Add lobby system

This commit is contained in:
Jaidyn Ann 2021-02-06 18:36:36 -06:00
parent 676d49802d
commit 67b6482c3e

354
main.lua
View File

@ -3,14 +3,17 @@ class = require "lib/middleclass"
wind = require "lib/windfield"
stalker = require "lib/STALKER-X"
startSwordLength = 40; startKnifeLength = 10
SWORDLENGTH = 40; KNIFELENGTH = 10
SWORDWIDTH = 3
SHIELDWIDTH = 16
SHIELDHEIGHT = 5
-- GAME STATES
--------------------------------------------------------------------------------
-- LOVE
----------------------------------------
function love.load ()
function love.load()
math.randomseed(os.time())
love.graphics.setDefaultFilter("nearest", "nearest")
@ -54,13 +57,9 @@ end
-- MAIN-MENU
----------------------------------------
function mainmenu_load ()
mainMenu = makeMainMenu()
updateFunction = function (dt) mainMenu:update(dt) end
drawFunction = function () mainMenu:draw() end
keypressedFunction = function(key) mainMenu:keypressed(key) end
keyreleasedFunction = function(key) mainMenu:keyreleased(key) end
function mainmenu_load()
local mainMenu = makeMainMenu()
mainMenu:install()
camera = stalker()
end
@ -69,27 +68,27 @@ end
function makeMainMenu()
return Menu:new(100, 100, 30, 50, 3, {
{love.graphics.newText(a_ttf, "Local"),
function ()
local lobbiest1 = LocalLobbiest:new(nil, KEYMAPS[1])
local lobbiest2 = LocalLobbiest:new(nil, KEYMAPS[2])
game_load({lobbiest1, lobbiest2})
end},
function () lobby_load(LocalLobby) end},
{love.graphics.newText(a_ttf, "Quit"),
function () love.event.quit(0) end }})
end
-- GAME LOBBY
----------------------------------------
function lobby_load(lobbyClass)
lobby = lobbyClass:new()
lobby:install()
end
-- IN-GAME
----------------------------------------
Game = class("Game")
function game_load(lobbiests)
game = Game:new(lobbiests)
updateFunction = function (dt) game:update(dt) end
drawFunction = function () game:draw() end
keypressedFunction = function(key) game:keypressed(key) end
keyreleasedFunction = function(key) game:keyreleased(key) end
game:install()
end
@ -103,12 +102,13 @@ function Fighter:initialize(game, x, y, character, swordType, swordSide)
self.game = game
self.swordType = swordType or 'normal'
self.swordSide = swordSide or 'top'
self.character = character or "jellyfish-lion.png"
self.character = character or math.random(1, table.maxn(CHARACTERS))
self.directionals = {}
self.deadPieces = {}
self.sprite = love.graphics.newImage("art/sprites/" .. self.character)
self.sprite = love.graphics.newImage("art/sprites/"
.. CHARACTERS[self.character]["file"])
self:initBody(x, y)
self:initSword()
@ -127,14 +127,14 @@ function Fighter:update(dt)
end
function Fighter:draw ()
function Fighter:draw()
local x,y = self.body:getWorldPoints(self.body.shape:getPoints())
love.graphics.draw(self.sprite, x, y, self.body:getAngle(), 1, 1)
end
function Fighter:movement ()
function Fighter:movement()
end
@ -156,12 +156,12 @@ end
function Fighter:initSword()
self.swordLength = startSwordLength
self.swordLength = SWORDLENGTH
if (self.swordType == 'normal') then
self.sword = self.game.world:newRectangleCollider(0, 0, 3, self.swordLength);
else
self.sword = self.game.world:newRectangleCollider(0, 0, 3, startKnifeLength);
self.sword = self.game.world:newRectangleCollider(0, 0, 3, KNIFELENGTH);
end
self.sword:setCollisionClass('Sword')
self.sword:setObject(self)
@ -169,7 +169,7 @@ function Fighter:initSword()
end
function Fighter:glueSwordAndShield ()
function Fighter:glueSwordAndShield()
local x, y = self.body:getPosition()
local angle = self.body:getAngle()
@ -225,7 +225,7 @@ function LocalPlayer:initialize(game, x, y, keymap, character, swordType, swordS
