Add menus, etc.

This commit is contained in:
Jaidyn Ann 2020-09-21 12:14:05 -05:00
parent d214d7dc3f
commit f08a982c27
15 changed files with 228 additions and 46 deletions

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art/sprites/p.txt Normal file
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@ -0,0 +1,2 @@
License: CC0
Uses birds & bats by MoikMellah (see bird.txt, bat.txt).

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@ -1,3 +0,0 @@
Author: Revangale
Source: https://opengameart.org/content/owl-and-raven-sprites
License: CC-BY-SA 3.0

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@ -1,3 +0,0 @@
Author: Refuzzle
Source: https://opengameart.org/content/winter-birds
License: CC0

266
main.lua
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@ -6,7 +6,7 @@ class = require "lib/middleclass"
---------------------------------------- ----------------------------------------
left = 0; right = 1; up = 2; down = 3 left = 0; right = 1; up = 2; down = 3
upleft = 4; downleft = 5; upright = 6; downright = 7 upleft = 4; downleft = 5; upright = 6; downright = 7
menu = 0; game = 1; gameover = 2 mainmenu = 0; game = 1; gameover = 2; pause = 3
-------------------------------------------------------------------------------- --------------------------------------------------------------------------------
-- GAME STATES -- GAME STATES
@ -16,7 +16,6 @@ menu = 0; game = 1; gameover = 2
-- LOAD -- LOAD
-------------------- --------------------
function love.load () function love.load ()
mode = menu
vScale = 0 vScale = 0
maxScore = 0 maxScore = 0
math.randomseed(os.time()) math.randomseed(os.time())
@ -29,21 +28,25 @@ function love.load ()
lifeText = love.graphics.newText(a_ttf, "Press Enter") lifeText = love.graphics.newText(a_ttf, "Press Enter")
waveText = love.graphics.newText(a_ttf, "") waveText = love.graphics.newText(a_ttf, "")
bigText = love.graphics.newText(a_ttf, "Bats & Pray") bigText = love.graphics.newText(a_ttf, "Bats & Pray")
frontMenu = nil
-- for compliance with Statute 43.5 (2019); all birds must report births to local Officials -- for compliance with Statute 43.5 (2019); all birds must report births to local Officials
birdRegistry = {} birdRegistry = {}
mainmenu_load()
end end
-------------------- --------------------
-- UPDATE -- UPDATE
-------------------- --------------------
function love.update ( dt ) function love.update ( dt )
if ( mode == menu ) then if ( mode == mainmenu ) then
menu_update( dt ) mainmenu_update( dt )
elseif ( mode == game ) then elseif ( mode == game ) then
game_update( dt ) game_update( dt )
elseif ( mode == gameover ) then elseif ( mode == gameover ) then
gameover_update( dt ) gameover_update( dt )
elseif ( mode == pause ) then
pause_update( dt )
end end
end end
@ -61,12 +64,14 @@ function love.draw ()
love.graphics.draw(lifeText, 125, 355, 0, 1.3, 1.3) love.graphics.draw(lifeText, 125, 355, 0, 1.3, 1.3)
love.graphics.draw(bigText, 300, 300, 0, 3.5, 3.5) love.graphics.draw(bigText, 300, 300, 0, 3.5, 3.5)
if ( mode == menu ) then if ( mode == mainmenu ) then
menu_draw() mainmenu_draw()
elseif ( mode == game ) then elseif ( mode == game ) then
game_draw() game_draw()
elseif ( mode == gameover ) then elseif ( mode == gameover ) then
