the property to check for.
-- @return True if the Object has the Property, false if not.
function Object:hasProperty(name)
return self:getProperty(name) ~= nil
end
--- Adds a Property to the Object.
-- @param property The Property to add.
-- @return The added Property.
function Object:addProperty(property)
self.properties[property:getName()] = property
self[property:getName()] = property:getValue()
return property
end
--- Removes a Property from the Object.
-- @param name The name of the Property to remove.
function Object:removeProperty(name)
self.properties[name] = nil
end
--- Moves the Object.
-- @param x The amount to move the Object along the X axis.
-- @param y The amount to move the Object along the Y axis.
function Object:move(x, y)
moveObject(self, x, y)
if self.body then moveObject(self.body, x, y) end
if self.debugImage then moveObject(self.debugImage, x, y) end
end
--- Drags the Object.
-- @param The Touch event.
function Object:drag(event)
dragObject(self, event)
if self.body then dragObject(self.body, event) end
if self.debugImage then dragObject(self.debugImage, event) end
end
--- Shows the Object.
function Object:show()
if self.debugImage then
self.debugImage.isVisible = true
end
if self.sprite then
self.sprite.isVisible = true
end
end
--- Hides the Object.
function Object:hide()
if self.debugImage then
self.debugImage.isVisible = false
end
if self.sprite then
self.sprite.isVisible = false
end
end
--- Gets the Object visual.
function Object:getVisual()
return self.group
end
--- Sets the rotation of the Object.
-- @param The new rotation.
function Object:setRotation(angle)
if self.debugImage then
self.debugImage.rotation = angle
end
if self.body then
self.body.rotation = angle
end
end
--- Rotates the Object.
-- @param The angle to rotate by
function Object:rotate(angle)
if self.debugImage then
self.debugImage.rotation = self.debugImage.rotation + angle
end
if self.body then
self.body.rotation = self.body.rotation + angle
end
end
--- Shows the debug image of this Object.
function Object:showDebugImage()
if self.debugImage then
self.debugImage.isVisible = true
end
end
--- Hides the debug image of this Object.
function Object:hideDebugImage()
if self.debugImage then
self.debugImage.isVisible = false
end
end
--- Checks if the debug image of this Object is visible or not.
-- @return True if it is, false if not.
function Object:isDebugImageVisible()
if self.debugImage then
return self.debugImage.isVisible
end
end
--- Toggles the visibility of the debug image of this Object.
function Object:toggleDebugImageVisibility()
if self.debugImage then
if self:isDebugImageVisible() then
self:hideDebugImage()
else
self:showDebugImage()
end
end
end
--- Creates the visual debug representation of the Object.
function Object:create()
-- If an object has a GID then it is one of the new TileObjects brought into Tiled version 0.6.0
if self:hasProperty("gid") then
-- Get the correct tileset using the GID
self.tileSet = self.map:getTileSetFromGID( self:getPropertyValue("gid") )
if self.tileSet then
-- Create the actual Corona sprite object
self.sprite = sprite.newSprite(self.tileSet.spriteSet)
-- Set the sprites frame to the current tile in the tileset
self.sprite.currentFrame = self.gid - (self.tileSet.firstgid) + 1
-- Copy over the properties to the sprite
copyPropertiesToObject(self, self.sprite)
-- Add the sprite to the group
self.objectLayer.group:insert(self.sprite)
if(self.map.orientation == "orthogonal" ) then
-- Place this tile in the right X position
self.sprite.x = self.x + ( self.sprite.width * 0.5 )
-- Place this tile in the right Y position
self.sprite.y = self.y - ( self.sprite.height * 0.5 )
elseif(self.map.orientation == "isometric") then
local isoPosition = isometricToWorldPosition( self.map, self.sprite )
self.sprite.x = isoPosition.x
self.sprite.y = isoPosition.y - ( self.sprite.height / 2 )
self.sprite.z = isoPosition.y
end
end
else
if self.image then
if self["imageWidth"] and self["imageHeight"] then
self.sprite = display.newImageRect(self.objectLayer.group, self.image, self["imageWidth"], self["imageHeight"])
else
self.sprite = display.newImage(self.objectLayer.group, self.image)
end
local position = isometricToWorldPosition( self.map, self )
self.sprite.x = position.x
self.sprite.y = position.y
self.sprite.z = position.y
end
if self.width and self.height then -- Create a rounded rectangle for the debug image
if(self.map.orientation == "orthogonal" ) then
self.debugImage = display.newRoundedRect(self.objectLayer.group, self.x, self.y, self.width, self.height, 5)
elseif(self.map.orientation == "isometric") then
local points = {}
points[1] = isometricToWorldPosition( self.map, { x = self.x, y = self.y } )
points[2] = isometricToWorldPosition( self.map, { x = self.x + self.width, y = self.y } )
points[3] = isometricToWorldPosition( self.map, { x = self.x + self.width, y = self.y + self.height } )
points[4] = isometricToWorldPosition( self.map, { x = self.x, y = self.y + self.height } )
self.debugImage = display.newLine( self.objectLayer.group, points[1].x, points[1].y, points[2].x, points[2].y )
self.debugImage:append( points[3].x, points[3].y )
self.debugImage:append( points[4].x, points[4].y )
self.debugImage:append( points[1].x, points[1].y )
self.debugImage:setColor( self.objectLayer.color.r, self.objectLayer.color.g, self.objectLayer.color.b )
self.debugImage.width = 3
end
self.debugImage.z = 1
else -- Create a circle
local position = isometricToWorldPosition( self.map, self )
self.debugImage = display.newCircle( self.objectLayer.group, position.x, position.y, 10 )
self.debugImage.z = 1
end
self.debugImage.strokeWidth = 2
if self.debugImage["setFillColor"] then
self.debugImage:setFillColor( self.objectLayer.color.r, self.objectLayer.color.g, self.objectLayer.color.b, 50 )
end
if self.debugImage["setStrokeColor"] then
self.debugImage:setStrokeColor( self.objectLayer.color.r, self.objectLayer.color.g, self.objectLayer.color.b )
end
self.debugImage.isVisible = false
if self.map["Objects:DisplayDebug"] then
if stringToBool(self.map["Objects:DisplayDebug"]) == true then
self.debugImage.isVisible = true
end
end
end
self.map:fireObjectListener(self)
for key, value in pairs(self.properties) do
self.map:firePropertyListener(self.properties[key], "object", self)
end
end
--- Builds the physical representation of the Object.
