-- pls set tabs to width of 4 spaces class = require "lib/middleclass" wind = require "lib/windfield" stalker = require "lib/STALKER-X" mainmenu = 0; game = 1; gameover = 2; pause = 3; youwin = 4 world = wind.newWorld(0, 40, true) -- GAME STATES -------------------------------------------------------------------------------- -- LOVE ---------------------------------------- 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() end function love.update(dt) if(mode == mainmenu) then mainmenu_update(dt) elseif(mode == game) then game_update(dt) elseif(mode == gameover) then gameover_update(dt) elseif(mode == youwin) then youwin_update(dt) elseif(mode == pause) then pause_update(dt) end camera:update(dt) end function love.draw() camera:attach() if(mode == mainmenu) then mainmenu_draw() elseif(mode == game) then game_draw() elseif(mode == gameover) then gameover_draw() elseif(mode == youwin) then youwin_draw() elseif(mode == pause) then pause_draw() end camera:detach() camera:draw() end function love.resize() camera = stalker() end function love.keypressed(key) if(mode == mainmenu) then mainmenu_keypressed(key) elseif(mode == game) then game_keypressed(key) elseif(mode == gameover) then gameover_keypressed(key) elseif(mode == youwin) then youwin_keypressed(key) elseif(mode == pause) then pause_keypressed(key) end end function love.keyreleased (key) if(mode == mainmenu) then mainmenu_keyreleased(key) elseif(mode == game) then game_keyreleased(key) elseif(mode == gameover) then gameover_keyreleased(key) elseif(mode == youwin) then youwin_keyreleased(key) elseif(mode == pause) then pause_keyreleased(key) end end -- MENU STATE ---------------------------------------- function mainmenu_load () mode = mainmenu selection = 1 if(bgm) then bgm:stop() end -- bgm = love.audio.newSource("art/music/default.mp3", "static") -- bgm:play() -- bgm:setLooping(true) -- bgm:setVolume(1.5) frontMenu = nil 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 end function mainmenu_keypressed(key) if (mapMenu == nil) then frontMenu:keypressed(key) else mapMenu:keypressed(key) end end function mainmenu_keyreleased(key) if (mapMenu == nil) then frontMenu:keyreleased(key) else mapMenu:keyreleased(key) end 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, "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() if(bgm) then bgm:stop() end mode = pause end function pause_update(dt) end function pause_draw () game_draw() camera:detach() love.graphics.draw(love.graphics.newText(r_ttf, "paused\n[enter to continue]\n[escape to exit]"), 200, 200, 0, 3, 3) camera:attach() end function pause_keypressed(key) if (key == "return") then if(bgm) then bgm:play() end mode = game elseif (key == "escape") then mainmenu_load() end end function pause_keyreleased(key) end -- GAMEOVER STATE ---------------------------------------- function gameover_load () mode = gameover end function gameover_update(dt) end function gameover_draw () game_draw() camera:detach() love.graphics.draw(love.graphics.newText(r_ttf, "nice try!\n[enter to restart]\n[escape to exit]"), 200, 200, 0, 3, 3) camera:attach() end function gameover_keypressed(key) if (key == "return" or key == "space") then camera:fade(.2, {0,0,0,1}, function() game_load() end) elseif (key == "escape") then mainmenu_load() end end function gameover_keyreleased(key) end -- GAME STATE ---------------------------------------- function game_load(mapfile) mode = game world:destroy() world = wind.newWorld(0, 400, true) world:addCollisionClass('Fighter') -- mapfile = mapfile or map.filepath -- map = Map:new(mapfile) player = Fighter:new(100, 100) camera:fade(.2, {0,0,0,0}) camera:setFollowLerp(0.1) camera:setFollowStyle('PLATFORMER') -- bgm:stop() -- bgm = love.audio.newSource("art/music/game.ogg", "static") -- bgm:play() end function game_update(dt) world:update(dt) player:update(dt) -- map:update(dt) local x, y = player.body:getPosition() camera:follow(x, y) end function game_draw () -- map:draw() world:draw() player:draw() end function game_keypressed(key) local dir = player.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 == "=" 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() 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 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 dir['down'] = 0 end end -- CLASSES -------------------------------------------------------------------------------- -- MONK player class ---------------------------------------- Fighter = class('Fighter') function Fighter:initialize(x, y) self.directionals = {} -- self.sprite = love.graphics.newImage("art/sprites/monk-jump.png") self.body = world:newRectangleCollider(x, y, 16, 16); self.body:setCollisionClass('Fighter') self.body:setObject(self) 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 if (dir['right'] == 2 and dir['left'] == 0) then dir['right'] = 1; end end function Fighter:draw () -- local x,y = self.body:getWorldPoints(monk.shape:getPoints()) -- love.graphics.draw(self.sprite, x, y, monk.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 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 end -- MENU used for creating menus (lol) ---------------------------------------- Menu = class("Menu") function Menu:initialize(x, y, offset_x, offset_y, scale, menuItems) self.x,self.y = x,y self.offset_x,self.offset_y = offset_x,offset_y self.options = menuItems self.selected = 1 self.scale = scale self.keys = {} self.keys['up'] = false self.keys['down'] = false self.keys['enter'] = false self.ttf = r_ttf end function Menu:draw () for i=1,table.maxn(self.options) do local this_y = self.y + (self.offset_y * i) love.graphics.draw(self.options[i][1], self.x, this_y, 0, self.scale, self.scale) if (i == self.selected) then love.graphics.draw(love.graphics.newText(self.ttf, ">>"), self.x - self.offset_x, this_y, 0, self.scale, self.scale) end end end function Menu:keypressed(key) maxn = table.maxn(self.options) if (key == "return" or key == "space") then self.keys['enter'] = true if(self.options[self.selected][2]) then self.options[self.selected][2]() end elseif (key == "up" and self.selected > 1 and self.keys['up'] == false) then self.keys['up'] = true self.selected = self.selected - 1 elseif (key == "up" and self.keys['up'] == false) then self.keys['up'] = true self.selected = maxn elseif (key == "down" and self.selected < maxn and self.keys['down'] == false) then self.keys['down'] = true self.selected = self.selected + 1 elseif (key == "down" and self.keys['down'] == false) then self.keys['down'] = true self.selected = 1 end end function Menu:keyreleased(key) if (key == "return" or key == "space") then self.keys['enter'] = false elseif (key == "up") then self.keys['up'] = false elseif (key == "down") then self.keys['down'] = false end end function split(inputString, seperator) local newString = {} for stringBit in string.gmatch(inputString, "([^"..seperator.."]+)") do table.insert(newString, stringBit) end return newString end