gameover_draw() gameover_draw()
elseif ( mode == pause ) then
pause_draw()
end end
end end
@ -78,22 +83,26 @@ end
-- INPUT -- INPUT
---------------------------------------- ----------------------------------------
function love.keypressed ( key ) function love.keypressed ( key )
if ( mode == menu ) then if ( mode == mainmenu ) then
menu_keypressed( key ) mainmenu_keypressed( key )
elseif ( mode == game ) then elseif ( mode == game ) then
game_keypressed( key ) game_keypressed( key )
elseif ( mode == gameover ) then elseif ( mode == gameover ) then
gameover_keypressed( key ) gameover_keypressed( key )
elseif ( mode == pause ) then
pause_keypressed( key )
end end
end end
function love.keyreleased (key) function love.keyreleased (key)
if ( mode == menu ) then if ( mode == mainmenu ) then
menu_keyreleased( key ) mainmenu_keyreleased( key )
elseif ( mode == game ) then elseif ( mode == game ) then
game_keyreleased( key ) game_keyreleased( key )
elseif ( mode == gameover ) then elseif ( mode == gameover ) then
gameover_keyreleased( key ) gameover_keyreleased( key )
elseif ( mode == pause ) then
pause_keyreleased( key )
end end
end end
@ -103,36 +112,133 @@ end
---------------------------------------- ----------------------------------------
-- LOAD -- LOAD
-------------------- --------------------
function menu_load () function mainmenu_load ()
mode = menu mode = mainmenu
selection = 1
dieParticle = nil dieParticle = nil
waveText:set("[Enter]") waveText:set("[Enter]")
lifeText:set("") lifeText:set("")
bigText:set("Bats & Pray") bigText:set("Bats & Pray")
helpScreen = false
p_over = nil; p_under = nil; p_bounce = nil; p_dash = nil; p_block = nil; p_bg = nil
helpOver = nil; helpBounce = nil; helpDash = nil; helpBlock = nil
helpScreen_setup()
frontMenu = Menu:new( 100, 100, 30, 50, 2,
{ { love.graphics.newText(a_ttf, "Play Game"),
function () game_load() end },
{ love.graphics.newText(a_ttf, "Help"),
function () helpScreen = true end },
{ love.graphics.newText(a_ttf, "Quit"),
function () love.event.quit( 0 ) end } } )
end end
-------------------- --------------------
-- UPDATE -- UPDATE
-------------------- --------------------
function menu_update ( dt ) function mainmenu_update ( dt )
end end
-------------------- --------------------
-- DRAW -- DRAW
-------------------- --------------------
function menu_draw () function mainmenu_draw ()
if ( helpScreen == true ) then
helpScreen_draw()
elseif ( frontMenu ) then
frontMenu:draw()
end
end
function helpScreen_setup ()
p_over = love.graphics.newImage("art/sprites/p-over.png")
p_under = love.graphics.newImage("art/sprites/p-under.png")
p_bounce = love.graphics.newImage("art/sprites/p-bounce.png")
p_dash = love.graphics.newImage("art/sprites/p-dash.png")
p_block = love.graphics.newImage("art/sprites/p-block.png")
p_block = love.graphics.newImage("art/sprites/p-block.png")
h_bg = love.graphics.newImage("art/bg/help.png")
helpOver = love.graphics.newText(a_ttf, "He on top, wins.")
helpBounce = love.graphics.newText(a_ttf, "Meet equals,\npart equals.")
helpBlock = love.graphics.newText(a_ttf, "Guard yourself.")
helpDash = love.graphics.newText(a_ttf, "Move with\n grace.")
helpLuck = love.graphics.newText(a_ttf, "Godspeed!")
