From 3059d68402b19c9367831a658971808254569a0b Mon Sep 17 00:00:00 2001 From: Jaidyn Ann Date: Sat, 6 Feb 2021 00:50:51 -0600 Subject: [PATCH] Basic movement/fighting --- README.txt | 2 +- art/sprites/jellyfish-lion.png | Bin 0 -> 395 bytes art/sprites/jellyfish-n.png | Bin 0 -> 407 bytes main.lua | 233 +++++++++++++++------------------ 4 files changed, 110 insertions(+), 125 deletions(-) create mode 100644 art/sprites/jellyfish-lion.png create mode 100644 art/sprites/jellyfish-n.png diff --git a/README.txt b/README.txt index 3878813..f093461 100644 --- a/README.txt +++ b/README.txt @@ -1,6 +1,6 @@ HORSEHORSE ================================================================================ -HorseHorse is an tank-control dual-ish game, where valiant non-horses are pitted +HorseHorse is an tank-control duel-ish game, where valiant non-horses are pitted against one another. Made for Librejam 2020-02, with the theme "SUBNAUTICAL." diff --git a/art/sprites/jellyfish-lion.png b/art/sprites/jellyfish-lion.png new file mode 100644 index 0000000000000000000000000000000000000000..5378450afd9088319295607e74c522d3304d1430 GIT binary patch literal 395 zcmeAS@N?(olHy`uVBq!ia0vp^0wB!61|;P_|4#%`Y)RhkE)4%caKYZ?lYt_f1s;*b z3=De8Ak0{?)V>TT$X?><>&pI+M?%EPX#0VZ#S9FL5}q!OAr_~5CmZG+HsEoc&m(`B z-NTJJ&L-_GuT{oNi3Q&LmzFlT^Iv=*U2%4XB9qZA_7Ao<7A`!XWtO1VwC~@4CCyWv z9F;7Ov^grIrYEOvo9>XpVY|kzRT+qo2l#uLdqH;R5PeRQ`z!MAH~Qp4ewCj_dP z1Rbsm2JMk+M^-R;BLqd$DSJ4oK~&i5`)=3ls$F8w>U)~eyo niM6%q4eOt}=dkSxSMH6UwQgTh|Gq7tU}Nxf^>bP0l+XkK;Dn{E literal 0 HcmV?d00001 diff --git a/art/sprites/jellyfish-n.png b/art/sprites/jellyfish-n.png new file mode 100644 index 0000000000000000000000000000000000000000..0eb8d875b290c9be886ba73ce36ed5f0cfccfe9d GIT binary patch literal 407 zcmeAS@N?(olHy`uVBq!ia0vp^0wB!61|;P_|4#%`Y)RhkE)4%caKYZ?lYt_f1s;*b z3=De8Ak0{?)V>TT$X?><>&pI+M?%C(*Xl%N7y|>Nil>WXh{frt!5e!I8}Qh0W!^b9 zwNWH*>w&|qWfgzeA`c5!@aBK`z{i-B!njq7Y01VrtExWFUVc!+@IiX=i;{As%tqk=yP!kLOQ$aA zloFnIhBbD1=j=^O43ABZ>o7R}Tfo4=J-H|6%al;pMmv@h;c=HELPaFzM6;hPxtH8C z@wmj!&;MQ;>8BR-75z&r=(E!o7i+r5yfX5=$GP}w1(uu5#j)$vd?VK_x)zmTXZU$? z!1M*uze}wI8J@U($(zgg;CEg6+{QUaJsydFad^N|JI}Ti7=#R-u6{1-oD!M<0%E6X literal 0 HcmV?d00001 diff --git a/main.lua b/main.lua index 7bc1dae..061f5fa 100644 --- a/main.lua +++ b/main.lua @@ -4,8 +4,9 @@ wind = require "lib/windfield" stalker = require "lib/STALKER-X" mainmenu = 0; game = 1; gameover = 2; pause = 3; youwin = 4 +swordLength = 40; knifeLength = 10 -world = wind.newWorld(0, 40, true) +world = wind.newWorld(0, 0, true) -- GAME STATES -------------------------------------------------------------------------------- @@ -14,14 +15,13 @@ world = wind.newWorld(0, 40, true) function love.load () math.randomseed(os.time()) - dieParticle = nil love.graphics.setDefaultFilter("nearest", "nearest") a_ttf = love.graphics.newFont("art/font/alagard.ttf", nil, "none") r_ttf = love.graphics.newFont("art/font/romulus.ttf", nil, "none") camera = stalker() - game_load() + mainmenu_load() end @@ -91,105 +91,38 @@ function mainmenu_load () frontMenu_init() camera = stalker() - map = Map:new("maps/sys/menu.lua") end function mainmenu_update(dt) - if not (mapMenu == nil) then return; end - - world:update(dt) - player:update(dt) - map:update(dt) - - -- make player monkey move randomly - local num = math.random(100) - local dirs = player.directionals - if (num == 1) then - dirs['left'] = 1 - dirs['right'] = 0 - elseif (num == 2) then - dirs['right'] = 1 - dirs['left'] = 0 - elseif (num == 3) then - dirs['up'] = 1 - end end function mainmenu_draw () - if (mapMenu == nil) then - map:draw() - player:draw() - frontMenu:draw() - else - mapMenu:draw() - end + frontMenu:draw() end function mainmenu_keypressed(key) - if (mapMenu == nil) then - frontMenu:keypressed(key) - else - mapMenu:keypressed(key) - end + frontMenu:keypressed(key) end function mainmenu_keyreleased(key) - if (mapMenu == nil) then - frontMenu:keyreleased(key) - else - mapMenu:keyreleased(key) - end + frontMenu:keyreleased(key) end function frontMenu_init() frontMenu = Menu:new(100, 100, 30, 50, 3, { - {love.graphics.newText(a_ttf, ""), - function () mapMenu_init() end}, --- camera:fade(.2, {0,0,0,1}, function() mapMenu_init() end) --- 2, {0,0,0,1}, function() mapMenu_init() end) --- end}, + {love.graphics.newText(a_ttf, "Local"), + function () game_load() end}, {love.graphics.newText(a_ttf, "Quit"), function () love.event.quit(0) end }}) mapMenu = nil end -function mapMenu_init(directory) - directory = directory or "maps" - local menuEntries = {[1] = {love.graphics.newText(a_ttf, "../"), - function () mainmenu_load() end}} --- if (directory == "maps") then mainmenu_load() - - local indice = 2 - local files = love.filesystem.getDirectoryItems(directory) - - for k,file in pairs(files) do - file = directory .. "/" .. file - local filetype = love.filesystem.getInfo(file).type - local fileSplit = split(file, ".") - local fileExt = fileSplit[2] or "" - - if (filetype == "directory") then - menuEntries[indice] = {love.graphics.newText(a_ttf, file .. "/"), - function() mapMenu_init(file) end} - indice = indice + 1 - elseif (filetype == "file" and fileExt == "lua") then - menuEntries[indice] = {love.graphics.newText(a_ttf, fileSplit[1]), - function() game_load(file) end} - indice = indice + 1 - end - end - - mapMenu = Menu:new(100, 100, 30, 50, 3, menuEntries) - frontMenu = nil -end - - -- PAUSE STATE ---------------------------------------- function pause_load() @@ -264,19 +197,20 @@ end -- GAME STATE ---------------------------------------- -function game_load(mapfile) +function game_load() mode = game world:destroy() - world = wind.newWorld(0, 400, true) + world = wind.newWorld(0, 0, true) world:addCollisionClass('Fighter') + world:addCollisionClass('Shield') + world:addCollisionClass('Sword') --- mapfile = mapfile or map.filepath --- map = Map:new(mapfile) - - player = Fighter:new(100, 100) + player = Fighter:new(300, 300) + punching_bag = Fighter:new(350, 350) camera:fade(.2, {0,0,0,0}) camera:setFollowLerp(0.1) - camera:setFollowStyle('PLATFORMER') + camera:setFollowStyle('TOPDOWN') + camera.scale = 2 -- bgm:stop() -- bgm = love.audio.newSource("art/music/game.ogg", "static") @@ -287,15 +221,13 @@ end function game_update(dt) world:update(dt) player:update(dt) --- map:update(dt) local x, y = player.body:getPosition() - camera:follow(x, y) +-- camera:follow(x, y) end function game_draw () --- map:draw() world:draw() player:draw() end @@ -315,6 +247,9 @@ function game_keypressed(key) elseif (key == "up" or key == "w") then dir['up'] = 1 if (dir['down'] == 1) then dir['down'] = 2; end + elseif (key == "down" or key == "s") then + dir['down'] = 1 + if (dir['up'] == 1) then dir['up'] = 2; end elseif (key == "=" and camera.scale < 10) then camera.scale = camera.scale + .5 @@ -333,10 +268,8 @@ function game_keyreleased (key) if (key == "right" or key == "d") then dir['right'] = 0 - player.body:setLinearVelocity(dx - 150, dy) elseif (key == "left" or key == "a") then dir['left'] = 0 - player.body:setLinearVelocity(dx + 150, dy) elseif (key == "up" or key == "w") then dir['up'] = 0 elseif (key == "down") then @@ -345,31 +278,65 @@ function game_keyreleased (key) end - -- CLASSES -------------------------------------------------------------------------------- --- MONK player class +-- Fighter player class ---------------------------------------- Fighter = class('Fighter') -function Fighter:initialize(x, y) +function Fighter:initialize(x, y, character) self.directionals = {} - --- self.sprite = love.graphics.newImage("art/sprites/monk-jump.png") + if (character == nil) then self.character = "jellyfish-lion.png"; end + self.sprite = love.graphics.newImage("art/sprites/" .. self.character) self.body = world:newRectangleCollider(x, y, 16, 16); self.body:setCollisionClass('Fighter') self.body:setObject(self) + self.body:setAngularDamping(2) + self.body:setLinearDamping(.5) + self.body:setPostSolve(self.makePostSolve()) + self.swordType = 'normal' + + self.shield = world:newRectangleCollider(x, y - 16, 16, 