diff --git a/Makefile b/Makefile index 0218ab8..77c39f2 100644 --- a/Makefile +++ b/Makefile @@ -2,7 +2,7 @@ mkfile_path := $(abspath $(lastword $(MAKEFILE_LIST))) current_dir := $(notdir $(patsubst %/,%,$(dir $(mkfile_path)))) love: - zip -9r bin/horsehorse.love ./* + zip -9r bin/horseseahorse.love ./* win32: love ifeq (,$(wildcard bin/love-win32.zip)) @@ -10,18 +10,18 @@ ifeq (,$(wildcard bin/love-win32.zip)) https://github.com/love2d/love/releases/download/11.3/love-11.3-win32.zip endif unzip -d bin/ bin/love-win32.zip - mv bin/love-*-win32 bin/horsehorse-win32 - rm bin/horsehorse-win32/changes.txt - rm bin/horsehorse-win32/readme.txt - rm bin/horsehorse-win32/lovec.exe - cat bin/horsehorse.love >> bin/horsehorse-win32/love.exe - mv bin/horsehorse-win32/love.exe bin/horsehorse-win32/HorseHorse.exe - cp lib/bin-license.txt bin/horsehorse-win32/license.txt - zip -9jr bin/horsehorse-win32.zip bin/horsehorse-win32 - rm -rf bin/horsehorse-win32 + mv bin/love-*-win32 bin/horseseahorse-win32 + rm bin/horseseahorse-win32/changes.txt + rm bin/horseseahorse-win32/readme.txt + rm bin/horseseahorse-win32/lovec.exe + cat bin/horseseahorse.love >> bin/horseseahorse-win32/love.exe + mv bin/horseseahorse-win32/love.exe bin/horseseahorse-win32/HorseHorse.exe + cp lib/bin-license.txt bin/horseseahorse-win32/license.txt + zip -9jr bin/horseseahorse-win32.zip bin/horseseahorse-win32 + rm -rf bin/horseseahorse-win32 test: love - love bin/horsehorse.love + love bin/horseseahorse.love clean: rm -rf ./bin/* diff --git a/README.txt b/README.txt index f093461..e3f24e9 100644 --- a/README.txt +++ b/README.txt @@ -1,20 +1,38 @@ -HORSEHORSE +HORSESEAHORSE ================================================================================ -HorseHorse is an tank-control duel-ish game, where valiant non-horses are pitted -against one another. +HorseSeaHorse 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." RUNNING -------------------------------------------------- -LINUX/UNIX/HAIKU --------------------- -Make sure love2d is installed with your package manager, and then: - $ make test +UNIX/Linux/Haiku +---------------------------------------- +For UNIX/Linux/Haiku, if you have the "horseseahorse.love" file and love2d +installed through your package manager, then run: + $ love horseseahorse.love + +WINDOWS +---------------------------------------- +If you have "horseseahorse.exe", then just run it or whatever idk. + + +"BUILDING" +-------------------------------------------------- +LOVE FILE +---------------------------------------- + $ mkdir bin/ + $ make + +WINDOWS BINARY +---------------------------------------- + $ mkdir bin/ + $ make win32 BORING STUFF -------------------------------------------------- Jaidyn Ann Code under GPLv3 (see COPYING.txt) -Art assets all under the CC-BY 3.0 +Art assets all under the CC-BY 4.0 diff --git a/conf.lua b/conf.lua index 345acaa..4f8ff61 100644 --- a/conf.lua +++ b/conf.lua @@ -1,6 +1,6 @@ function love.conf(t) t.window.resizable = true - t.window.title = "HorseHorse" + t.window.title = "HorseSeaHorse" t.window.vsync = 0 t.window.width = 800 t.window.height = 800 diff --git a/main.lua b/main.lua index 44551d7..1c54b1d 100644 --- a/main.lua +++ b/main.lua @@ -108,10 +108,7 @@ end -- IN-GAME ---------------------------------------- -Game = class("Game") - -function game_load(lobbiests) - game = Game:new(lobbiests) +function game_load(game) game:install() end @@ -120,12 +117,12 @@ end -------------------------------------------------------------------------------- -- Fighter player class ---------------------------------------- -Fighter = class('Fighter') +Player = class('Fighter') -function Fighter:initialize(game, x, y, character, swordType, swordSide) +function Player:initialize(game, x, y, character, swordType, name) self.game = game + self.name = name self.swordType = swordType or 'normal' - self.swordSide = swordSide or 'top' self.character = character or