helpControls = love.graphics.newText(a_ttf, "Arrows - Point Space - Flap A/Z - Dash S/X - Block")
end
function helpScreen_draw ()
love.graphics.draw(h_bg)
love.graphics.draw(p_over, 100, 50, 0, 1.5, 1.5)
love.graphics.draw(p_under, 535, 50, 0, 1.5, 1.5)
love.graphics.draw(helpOver, 285, 110, 0, 2.3)
love.graphics.draw(p_bounce, 50, 200, 0, 1.5, 1.5)
love.graphics.draw(helpBounce, 225, 250, 0, 2)
love.graphics.draw(p_dash, 585, 200, 0, 1.5, 1.5)
love.graphics.draw(helpDash, 440, 250, 0, 2)
love.graphics.draw(p_block, 320, 350, 0, 1.5, 1.5)
love.graphics.draw(helpBlock, 120, 420, 0, 2)
love.graphics.draw(helpLuck, 500, 420, 0, 2)
love.graphics.draw(helpControls, 205, 550, 0, 1.2)
end end
-------------------- --------------------
-- INPUT -- INPUT
-------------------- --------------------
function menu_keypressed ( key ) function mainmenu_keypressed ( key )
-- if ( key == "enter" ) then if ( helpScreen == true) then
game_load() helpScreen = false
-- end else
frontMenu:keypressed( key )
end
end end
function menu_keyreleased ( key ) function mainmenu_keyreleased ( key )
frontMenu:keyreleased( key )
end
----------------------------------------
-- PAUSE
----------------------------------------
-- LOAD
--------------------
function pause_load ()
mode = pause
waveText:set("[Enter]")
lifeText:set("")
bigText:set("Paused")
end
--------------------
-- UPDATE
--------------------
function pause_update ( dt )
end
--------------------
-- DRAW
--------------------
function pause_draw ()
end
--------------------
-- INPUT
--------------------
function pause_keypressed ( key )
if ( key == "return" or key == "a" ) then
unpauseGame()
elseif ( key == "escape" ) then
mainmenu_load()
end
end
function pause_keyreleased ( key )
end end
@ -165,9 +271,9 @@ end
-- INPUT -- INPUT
-------------------- --------------------
function gameover_keypressed ( key ) function gameover_keypressed ( key )
-- if ( key == "enter" ) then if ( key == "return" or key == "escape" ) then
game_load() mainmenu_load()
-- end end
end end
function gameover_keyreleased ( key ) function gameover_keyreleased ( key )
@ -191,14 +297,12 @@ function game_load ()
birdRegistry = {} birdRegistry = {}
-- death particles -- death particles
diePArt = love.graphics.newImage("art/sprites/particle.png") diePArt = love.graphics.newImage("art/sprites/heart.png")
dieParticle = love.graphics.newParticleSystem(diePArt, 30) dieParticle = love.graphics.newParticleSystem(diePArt, 30)
dieParticle:setParticleLifetime(.5) -- Particles live at least 2s and at most 5s. dieParticle:setParticleLifetime(.5) -- Particles live at least 2s and at most 5s.
dieParticle:setSizeVariation(1) dieParticle:setSizeVariation(1); dieParticle:setEmissionRate(0)
dieParticle:setEmissionRate(0)
dieParticle:setLinearAcceleration(-200, -200, 200, 200) -- Random movement in all directions. dieParticle:setLinearAcceleration(-200, -200, 200, 200) -- Random movement in all directions.
dieParticle:setSpeed(40, 50) dieParticle:setSpeed(40, 50); dieParticle:setColors(1, 1, 1, 1, 1, 1, 1, 0)
dieParticle:setColors(1, 1, 1, 1, 1, 1, 1, 0)
end end
-------------------- --------------------
@ -249,7 +353,7 @@ function game_keypressed ( key )
elseif ( key == "space" ) then elseif ( key == "space" ) then
player.flying = 2 player.flying = 2
elseif ( key == "escape" ) then elseif ( key == "escape" ) then
gameover_load() pause_load()
end end
end end
@ -316,6 +420,13 @@ end
-- "physics" -- "physics"
-------------------- --------------------
function Flier:physics ( dt ) function Flier:physics ( dt )
gravity = 1
floor = 500
ceiling = 0
max_vel = 300
min_vel = -300
turn = 150
if ( self.living ) then if ( self.living ) then
self:physics_x( dt ) self:physics_x( dt )
self:physics_y( dt ) self:physics_y( dt )
@ -327,13 +438,9 @@ end
-- physics on the x-axis -- physics on the x-axis
function Flier:physics_x ( dt ) function Flier:physics_x ( dt )
turn = 150