function Object:build()
local body = nil
if not self.map.world then
self.map.world = display.newGroup()
end
if not self.objectLayer.group then
self.objectLayer.group = display.newGroup()
end
if self.sprite then
body = self.sprite
elseif(self.radius) then
body = display.newCircle( self.objectLayer.group, self.x, self.y, self.radius )
elseif(self.points) then
local pointObjectNames = nil
if type(self.points) == "string" then
pointObjectNames = splitString(self.points, ",")
local jsonVersion = "[ "
for i = 1, #pointObjectNames, 1 do
jsonVersion = jsonVersion .. "\"" .. pointObjectNames[i] .. "\""
if i < #pointObjectNames then
jsonVersion = jsonVersion .. ", "
end
end
jsonVersion = jsonVersion .. " ]"
print("Lime-Banana: Using strings to define the points of Object bodies is currently depreceated as Lime 3.0 and beyond is moving over to Json values for properties. The Json equivalent for this property is - " .. jsonVersion)
elseif type(self.points) == "table" then
pointObjectNames = self.points
end
if pointObjectNames then
local objects = {}
self.shape = {}
for i=1, #pointObjectNames, 1 do
local pointObject = self.objectLayer:getObject(pointObjectNames[i])
if pointObject then
objects[#objects + 1] = pointObject
end
end
-- Make sure there are enough points (2 entries for each point)
if(#objects > 1) then
body = display.newLine( self.objectLayer.group, objects[1].x, objects[1].y, objects[2].x, objects[2].y )
if(body) then
for i=3, #objects, 1 do
body:append( objects[i].x, objects[i].y )
end
end
end
-- Rejoin the shape
if objects[1] ~= objects[#objects] then
body:append( objects[1].x, objects[1].y )
end
body.width = 3
body:setColor( 0, 2.6, 0 )
for i=1, #objects, 1 do
local pointObject = objects[i]
-- Add the shape points and make sure to offset it so that it is created in the right place
if pointObject then
self.shape[#self.shape + 1] = pointObject.x - body.x
self.shape[#self.shape + 1] = pointObject.y - body.y
end
end
self.shapeObjects = objects
end
elseif(self.shape) then
if type(self.shape) == "table" then
body = display.newRect( self.objectLayer.group, self.x, self.y, self.width or 1, self.height or 1 )
elseif type(self.shape) == "string" or type(self.shape) == "number" then
local jsonVersion = "[0,-37,37,-10,23,34,-23,34,-37,-10]"
print("Lime-Banana: Using strings to define the shapes of Object bodies is currently depreceated as Lime 3.0 and beyond is moving over to Json values for properties. Instead, define it similar to this - " .. jsonVersion)
--[[
local splitShape = splitString(self.shape, ",")
if #splitShape > 1 then
local shape = {}
for i = 1, #splitShape, 1 do
shape[#shape + 1] = tonumber(splitShape[i])
end
body = display.newRect( self.map.world, self.x, self.y, self.width or 1, self.height or 1 )
self.shape = shape
end
--]]
end
else
body = display.newRect( self.objectLayer.group, self.x, self.y, self.width or 1, self.height or 1 )
end
if(body) then
addPropertiesToBody(body, self)
body.isVisible = false
if self.gid or self.sprite then
body.isVisible = true
end
addCollisionFilterToBody( self )
physics.addBody( body, self )
applyPhysicalParametersToBody(body, self)
self.rotation = self.rotation or 0
body.type = self.type
body.name = self.name
if not self.shape then
body.x = body.x + body.width * 0.5
body.y = body.y + body.height * 0.5
end
self.body = body
end
end
--- Completely removes all visual and physical objects associated with the Object.
function Object:destroy()
if self.debugImage and self.debugImage["removeSelf"] then
self.debugImage:removeSelf()
end
self.debugImage = nil
if self.body and self.body["removeSelf"] then
self.body:removeSelf()
end
self.body = nil
end