Created
March 17, 2021 19:36
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Save konsumer/df3cccafda21248eb69d52742294cd2b to your computer and use it in GitHub Desktop.
example using shironecko/LuaMaze in love2d
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local maze = require "lib.maze" | |
local Camera = require "lib.hump.camera" | |
math.randomseed(os.time()) | |
--[[ | |
generators: | |
sidewinder | |
recursive_backtracker | |
aldous_broder | |
binary_tree | |
eller | |
growing_tree | |
hunt_and_kill | |
kruskal | |
prim | |
recursive_division | |
wilson | |
]] | |
local Maze = Class { | |
player = { | |
x = 0, | |
y = 0 | |
}, | |
speed = 120 | |
} | |
function Maze:init(width, height, image, tile_size, algo) | |
self.width = width or 10 | |
self.height = height or 10 | |
self.algo = algo or "eller" | |
self.image = love.graphics.newImage(image or "assets/tiles/maze.png") | |
self.tileSize = tile_size or 128 | |
assert(maze.generators[self.algo], "Algorythm " .. self.algo .. " is not supported.") | |
self.maze = maze:new(self.width, self.height, true) | |
maze.generators[self.algo](self.maze) | |
-- print(self.maze) | |
self:build() | |
self.camera = Camera(self.player.x, self.player.y) | |
end | |
function Maze:build() | |
local quads = { | |
N = love.graphics.newQuad(self.tileSize * 0, 0, self.tileSize, self.tileSize, self.image:getWidth(), self.image:getHeight()), | |
S = love.graphics.newQuad(self.tileSize * 1, 0, self.tileSize, self.tileSize, self.image:getWidth(), self.image:getHeight()), | |
W = love.graphics.newQuad(self.tileSize * 2, 0, self.tileSize, self.tileSize, self.image:getWidth(), self.image:getHeight()), | |
E = love.graphics.newQuad(self.tileSize * 3, 0, self.tileSize, self.tileSize, self.image:getWidth(), self.image:getHeight()), | |
floor = love.graphics.newQuad(self.tileSize * 4, 0, self.tileSize, self.tileSize, self.image:getWidth(), self.image:getHeight()) | |
} | |
self.batches = {} | |
for k,v in pairs(quads) do | |
self.batches[k] = love.graphics.newSpriteBatch( self.image, self.width*self.height ) | |
end | |
-- TODO: add collisions | |
for yi = 1, #self.maze do | |
for xi = 1, #self.maze[1] do | |
self.batches.floor:add( quads.floor, (xi-1) * self.tileSize, (yi-1) * self.tileSize) | |
if self.maze[yi][xi].north:IsClosed() then | |
self.batches.N:add( quads.N, (xi-1) * self.tileSize, (yi-1) * self.tileSize) | |
end | |
if self.maze[yi][xi].east:IsClosed() then | |
self.batches.E:add( quads.E, (xi-1) * self.tileSize, (yi-1) * self.tileSize) | |
end | |
if self.maze[yi][xi].south:IsClosed() then | |
self.batches.S:add( quads.S, (xi-1) * self.tileSize, (yi-1) * self.tileSize) | |
end | |
if self.maze[yi][xi].west:IsClosed() then | |
self.batches.W:add( quads.W, (xi-1) * self.tileSize, (yi-1) * self.tileSize) | |
end | |
end | |
end | |
end | |
function Maze:update(dt) | |
if input_down("right") then | |
self.player.x = self.player.x + (self.speed * dt) | |
end | |
if input_down("left") then | |
self.player.x = self.player.x - (self.speed * dt) | |
end | |
if input_down("down") then | |
self.player.y = self.player.y + (self.speed * dt) | |
end | |
if input_down("up") then | |
self.player.y = self.player.y - (self.speed * dt) | |
end | |
local dx,dy = self.player.x - self.camera.x, self.player.y - self.camera.y | |
self.camera:move(dx/2, dy/2) | |
end | |
function Maze:draw() | |
self.camera:attach() | |
love.graphics.draw(self.batches.floor, 0, 0) | |
love.graphics.draw(self.batches.N, 0, 0) | |
love.graphics.draw(self.batches.S, 0, 0) | |
love.graphics.draw(self.batches.W, 0, 0) | |
love.graphics.draw(self.batches.E, 0, 0) | |
self.camera:detach() | |
end | |
return Maze |
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