if ( self.species ) then -- if bird if ( self.species ) then -- if bird
max_vel = 280 max_vel = 280
min_vel = -280 min_vel = -280
else
max_vel = 300
min_vel = -300
end end
-- holding arrow-key -- holding arrow-key
@ -351,9 +458,9 @@ function Flier:physics_x ( dt )
end end
end end
if ( self.x < -10 ) then if ( self.x < -5 ) then
self.x = 800 self.x = 800
elseif ( self.x > 810 ) then elseif ( self.x > 805 ) then
self.x = 0 self.x = 0
end end
@ -362,9 +469,6 @@ end
-- physics on the y-axis -- physics on the y-axis
function Flier:physics_y ( dt ) function Flier:physics_y ( dt )
gravity = 1
floor = 500
-- wing-flap -- wing-flap
if ( self.flying > 0 ) then if ( self.flying > 0 ) then
self.y_vel = -200 self.y_vel = -200
@ -376,6 +480,12 @@ function Flier:physics_y ( dt )
self.y_vel = self.y_vel + gravity self.y_vel = self.y_vel + gravity
end end
-- atmosphere (ceiling)
if ( self.y < ceiling ) then
self.y_vel = self.y_vel * -1
self.y = ceiling + 1
end
-- if on ground; flap your wings -- if on ground; flap your wings
if ( self.y > floor ) then if ( self.y > floor ) then
self.y = floor self.y = floor
@ -389,9 +499,6 @@ end
function Flier:physics_dead ( dt ) function Flier:physics_dead ( dt )
-- ignore all input, fall through bottom -- ignore all input, fall through bottom
gravity = 2 gravity = 2
max_vel = 300
self.y_vel = self.y_vel + gravity
self.y = self.y + self.y_vel * dt
if ( self.x_vel > 0 ) then if ( self.x_vel > 0 ) then
self.x_vel = self.x_vel - (max_vel / (turn * 3)) self.x_vel = self.x_vel - (max_vel / (turn * 3))
@ -405,7 +512,10 @@ function Flier:physics_dead ( dt )
self.x = 0 self.x = 0
end end
self.y_vel = self.y_vel + gravity
self.y = self.y + self.y_vel * dt
self.x = self.x + self.x_vel * dt self.x = self.x + self.x_vel * dt
if ( self.y > 700 ) then if ( self.y > 700 ) then
self:killFinalize() self:killFinalize()
return false return false
@ -637,6 +747,82 @@ function judgeCollision ( a, b )
end end
end end
function pauseGame ()
pause_load()
end
function unpauseGame ()
mode = game
waveText:set( "Wave " .. wave )
lifeText:set( "Lives " .. lives )
bigText:set( "" )
end
--------------------------------------------------------------------------------
-- MENUS blah blah blah
--------------------------------------------------------------------------------
Menu = class("Menu")
function Menu:initialize( x, y, offset_x, offset_y, scale, menuItems )
self.x = x; self.y = y
self.offset_x = offset_x; self.offset_y = offset_y
self.scale = scale
self.options = menuItems
self.selected = 1
self.enter = false
self.up = false
self.down = false
end
function Menu:draw ( )
for i = 1,table.maxn(self.options) do
this_y = self.y + ( self.offset_y * i )
love.graphics.draw( self.options[i][1],
self.x, this_y, 0, self.scale, self.scale )
if ( i == self.selected ) then
love.graphics.draw( love.graphics.newText(a_ttf, ">>"),
self.x - self.offset_x, this_y, 0,
self.scale, self.scale)
end
end
end
function Menu:keypressed ( key )
maxn = table.maxn( self.options )
if ( key == "return" and self.enter == false ) then
self.enter = true
if ( self.options[self.selected][2] ) then
self.options[self.selected][2]()
end
elseif ( key == "up" and self.selected > 1 and self.up == false ) then
self.up = true
self.selected = self.selected - 1
elseif ( key == "up" and self.up == false ) then
self.up = true
self.selected = maxn
elseif ( key == "down" and self.selected < maxn and self.down == false ) then
self.down = true
self.selected = self.selected + 1
elseif ( key == "down" and self.down == false ) then
self.down = true
self.selected = 1
end
end
function Menu:keyreleased ( key )
if ( key == "return" ) then
self.enter = false
elseif ( key == "up" ) then
self.up = false
elseif ( key == "down" ) then
self.down = false
end
end
-------------------------------------------------------------------------------- --------------------------------------------------------------------------------