Basic movement/fighting

This commit is contained in:
Jaidyn Ann 2021-02-06 00:50:51 -06:00
parent 7074fe6d2e
commit 3059d68402
4 changed files with 110 additions and 125 deletions

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@ -1,6 +1,6 @@
HORSEHORSE 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. against one another.
Made for Librejam 2020-02, with the theme "SUBNAUTICAL." Made for Librejam 2020-02, with the theme "SUBNAUTICAL."

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art/sprites/jellyfish-n.png Normal file

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233
main.lua
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@ -4,8 +4,9 @@ wind = require "lib/windfield"
stalker = require "lib/STALKER-X" stalker = require "lib/STALKER-X"
mainmenu = 0; game = 1; gameover = 2; pause = 3; youwin = 4 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 -- GAME STATES
-------------------------------------------------------------------------------- --------------------------------------------------------------------------------
@ -14,14 +15,13 @@ world = wind.newWorld(0, 40, true)
function love.load () function love.load ()
math.randomseed(os.time()) math.randomseed(os.time())
dieParticle = nil
love.graphics.setDefaultFilter("nearest", "nearest") love.graphics.setDefaultFilter("nearest", "nearest")
a_ttf = love.graphics.newFont("art/font/alagard.ttf", nil, "none") a_ttf = love.graphics.newFont("art/font/alagard.ttf", nil, "none")
r_ttf = love.graphics.newFont("art/font/romulus.ttf", nil, "none") r_ttf = love.graphics.newFont("art/font/romulus.ttf", nil, "none")
camera = stalker() camera = stalker()
game_load() mainmenu_load()
end end
@ -91,105 +91,38 @@ function mainmenu_load ()
frontMenu_init() frontMenu_init()
camera = stalker() camera = stalker()
map = Map:new("maps/sys/menu.lua")
end end
function mainmenu_update(dt) 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 end
function mainmenu_draw () function mainmenu_draw ()
if (mapMenu == nil) then frontMenu:draw()
map:draw()
player:draw()
frontMenu:draw()
else
mapMenu:draw()
end
end end
function mainmenu_keypressed(key) function mainmenu_keypressed(key)
if (mapMenu == nil) then frontMenu:keypressed(key)
frontMenu:keypressed(key)
else
mapMenu:keypressed(key)
end
end end
function mainmenu_keyreleased(key) function mainmenu_keyreleased(key)
if (mapMenu == nil) then frontMenu:keyreleased(key)
frontMenu:keyreleased(key)
else
mapMenu:keyreleased(key)
end
end end
function frontMenu_init() function frontMenu_init()
frontMenu = Menu:new(100, 100, 30, 50, 3, { frontMenu = Menu:new(100, 100, 30, 50, 3, {
{love.graphics.newText(a_ttf, ""), {love.graphics.newText(a_ttf, "Local"),
function () mapMenu_init() end}, function () game_load() 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, "Quit"), {love.graphics.newText(a_ttf, "Quit"),
function () love.event.quit(0) end }}) function () love.event.quit(0) end }})
mapMenu = nil mapMenu = nil
end 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 -- PAUSE STATE
---------------------------------------- ----------------------------------------
function pause_load() function pause_load()
@ -264,19 +197,20 @@ end
-- GAME STATE -- GAME STATE
---------------------------------------- ----------------------------------------
function game_load(mapfile) function game_load()
mode = game mode = game
world:destroy() world:destroy()
world = wind.newWorld(0, 400, true) world = wind.newWorld(0, 0, true)
world:addCollisionClass('Fighter') world:addCollisionClass('Fighter')
world:addCollisionClass('Shield')
world:addCollisionClass('Sword')
-- mapfile = mapfile or map.filepath player = Fighter:new(300, 300)
-- map = Map:new(mapfile) punching_bag = Fighter:new(350, 350)
player = Fighter:new(100, 100)
camera:fade(.2, {0,0,0,0}) camera:fade(.2, {0,0,0,0})
camera:setFollowLerp(0.1) camera:setFollowLerp(0.1)
camera:setFollowStyle('PLATFORMER') camera:setFollowStyle('TOPDOWN')
camera.scale = 2
-- bgm:stop() -- bgm:stop()