math.random(1, table.maxn(CHARACTERS)) self.directionals = {} @@ -134,10 +131,12 @@ function Fighter:initialize(game, x, y, character, swordType, swordSide) self:initBody(x, y) self:initSword() self:initShield() + + self.id = math.random(1, 20000) end -function Fighter:update(dt) +function Player:update(dt) local dir = self.directionals self:movement() @@ -148,7 +147,7 @@ function Fighter:update(dt) end -function Fighter:draw() +function Player:draw() local x,y = self.body:getWorldPoints(self.body.shape:getPoints()) love.graphics.draw(CHARACTERS[self.character], x, y, self.body:getAngle(), @@ -156,13 +155,56 @@ function Fighter:draw() end -function Fighter:movement() +function Player:movement() end -function Fighter:initBody(x, y) +function Player:toTable() + local bx1,by1, bx2,by2, bx3,by3, bx4,by4 = self.body.shape:getPoints() + local bodyVertices = {bx1,by1, bx2,by2, bx3,by3, bx4,by4} + + local sx1,sy1, sx2,sy2, sx3,sy3, sx4,sy4 = self.sword.shape:getPoints() + local swordVertices = {sx1,sy1, sy2,sy2, sx3,by3, sx4,by4} + + local mx1,my1, mx2,my2, mx3,my3, mx4,my4 = self.shield.shape:getPoints() + local shieldVertices = {mx1,my1, my2,my2, mx3,by3, mx4,by4} + + return {["bodyBox"] = bodyVertices, ["bodyAngle"] = self.body:getAngle(), + ["swordBox"] = swordVertices, ["swordAngle"] = self.sword:getAngle(), + ["shieldBox"] = shieldVertices, ["shieldAngle"] = self.shield:getAngle(), + ["bodyX"] = self.body:getX(), ["bodyY"] = self.body:getY(), + ["swordX"] = self.sword:getX(), ["swordY"] = self.sword:getY(), + ["shieldX"] = self.shield:getX(), ["shieldY"] = self.shield:getY(), + ["character"] = self.character, ["name"] = self.name, + ["id"] = self.id} +end + + +function Player:applyTable(pTable) + self.body.shape = love.physics.newPolygonShape(pTable["bodyBox"]) + self.body:setAngle(pTable["bodyAngle"]) + self.body:setX(pTable["bodyX"]) + self.body:setY(pTable["bodyY"]) + + self.sword.shape = love.physics.newPolygonShape(pTable["swordBox"]) + self.sword:setAngle(pTable["swordAngle"]) + self.sword:setX(pTable["swordX"]) + self.sword:setY(pTable["swordY"]) + + self.shield.shape = love.physics.newPolygonShape(pTable["shieldBox"]) + self.shield:setAngle(pTable["shieldAngle"]) + self.shield:setX(pTable["shieldX"]) + self.shield:setY(pTable["shieldY"]) + + self.character = pTable["character"] + self.id = pTable["id"] + self.name = pTable["name"] +end + + +function Player:initBody(x, y) self.body = self.game.world:newRectangleCollider(x, y, 16, 16); - self.body:setCollisionClass('Fighter') + self.body:setCollisionClass('Player') self.body:setObject(self) self.body:setAngularDamping(2) self.body:setLinearDamping(.5) @@ -170,14 +212,14 @@ function Fighter:initBody(x, y) end -function Fighter:initShield() +function Player:initShield() self.shield = self.game.world:newRectangleCollider(0, 0, 20, 5); self.shield:setCollisionClass('Shield') self.shield:setObject(self) end -function Fighter:initSword() +function Player:initSword() self.swordLength = SWORDLENGTH if (self.swordType == 'normal') then @@ -191,7 +233,7 @@ function Fighter:initSword() end -function Fighter:glueSwordAndShield() +function Player:glueSwordAndShield() local x, y = self.body:getPosition() local angle = self.body:getAngle() @@ -214,9 +256,9 @@ function Fighter:glueSwordAndShield() end -function Fighter:makePostSolve() +function Player:makePostSolve() return function(col1, col2, contact) - if (col1.collision_class == "Fighter" + if (col1.collision_class == "Player" and col2.collision_class == "Sword") then -- print(col2.shape) @@ -226,7 +268,7 @@ function Fighter:makePostSolve() end -function Fighter:makeSwordPostSolve() +function Player:makeSwordPostSolve() return function(col1, col2, contact) if (col1.collision_class == "Sword" and col2.collision_class == "Shield") @@ -239,11 +281,11 @@ end -- LocalPlayer for local players (ofc) ---------------------------------------- -LocalPlayer = class("LocalPlayer", Fighter) +LocalPlayer = class("LocalPlayer", Player) -function LocalPlayer:initialize(game, x, y, keymap, character, swordType, swordSide) +function LocalPlayer:initialize(game, x, y, keymap, character, swordType, name) self.keymap = keymap or KEYMAPS[1] - Fighter.initialize(self, game, x, y, character, swordType, swordSide) + Player.initialize(self, game, x, y, character, swordType, name) end @@ -308,41 +350,49 @@ function LocalPlayer:keyreleased(key) end --- LocalBot andddd for bots too +-- NetPlayer for network players ---------------------------------------- -LocalBot = class("LocalBot", Fighter) +NetPlayer = class("NetPlayer", Player) -function LocalBot:initialize(x, y, character, swordType, swordSide) - Fighter.initialize(self, x, y, character, swordType, swordSide) +function NetPlayer:initialize(ptable, game) + Player.initialize(self, game, 0, 0, 1, 'normal', "sldkfj") + + self:applyTable(ptable) +end + + +-- HostPlayer for from-server players +---------------------------------------- +HostPlayer = class("HostPlayer", NetPlayer) + +function HostPlayer:intialize(ptable, game) + NetPlayer.initialize(self, ptable, game) +end + + +-- ClientPlayer for from-client players +---------------------------------------- +ClientPlayer = class("ClientPlayer", NetPlayer) + +function ClientPlayer:intialize(ptable, game) + NetPlayer.initialize(self, ptable, game) end -- GAME superclass for matches ---------------------------------------- +Game = class("Game") + function Game:initialize(lobbiests) self.world = wind.newWorld(0, 0, true) - self.world:addCollisionClass('Fighter') + self.world:addCollisionClass('Player') self.world:addCollisionClass('Shield') self.world:addCollisionClass('Sword') - self.remotePlayers = {} self.localPlayers = {} - self.remotePlayersN = 0 self.localPlayersN = 0 - 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], lobbiest.character) - self.localPlayersN = i - end - end - - self.localFighters = self.localPlayers - - self.fighters = self.localFighters - + self:addLobbiests(lobbiests) end @@ -358,24 +408,22 @@ end function Game:update(dt) self.world:update(dt) - for i, fighter in pairs(self.fighters) do - fighter:update(dt) + for k,player in pairs(self:players()) do + player:update(dt) end --- local x, y = player.body:getPosition() --- camera:follow(x, y) end function Game:draw() self.world:draw() - for i, fighter in pairs(self.fighters) do - fighter:draw() + for k,player in pairs(self:players()) do + player:draw() end end function Game:keypressed(key) - local dir = self.localFighters[1].directionals + local dir = self.localPlayers[1].directionals -- if a player presses the left key, then holds the right key, they should -- go right until they let go, then they should go left. @@ -384,8 +432,16 @@ function Game:keypressed(key) elseif (key == "-" and camera.scale > .5) then camera.scale = camera.scale - .5 + elseif (key == "t") then + local chatbox = TextBox:new(10,770, 2, 99, nil, nil, + function (text) + self:sendChat(text) + self:install() + end) + chatbox:install(false, drawFunction, nil, false) + elseif (key == "escape") then - pause_load() + menu_load(makeMainMenu()) else for i, player in pairs(self.localPlayers) do player:keypressed(key) @@ -401,6 +457,162 @@ function Game:keyreleased (key) end +function Game:players() + return self.localPlayers +end + + +function Game:sendChat(message) + local author = "AGhost" + if (self.localPlayersN > 0) then + author = self.localPlayers[1].name + end + logMsg(author, message) + return author,message +end + + +function Game:addLobbiests(localLobbiests) + for k,lobbiest in pairs(localLobbiests) do + local i = self.localPlayersN + 1 + self.localPlayers[i] = LocalPlayer:new(self, 0 + i * 50, 0 + i * 50, + KEYMAPS[i], lobbiest.character, lobbiest.swordType, lobbiest.name) + self.localPlayersN = i + end +end + + +-- NETGAME superclass for online matches +---------------------------------------- +NetGame = class("NetGame", Game) + +function