end
function LocalPlayer:movement ()
function LocalPlayer:movement()
local x, y = self.body:getPosition()
local dir = self.directionals
local angle = self.body:getAngle()
@ -285,6 +285,7 @@ function LocalPlayer:keyreleased(key)
end
end
-- LocalBot andddd for bots too
----------------------------------------
LocalBot = class("LocalBot", Fighter)
@ -294,8 +295,6 @@ function LocalBot:initialize(x, y, character, swordType, swordSide)
end
-- GAME superclass for matches
----------------------------------------
function Game:initialize(lobbiests)
@ -312,7 +311,8 @@ function Game:initialize(lobbiests)
for k,lobbiest in pairs(lobbiests) do
if (lobbiest.class.name == "LocalLobbiest") then
local i = self.localPlayersN + 1
self.localPlayers[i] = LocalPlayer:new(self, 0 + i * 50, 0 + i * 50, KEYMAPS[i])
self.localPlayers[i] = LocalPlayer:new(self, 0 + i * 50, 0 + i * 50,
KEYMAPS[i], lobbiest.character)
self.localPlayersN = i
end
end
@ -327,6 +327,15 @@ function Game:initialize(lobbiests)
end
function Game:install(update, draw, press, release)
hookInstall(function (dt) self:update(dt) end,
function () self:draw() end,
function (key) self:keypressed(key) end,
function (key) self:keyreleased(key) end,
update, draw, press, release)
end
function Game:update(dt)
self.world:update(dt)
@ -338,7 +347,7 @@ function Game:update(dt)
end
function Game:draw ()
function Game:draw()
self.world:draw()
for i, fighter in pairs(self.fighters) do
fighter:draw()
@ -377,27 +386,181 @@ end
----------------------------------------
Lobby = class("Lobby")
function Lobby:initialize()
self.localLobbiests = {}
self.localLobbiestsN = 0
self.remoteLobbiests = {}
self.remoteLobbiestsN = 0
self.ttf = r_ttf
self.scale = 3
end
function Lobby:draw()
love.graphics.draw(love.graphics.newText(self.ttf, self.class.name), 10, 10, 0, self.scale)
love.graphics.draw(love.graphics.newText(self.ttf,
self:lobbiestsN() .. " players"), 500, 10, 0, self.scale)
for i,lobbiest in pairs(self:lobbiests()) do
local rowX = 10
local rowY = (25 * i) + 50
love.graphics.draw(lobbiest.sprite, rowX, rowY, 0, 1, 1)
if (lobbiest.swordType == "normal") then
love.graphics.rectangle("fill", rowX + 18, rowY + SWORDWIDTH,
SWORDLENGTH, SWORDWIDTH)
else
love.graphics.rectangle("fill", rowX + 18, rowY + SWORDWIDTH,
KNIFELENGTH, SWORDWIDTH)
end
love.graphics.draw(love.graphics.newText(self.ttf, lobbiest.name),
rowX + SWORDLENGTH + 30, rowY, 0, self.scale)
love.graphics.draw(love.graphics.newText(self.ttf, lobbiest.class.name),
rowX + 500, rowY, 0, self.scale)
if (lobbiest.class.name == "LocalLobbiest") then
local keymap = lobbiest.keymap
local text = keymap["accel"] .. " " .. keymap["left"] .. " "
.. keymap["flip"] .. " " .. keymap["right"]
love.graphics.draw(love.graphics.newText(self.ttf, text),
rowX + 300, rowY + 5, 0, self.scale * (2/3))
end
end
love.graphics.draw(love.graphics.newText(self.ttf, "SPACE: Add player"),
10, 460, 0, self.scale)
love.graphics.draw(love.graphics.newText(self.ttf, "LEFT: Edit name"),
10, 500, 0, self.scale)
love.graphics.draw(love.graphics.newText(self.ttf, "RIGHT: Change sprite"),
10, 520, 0, self.scale)
love.graphics.draw(love.graphics.newText(self.ttf, "ACCEL: Change sword"),
10, 540, 0, self.scale)
end
function Lobby:install(update, draw, press, release)
hookInstall(function (dt) self:update(dt) end,
function () self:draw() end,
function (key) self:keypressed(key) end,
function (key) self:keyreleased(key) end,
update, draw, press, release)
end
function Lobby:update(dt)
end
function Lobby:keypressed(key)
if (key == "space" and self.localLobbiestsN < table.maxn(KEYMAPS)) then