5); + self.shield:setCollisionClass('Shield') + self.shield:setObject(self) + + if (self.swordType == 'normal') then + self.sword = world:newRectangleCollider(x - 8, y - 16, 3, swordLength); + else + self.sword = world:newRectangleCollider(x - 8, y - 16, 3, knifeLength); + end + self.sword:setCollisionClass('Sword') + self.sword:setObject(self) + self.sword:setPostSolve(self.makeSwordPostSolve()) +end + + +function Fighter:makePostSolve() + return function(col1, col2, contact) + if (col1.collision_class == "Fighter" + and col2.collision_class == "Sword") + then + print("THEY DEEED, dude") + end + end +end + + +function Fighter:makeSwordPostSolve() + return function(col1, col2, contact) + if (col1.collision_class == "Sword" + and col2.collision_class == "Shield") + then + print("SWORD CLASH!!!!") + end + end end function Fighter:update(dt) local dir = self.directionals - if (self.following == true) then self:follow() - else self:idle() - end - self:movement() if (dir['left'] == 2 and dir['right'] == 0) then dir['left'] = 1; end @@ -378,41 +345,50 @@ end function Fighter:draw () --- local x,y = self.body:getWorldPoints(monk.shape:getPoints()) + local x,y = self.body:getWorldPoints(self.body.shape:getPoints()) --- love.graphics.draw(self.sprite, x, y, monk.body:getAngle(), 1, 1) + love.graphics.draw(self.sprite, x, y, self.body:getAngle(), 1, 1) -- end end function Fighter:movement () - local dx, dy = self.body:getLinearVelocity() - local dir = self.directionals - local newVel = 250 - - if not (self.onGround == downwall) then - newVel = newVel - 50 - end - - if (dir['left'] == 1) then - self.body:setLinearVelocity(-newVel, dy); - elseif (dir['right'] == 1) then - self.body:setLinearVelocity(newVel, dy); - end - - if (dir['up'] == 1 and onGround == downwall) then - self.body:setLinearVelocity(dx, -newVel); - elseif (dir['up'] == 1 and onGround == leftwall) then - self.body:setLinearVelocity(newVel, -newVel - 30); - elseif (dir['up'] == 1 and onGround == rightwall) then - self.body:setLinearVelocity(-newVel, -newVel - 30); - end + self:localMovement() end --- Fighter should jitter when inactive, every once in a while -function Fighter:idle () --- if (self.onGround[i] == downwall and math.random(20) == 5) then --- end + +function Fighter:localMovement () + local x, y = self.body:getPosition() + local dx, dy = self.body:getLinearVelocity() + local dir = self.directionals + local angle = self.body:getAngle() + + if (dir['left'] == 1) then + self.body:applyAngularImpulse(-.5, 1) + elseif (dir['right'] == 1) then + self.body:applyAngularImpulse(.5, 1) + end + + if (dir['up'] == 1) then + self.body:applyLinearImpulse(math.sin(angle) * 0.5, math.cos(angle) * -0.5) + elseif (dir['down'] == 1) then + self.body:setAngle(angle - (math.pi * .70)) + self.body:applyAngularImpulse(-45, 1) + dir['down'] = 0 + end + + self.shield:setAngle(angle) + self.shield:setPosition(x - (math.sin(angle) * 16), y + (math.cos(angle) * 16)) + + if (self.swordType == 'normal') then + local offset = swordLength - 5 + self.sword:setAngle(angle) + self.sword:setPosition(x + (math.sin(angle) * offset), y - (math.cos(angle) * offset)) + elseif (self.swordType == 'knife') then + local offset = knifeLength * 2 + self.sword:setAngle(angle) + self.sword:setPosition(x + (math.sin(angle) * 4.5 * offset), y - (math.cos(angle) * 1.5 * offset)) + end end @@ -489,7 +465,8 @@ function Menu:keyreleased(key) end - +-- UTIL +-------------------------------------------------------------------------------- function split(inputString, seperator) local newString = {} for stringBit in string.gmatch(inputString, "([^"..seperator.."]+)") do @@ -497,3 +474,11 @@ function split(inputString, seperator) end return newString end + + +-- MISC DATA +-------------------------------------------------------------------------------- +characters = {} +characters["jellyfish-lion.png"] = {"Lion Jellyfish", "hey, hey. you know whats shocking?", "rapidpunches", "CC-BY-SA 4.0"} +characters["jellyfish-n.png"] = {"Jellyfish N", "(electricity)", "rapidpunches", "CC-BY-SA 4.0"} +