NetGame:initialize(localLobbiests, sock) + self.remotePlayers = {} + self.remotePlayersN = 0 + self.sock = sock + + Game.initialize(self, localLobbiests) + self:sockCallbacks() +end + + +function NetGame:sockCallbacks() + self.sock:on("newPlayers", + function(playerTables, client) + self:addNewPlayers(playerTables, client) + end) + self.sock:on("playerPing", + function(playerTables, client) + self:receivePlayers(playerTables, client) + end) +end + + +function NetGame:update(dt) + Game.update(self, dt) + self:sendPlayers() + self.sock:update() +end + + +function NetGame:players() + local players = {} + table.foreach(self.localPlayers, + function(k, v) table.insert(players, v) end) + table.foreach(self.remotePlayers, + function(k, v) table.insert(players, v) end) + return players +end + + +function NetGame:receivePlayers(playerTables, client) + for i,ptable in pairs(playerTables) do + local id = ptable["id"] + if (self.remotePlayers[id] == nil) then + self:addNewPlayer(ptable) + end + self.remotePlayers[id]:applyTable(ptable) + end +end + + +-- HOSTGAME for server matches +---------------------------------------- +HostGame = class("HostGame", NetGame) + +function HostGame:initialize(localLobbiests, server) + NetGame.initialize(self, localLobbiests, server) + + self.sock:sendToAll("newGame", nil) +end + + +function HostGame:sockCallbacks() + NetGame.sockCallbacks(self) +end + + +function HostGame:sendChat(message) + local author,text = Game.sendChat(self, message) + self.sock:sendToAll("chat", {["author"] = author, ["text"] = text}) +end + + +function HostGame:addNewPlayer(ptable) + self.remotePlayersN = self.remotePlayersN + 1 + self.remotePlayers[ptable["id"]] = ClientPlayer:new(ptable, self) +end + + +function HostGame:sendPlayers() + local ptables = {} + + for i,player in pairs(self.localPlayers) do + table.insert(ptables, player:toTable()) + end + + self.sock:sendToAll("playerPing", ptables) +end + + +function HostGame:receivePlayers(playerTables, client) + NetGame.receivePlayers(self, playerTables) + self.sock:sendToAllBut(client, "playerPing", playerTables) +end + + +-- CLIENTGAME for client-side matches +---------------------------------------- +ClientGame = class("ClientGame", NetGame) + +function ClientGame:initialize(localLobbiests, client) + NetGame.initialize(self, localLobbiests, client) +end + + +function ClientGame:sendChat(message) + local author,text = Game.sendChat(self, message) + self.sock:send("chat", {["author"] = author, ["text"] = text}) +end + + +function ClientGame:sendPlayers() + local ptables = {} + + for i,player in pairs(self.localPlayers) do + table.insert(ptables, player:toTable()) + end + + self.sock:send("playerPing", ptables) +end + + +function ClientGame:addNewPlayer(ptable) + self.remotePlayersN = self.remotePlayersN + 1 + self.remotePlayers[ptable["id"]] = HostPlayer:new(ptable, self) +end + + -- LOBBY superclass for pre-matches ---------------------------------------- Lobby = class("Lobby") @@ -566,7 +778,7 @@ end function LocalLobby:keypressed(key) if (key == "return" and self:lobbiestsN() > 1) then - game_load(self:lobbiests()) + game_load(Game:new(self:lobbiests())) else Lobby.keypressed(self, key) end @@ -634,6 +846,7 @@ function HostLobby:sockCallbacks() self.sock:on("connect", function (data, client) -- self:sendLobbiests() +-- st end) self.sock:on("disconnect", @@ -643,6 +856,15 @@ function HostLobby:sockCallbacks() end +function HostLobby:keypressed(key) + if (key == "return" and self:lobbiestsN() > 1) then + game_load(HostGame:new(self.localLobbiests, self.sock)) + else + Lobby.keypressed(self, key) + end +end + + function HostLobby:toMainMenu() -- self.sock:destroy() -- Lobby.toMainMenu(self) @@ -753,6 +975,11 @@ function ClientLobby:sockCallbacks() function (ignoredData) self.status = "Disconnected" end) + + self.sock:on("newGame", + function (data, client) + game_load(ClientGame:new(self.localLobbiests, self.sock)) + end) end