self:newLocalLobbiest()
else
for i,lobbiest in pairs(self.localLobbiests) do
lobbiest:keypressed(key)
end
end
end
function Lobby:keyreleased(key)
end
function Lobby:newLocalLobbiest()
local i = self.localLobbiestsN + 1
self.localLobbiestsN = i
self.localLobbiests[i] = LocalLobbiest:new(self, nil, KEYMAPS[i])
end
function Lobby:lobbiests()
local lobbiests = {}
table.foreach(self.localLobbiests,
function(k, v) table.insert(lobbiests, v) end)
table.foreach(self.remoteLobbiests,
function(k, v) table.insert(lobbiests, v) end)
return lobbiests
end
function Lobby:lobbiestsN()
return self.remoteLobbiestsN + self.localLobbiestsN
end
-- LOCAL LOBBY
----------------------------------------
LocalLobby = class("LocalLobby", Lobby)
function LocalLobby:initialize()
Lobby.initialize(self)
end
function LocalLobby:keypressed(key)
if (key == "return" and self:lobbiestsN() > 1) then
game_load(self:lobbiests())
else
Lobby.keypressed(self, key)
end
end
-- LOBBIEST proposed fighter
----------------------------------------
Lobbiest = class("Lobbiest")
function Lobbiest:initialize(name)
function Lobbiest:initialize(lobby, name)
self.lobby = lobby
self.name = name or NAMES[math.random(1, table.maxn(NAMES))]
self.character = CHARACTERS[math.random(1, table.maxn(CHARACTERS))]
self.character = math.random(1, table.maxn(CHARACTERS))
self.sprite = love.graphics.newImage("art/sprites/"
.. CHARACTERS[self.character]["file"])
self.swordType = "normal"
end
-- LOCALLOBBIEST
-- LOCAL LOBBIEST
----------------------------------------
LocalLobbiest = class("LocalLobbiest", Lobbiest)
function LocalLobbiest:initialize(name, keymap)
Lobbiest.initialize(self, name)
function LocalLobbiest:initialize(lobby, name, keymap)
Lobbiest.initialize(self, lobby, name)
self.keymap = keymap or KEYMAPS[math.random(1, table.maxn(KEYMAPS))]
end
function LocalLobbiest:keypressed(key, playerNo)
if (key == self.keymap["accel"]) then
if (self.swordType == "normal") then self.swordType = "knife"
elseif (self.swordType == "knife") then self.swordType = "normal"
end
elseif (key == self.keymap["left"]) then
local textBox = TextBox:new(20, 400, 3, 10, self.name, "Name: ",
function (text)
self.name = text
self.lobby:install()
end)
textBox:install(false, drawFunction, nil, false)
elseif (key == self.keymap["right"]) then
if (self.character == table.maxn(CHARACTERS)) then
self.character = 1
else
self.character = self.character + 1
end
self.sprite = love.graphics.newImage("art/sprites/"
.. CHARACTERS[self.character]["file"])
end
end
-- MENU used for creating menus (lol)
----------------------------------------
Menu = class("Menu")
@ -418,10 +581,20 @@ function Menu:initialize(x, y, offset_x, offset_y, scale, menuItems)
end
function Menu:update ()
function Menu:install(update, draw, press, release)
hookInstall(function (dt) self:update(dt) end,
function () self:draw() end,
function (key) self:keypressed(key) end,
function (key) self:keyreleased(key) end,
update, draw, press, release)
end
function Menu:draw ()
function Menu:update()
end
function Menu:draw()
for i=1,table.maxn(self.options) do
local this_y = self.y + (self.offset_y * i)
@ -474,6 +647,63 @@ function Menu:keyreleased(key)
end
-- TEXT ENTRY
----------------------------------------
TextBox = class("TextBox")
function TextBox:initialize(x, y, scale, max, initialText, label, onEnter)
self.x,self.y = x,y
self.scale = scale
self.onEnter = onEnter
self.text = initialText
self.label = label
self.max = max or 999
self.ttf = r_ttf
end
function TextBox:install(update, draw, press, release)
hookInstall(function (dt) self:update(dt) end,
