New to Lua/Game dev in general here. I'm trying to write a code to draw the background of my game. I have four different spritesheets for things related to setting:
[*] Background - which contains the drawn "background image" of the game
[*] Platforms - which contain the platform sprites of the game
[*] objectsBig - which contain the relatively bigger drawn objects in the background (example rocks, seaweed, etc)
[*] objectsSmall - which contain the relatively smaller drawn objects (smaller rocks, plants, etc)
I made a function, called generateQuads which is in my Util.lua file, which, given a spritesheet, splices it up into the different sprites in the spritesheet and returns those sprites. It is as follows:
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-- Function to generate quads/cut the spritesheet
function generateQuads(atlas, tileWidth, tileHeight)
local sheetWidth = atlas:getWidth() / tileWidth
local sheetHeight = atlas:getHeight() / tileHeight
local sheetCounter = 1
local quads = {}
-- for every line of the sprite sheet
for y = 0, sheetHeight - 1 do
-- for every piece in the width
for x = 0, sheetWidth - 1 do
-- quads generated will be the ones specified by tileWidth and tileHeight
quads[sheetCounter] = love.graphics.newQuad(x * tileWidth, y * tileHeight, tileWidth,
tileHeight, atlas:getDimensions())
sheetCounter = sheetCounter + 1
end
end
return quads
end
FUNCTION TO SET UP THE CLASS
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function Map:init()
-- Load the background sprite into variable
-- Each is 500x500, total is 1500x500
self.background = love.graphics.newImage('Graphics/platform/background/full.png')
-- Load all the ground platforms into variable
-- Each is 60x30, total is 240x30
self.platforms = love.graphics.newImage('Graphics/platform/ground/all.png')
-- Load all the bigger misc objects into variable
-- Each is 15x20, total is 15x120
self.objectsBig = love.graphics.newImage('Graphics/platform/objects/15x20/all.png')
-- Load all the smaller misc objects into variable
-- Each is 15x15, total is 60x15
self.objectsSmall = love.graphics.newImage('Graphics/platform/objects/15x15/all.png')
-- Setting the size for each of the variables IN PIXELS
self.backgroundWidth = 500
self.backgroundHeight = 1500
self.platformWidth = 60
self.platformHeight = 30
self.objectsBigWidth = 15
self.objectsBigHeight = 20
self.objectsSmallWidth = 15
self.objectsSmallHeight = 15
-- Setting the map size IN TILES
-- EXPERIMENTAL, CHECK AGAIN
self.mapWidth = 432
self.mapHeight = 243
-- Setting the width of the map IN PIXELS (in relation to platforms)
self.mapWidthPixels = self.backgroundWidth
self.mapHeightPixels = self.backgroundHeight
-- Storing our map features
self.tiles = {}
-- Storing the camera points, starting from the bottom
-- The 243 is the VIRTUAL_HEIGHT, which we needed to subtract to account for the
-- offset of the screen
self.camX = 0
self.camY = self.backgroundHeight - 243
-- Cutting each of the spritesheets
self.backgroundSprite = generateQuads(self.background, self.backgroundWidth, self.backgroundHeight)
self.platformSprite = generateQuads(self.platforms, self.platformWidth, self.platformHeight)
self.objectsBigSprite = generateQuads(self.objectsBig, self.objectsBigWidth, self.objectsBigHeight)
self.objectsSmallSprite = generateQuads(self.objectsSmall, self.objectsSmallWidth, self.objectsSmallHeight)
-- 'Setting' the tiles for the map to be background
for y = 1, self.mapHeight do
for x = 1, self.mapWidth do
self:setTile(x, y, BACKGROUND)
end
end
-- 'Setting' the platform tiles for where we start
for x = 1, self.mapWidth do
self:setTile(x, self.mapHeight - 303, GROUND_MIDDLE)
end
end
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function Map:setTile(x, y, tile)
-- The table 'tiles' is going to store what tile should be in what x and y position
-- subtracting y by 1 so that it's 0 indexed, not 1 indexed
self.tiles[(y - 1) * self.mapWidth + x] = tile
end
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function Map:getTile(x, y, tile)
-- This function is going to tell us what tile is set at this x and y position
return self.tiles[(y - 1) * self.mapWidth + x]
end
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function Map:update(dt)
-- Moving the camera depending on the key being pressed
if love.keyboard.isDown('w') then
-- up movement, clamped between 0 and the other
self.camY = math.max(0, math.floor(self.camY - SCROLL_SPEED * dt))
elseif love.keyboard.isDown('a') then
-- left movement
self.camX = math.max(0, math.floor(self.camX - SCROLL_SPEED * dt))
elseif love.keyboard.isDown('s') then
-- down movement, subtracting VIRTUAL_HEIGHT to account for the screen offset
self.camY = math.min(self.backgroundHeight - VIRTUAL_HEIGHT, math.floor(self.camY + SCROLL_SPEED * dt))
elseif love.keyboard.isDown('d') then
-- right movement
self.camX = math.min(self.backgroundWidth - VIRTUAL_WIDTH, math.floor(self.camX + SCROLL_SPEED * dt))
end
end
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function Map:render()
for y = 1, self.mapHeight do
for x = 1, self.mapWidth do
-- Drawing the background first
love.graphics.draw(self.background, self.backgroundSprite[self:getTile(x, y)],
(x - 1) * self.backgroundWidth, (y - 1) * self.backgroundHeight)
love.graphics.draw(self.platform, self.platformSprite[self:getTile(x, y)],
(x - 1) * self.platformWidth, (y - 1) * self.platformHeight)
end
end
end
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-- Know where the platforms are in the spritesheet
GROUND_LEFT = 1
GROUND_RIGHT = 2
GROUND_SMALL = 3
GROUND_MIDDLE = 4
-- Know where the backgrounds are in the spritesheet
BACKGROUND = 1
[...]
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Error
Error
Map.lua:135: bad argument #1 to 'draw' (Texture expected, got nil)
Traceback
[C]: in function 'draw'
Map.lua:135: in function 'render'
main.lua:48: in function 'draw'
[C]: in function 'xpcall'
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-- 'Setting' the platform tiles for where we start
for x = 1, self.mapWidth do
self:setTile(x, self.mapHeight - 303, GROUND_MIDDLE)
end
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love.graphics.draw(self.platform, self.platformSprite[self:getTile(x, y)],
(x - 1) * self.platformWidth, (y - 1) * self.platformHeight)
Any help is appreciated!