-- bgm = love.audio.newSource("art/music/game.ogg", "static") -- bgm = love.audio.newSource("art/music/game.ogg", "static")
@ -287,15 +221,13 @@ end
function game_update(dt) function game_update(dt)
world:update(dt) world:update(dt)
player:update(dt) player:update(dt)
-- map:update(dt)
local x, y = player.body:getPosition() local x, y = player.body:getPosition()
camera:follow(x, y) -- camera:follow(x, y)
end end
function game_draw () function game_draw ()
-- map:draw()
world:draw() world:draw()
player:draw() player:draw()
end end
@ -315,6 +247,9 @@ function game_keypressed(key)
elseif (key == "up" or key == "w") then elseif (key == "up" or key == "w") then
dir['up'] = 1 dir['up'] = 1
if (dir['down'] == 1) then dir['down'] = 2; end 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 elseif (key == "=" and camera.scale < 10) then
camera.scale = camera.scale + .5 camera.scale = camera.scale + .5
@ -333,10 +268,8 @@ function game_keyreleased (key)
if (key == "right" or key == "d") then if (key == "right" or key == "d") then
dir['right'] = 0 dir['right'] = 0
player.body:setLinearVelocity(dx - 150, dy)
elseif (key == "left" or key == "a") then elseif (key == "left" or key == "a") then
dir['left'] = 0 dir['left'] = 0
player.body:setLinearVelocity(dx + 150, dy)
elseif (key == "up" or key == "w") then elseif (key == "up" or key == "w") then
dir['up'] = 0 dir['up'] = 0
elseif (key == "down") then elseif (key == "down") then
@ -345,31 +278,65 @@ function game_keyreleased (key)
end end
-- CLASSES -- CLASSES
-------------------------------------------------------------------------------- --------------------------------------------------------------------------------
-- MONK player class -- Fighter player class
---------------------------------------- ----------------------------------------
Fighter = class('Fighter') Fighter = class('Fighter')
function Fighter:initialize(x, y) function Fighter:initialize(x, y, character)
self.directionals = {} self.directionals = {}
if (character == nil) then self.character = "jellyfish-lion.png"; end
-- self.sprite = love.graphics.newImage("art/sprites/monk-jump.png") self.sprite = love.graphics.newImage("art/sprites/" .. self.character)
self.body = world:newRectangleCollider(x, y, 16, 16); self.body = world:newRectangleCollider(x, y, 16, 16);
self.body:setCollisionClass('Fighter') self.body:setCollisionClass('Fighter')
self.body:setObject(self) 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 end
function Fighter:update(dt) function Fighter:update(dt)
local dir = self.directionals local dir = self.directionals
if (self.following == true) then self:follow()
else self:idle()
end
self:movement() self:movement()
if (dir['left'] == 2 and dir['right'] == 0) then dir['left'] = 1; end if (dir['left'] == 2 and dir['right'] == 0) then dir['left'] = 1; end
@ -378,41 +345,50 @@ end
function Fighter:draw () 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
end end
function Fighter:movement () function Fighter:movement ()
local dx, dy = self.body:getLinearVelocity() self:localMovement()
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
end end
-- Fighter should jitter when inactive, every once in a while
function Fighter:idle () function Fighter:localMovement ()
-- if (self.onGround[i] == downwall and math.random(20) == 5) then local x, y = self.body:getPosition()
-- end 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 end
@ -489,7 +465,8 @@ function Menu:keyreleased(key)
end end
-- UTIL
--------------------------------------------------------------------------------
function split(inputString, seperator) function split(inputString, seperator)
local newString = {} local newString = {}
for stringBit in string.gmatch(inputString, "([^"..seperator.."]+)") do for stringBit in string.gmatch(inputString, "([^"..seperator.."]+)") do
@ -497,3 +474,11 @@ function split(inputString, seperator)
end end
return newString return newString
end 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"}