function () self:draw() end,
function (key) self:keypressed(key) end,
function (key) self:keyreleased(key) end,
update, draw, press, release)
end
function TextBox:update()
end
function TextBox:draw()
love.graphics.draw(love.graphics.newText(self.ttf,
self.label .. self.text .. "_"),
self.x, self.y, 0, self.scale, self.scale)
end
function TextBox:keypressed(key)
print(key)
if (key == "return") then
self.onEnter(self.text)
elseif (key == "backspace") then
self.text = self.text:sub(1, string.len(self.text) - 1)
elseif (string.len(self.text) > self.max) then
return
elseif (key == "space") then
self.text = self.text .. " "
elseif (string.len(key) == 1) then
self.text = self.text .. key
end
end
function TextBox:keyreleased(key)
end
-- UTIL
--------------------------------------------------------------------------------
function split(inputString, seperator)
@ -485,13 +715,51 @@ function split(inputString, seperator)
end
-- Install the important 'hook' functions (draw, update, keypressed/released)
-- If any of the 'old' functions passed are not nil, then both the new and
-- old will be added into the new corresponding hook function
function hookInstall(newUpdate, newDraw, newPress, newRelease,
oldUpdate, oldDraw, oldPress, oldRelease)
local ignored = 1
if (oldUpdate == false) then
elseif (oldUpdate == nil and not (newUpdate == nil)) then
updateFunction = function (dt) newUpdate(dt) end
elseif not (newUpdate == nil) then
updateFunction = function (dt) oldUpdate(dt) newUpdate(dt) end
end
if (oldDraw == false) then
elseif (oldDraw == nil and not (newDraw == nil)) then
drawFunction = function () newDraw() end
elseif not (newDraw == nil) then
drawFunction = function () oldDraw() newDraw() end
end
if (oldPress == false) then
elseif (oldPress == nil and not (newPress == nil)) then
keypressedFunction = function (key) newPress(key) end
elseif not (newPress == nil) then
keypressedFunction = function (key) oldPress(key) newPress(key) end
end
if (oldRelease == false) then
elseif (oldRelease == nil and not (newRelease == nil)) then
keyreleasedFunction = function (key) newRelease(key) end
elseif not (newPress == nil) then
keyreleasedFunction = function (key) oldRelease(key) newRelease(key) end
end
end
-- MISC DATA
--------------------------------------------------------------------------------
-- CHARACTERS
------------------------------------------
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"}
CHARACTERS[1] = {["file"] = "jellyfish-lion.png", ["name"] = "Lion Jellyfish", ["desc"] = "hey, hey. you know whats shocking?", ["author"] = "rapidpunches", ["license"] = "CC-BY-SA 4.0"}
CHARACTERS[2] = {["file"] = "jellyfish-n.png", "Jellyfish N", "(electricity)", "rapidpunches", "CC-BY-SA 4.0"}
CHARACTERS[3] = {["file"] = "shark-unicorn.png", "Shark-Unicorn", "A masterpiece", "My little bro", "CC-BY-SA 4.0"}
-- DEFAULT NAMES
------------------------------------------
@ -500,5 +768,7 @@ NAMES = {"Ignucius", "Penguin", "Tux", "Puffy", "Doktoro", "Espero", "<3", "</3"
-- LOCAL KEYMAPS
------------------------------------------
KEYMAPS = {}
KEYMAPS[1] = {["accel"] = "w", ["left"] = "a", ["right"] = "d", ["flip"] = "s"}
KEYMAPS[2] = {["accel"] = "up", ["left"] = "left", ["right"] = "right", ["flip"] = "down"}
KEYMAPS[1] = {["accel"] = "up", ["left"] = "left", ["right"] = "right", ["flip"] = "down"}
KEYMAPS[2] = {["accel"] = "w", ["left"] = "a", ["right"] = "d", ["flip"] = "s"}
KEYMAPS[3] = {["accel"] = "i", ["left"] = "j", ["right"] = "l", ["flip"] = "k"}
KEYMAPS[4] = {["accel"] = "kp8", ["left"] = "kp4", ["right"] = "kp6", ["flip"] = "kp5"}