diff --git a/main.lua b/main.lua index 061f5fa..f99599e 100644 --- a/main.lua +++ b/main.lua @@ -4,7 +4,7 @@ wind = require "lib/windfield" stalker = require "lib/STALKER-X" mainmenu = 0; game = 1; gameover = 2; pause = 3; youwin = 4 -swordLength = 40; knifeLength = 10 +startSwordLength = 40; startKnifeLength = 10 world = wind.newWorld(0, 0, true) @@ -205,8 +205,14 @@ function game_load() world:addCollisionClass('Shield') world:addCollisionClass('Sword') - player = Fighter:new(300, 300) - punching_bag = Fighter:new(350, 350) + localPlayers = {} + localPlayers[1] = LocalPlayer:new(300, 300, keymaps[1]) + localPlayers[2] = LocalPlayer:new(350, 350, keymaps[2]) + + localFighters = localPlayers + + fighters = localFighters + camera:fade(.2, {0,0,0,0}) camera:setFollowLerp(0.1) camera:setFollowStyle('TOPDOWN') @@ -220,60 +226,46 @@ end function game_update(dt) world:update(dt) - player:update(dt) - local x, y = player.body:getPosition() + for i, fighter in pairs(fighters) do + fighter:update(dt) + end +-- local x, y = player.body:getPosition() -- camera:follow(x, y) end function game_draw () world:draw() - player:draw() + for i, fighter in pairs(fighters) do + fighter:draw() + end end function game_keypressed(key) - local dir = player.directionals + local dir = localFighters[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. - if (key == "right" or key == "d") then - dir['right'] = 1 - if (dir['left'] == 1) then dir['left'] = 2; end - elseif (key == "left" or key == "a") then - dir['left'] = 1 - if (dir['right'] == 1) then dir['right'] = 2; end - 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 + if (key == "=" and camera.scale < 10) then camera.scale = camera.scale + .5 elseif (key == "-" and camera.scale > .5) then camera.scale = camera.scale - .5 elseif (key == "escape") then pause_load() + else + for i, player in pairs(localPlayers) do + player:keypressed(key) + end end end function game_keyreleased (key) - local dir = player.directionals - local dx, dy = player.body:getLinearVelocity() - - if (key == "right" or key == "d") then - dir['right'] = 0 - elseif (key == "left" or key == "a") then - dir['left'] = 0 - elseif (key == "up" or key == "w") then - dir['up'] = 0 - elseif (key == "down") then - dir['down'] = 0 + for i, player in pairs(localPlayers) do + player:keyreleased(key) end end @@ -284,53 +276,19 @@ end ---------------------------------------- Fighter = class('Fighter') -function Fighter:initialize(x, y, character) +function Fighter:initialize(x, y, character, swordType, swordSide) + self.swordType = swordType or 'normal' + self.swordSide = swordSide or 'top' + self.character = character or "jellyfish-lion.png" + self.directionals = {} - if (character == nil) then self.character = "jellyfish-lion.png"; end + self.deadPieces = {} + 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 + self:initBody(x, y) + self:initSword() + self:initShield() end @@ -338,6 +296,7 @@ function Fighter:update(dt) local dir = self.directionals self:movement() + self:glueSwordAndShield() if (dir['left'] == 2 and dir['right'] == 0) then dir['left'] = 1; end if (dir['right'] == 2 and dir['left'] == 0) then dir['right'] = 1; end @@ -348,18 +307,102 @@ 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 end function Fighter:movement () - self:localMovement() end -function Fighter:localMovement () +function Fighter:initBody(x, y) + 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()) +end + + +function Fighter:initShield() + self.shield = world:newRectangleCollider(0, 0, 20, 5); + self.shield:setCollisionClass('Shield') + self.shield:setObject(self) +end + + +function Fighter:initSword() + self.swordLength = startSwordLength + + if (self.swordType == 'normal') then + self.sword = world:newRectangleCollider(0, 0, 3, self.swordLength); + else + self.sword = world:newRectangleCollider(0, 0, 3, startKnifeLength); + end + self.sword:setCollisionClass('Sword') + self.sword:setObject(self) + self.sword:setPostSolve(self:makeSwordPostSolve()) +end + + +function Fighter:glueSwordAndShield () + local x, y = self.body:getPosition() + local angle = self.body:getAngle() + + self.shield:setAngle(angle) + self.shield:setPosition(x - (math.sin(angle) * 16), + y + (math.cos(angle) * 16)) + + if (self.swordType == 'normal') then + local offset = self.swordLength - 10 + self.sword:setAngle(angle) + self.sword:setPosition(x + (math.sin(angle) * offset), + y - (math.cos(angle) * offset)) + + elseif (self.swordType == 'knife') then + local offset = self.swordLength * 2 + self.sword:setAngle(angle) + self.sword:setPosition(x + (math.sin(angle) * 4.5 * offset), + y - (math.cos(angle) * 1.5 * offset)) + end +end + + +function Fighter:makePostSolve() + return function(col1, col2, contact) + if (col1.collision_class == "Fighter" + and col2.collision_class == "Sword") + then +-- print(col2.shape) +-- 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 + + +-- LocalPlayer for local players (ofc) +---------------------------------------- +LocalPlayer = class("LocalPlayer", Fighter) + +function LocalPlayer:initialize(x, y, keymap, character, swordType, swordSide) + self.keymap = keymap or keymaps[1] + Fighter.initialize(self, x, y, character, swordType, swordSide) +end + + +function LocalPlayer:movement () local x, y = self.body:getPosition() - local dx, dy = self.body:getLinearVelocity() local dir = self.directionals local angle = self.body:getAngle() @@ -376,21 +419,56 @@ function Fighter:localMovement () self.body:applyAngularImpulse(-45, 1) dir['down'] = 0 end +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)) +function LocalPlayer:keypressed(key) + local dir = self.directionals + + if (key == self.keymap["right"]) then + dir['right'] = 1 + if (dir['left'] == 1) then dir['left'] = 2; end + + elseif (key == self.keymap["left"]) then + dir['left'] = 1 + if (dir['right'] == 1) then dir['right'] = 2; end + + elseif (key == self.keymap["accel"]) then + dir['up'] = 1 + if (dir['down'] == 1) then dir['down'] = 2; end + + elseif (key == self.keymap["flip"]) then + dir['down'] = 1 + if (dir['up'] == 1) then dir['up'] = 2; end + end +end + + +function LocalPlayer:keyreleased(key) + local dir = self.directionals + + if (key == self.keymap["right"]) then + dir['right'] = 0 + + elseif (key == self.keymap["left"]) then + dir['left'] = 0 + + elseif (key == self.keymap["accel"]) then + dir['up'] = 0 + + elseif (key == self.keymap["flip"]) then + dir['down'] = 0 end end +-- LocalBot andddd for bots too +---------------------------------------- +LocalBot = class("LocalBot", Fighter) + +function LocalBot:initialize(x, y, character, swordType, swordSide) + Fighter.initialize(self, x, y, character, swordType, swordSide) +end + -- MENU used for creating menus (lol) ---------------------------------------- @@ -478,7 +556,14 @@ 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"} +-- LOCAL KEYMAPS +------------------------------------------ +keymaps = {} +keymaps[1] = {["accel"] = "w", ["left"] = "a", ["right"] = "d", ["flip"] = "s"} +keymaps[2] = {["accel"] = "up", ["left"] = "left", ["right"] = "right", ["flip"] = "down"}