775 lines
19 KiB
Lua
775 lines
19 KiB
Lua
-- pls set tabs to width of 4 spaces
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class = require "lib/middleclass"
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wind = require "lib/windfield"
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stalker = require "lib/STALKER-X"
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SWORDLENGTH = 40; KNIFELENGTH = 10
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SWORDWIDTH = 3
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SHIELDWIDTH = 16
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SHIELDHEIGHT = 5
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-- GAME STATES
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--------------------------------------------------------------------------------
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-- LOVE
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----------------------------------------
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function love.load()
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math.randomseed(os.time())
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love.graphics.setDefaultFilter("nearest", "nearest")
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a_ttf = love.graphics.newFont("art/font/alagard.ttf", nil, "none")
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r_ttf = love.graphics.newFont("art/font/romulus.ttf", nil, "none")
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camera = stalker()
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mainmenu_load()
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end
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function love.update(dt)
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updateFunction(dt)
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camera:update(dt)
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end
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function love.draw()
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camera:attach()
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drawFunction()
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camera:detach()
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camera:draw()
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end
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function love.resize()
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camera = stalker()
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end
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function love.keypressed(key)
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keypressedFunction(key)
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end
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function love.keyreleased (key)
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keyreleasedFunction(key)
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end
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-- MAIN-MENU
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----------------------------------------
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function mainmenu_load()
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local mainMenu = makeMainMenu()
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mainMenu:install()
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camera = stalker()
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end
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function makeMainMenu()
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return Menu:new(100, 100, 30, 50, 3, {
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{love.graphics.newText(a_ttf, "Local"),
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function () lobby_load(LocalLobby) end},
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{love.graphics.newText(a_ttf, "Quit"),
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function () love.event.quit(0) end }})
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end
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-- GAME LOBBY
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----------------------------------------
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function lobby_load(lobbyClass)
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lobby = lobbyClass:new()
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lobby:install()
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end
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-- IN-GAME
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----------------------------------------
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Game = class("Game")
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function game_load(lobbiests)
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game = Game:new(lobbiests)
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game:install()
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end
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-- CLASSES
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--------------------------------------------------------------------------------
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-- Fighter player class
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----------------------------------------
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Fighter = class('Fighter')
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function Fighter:initialize(game, x, y, character, swordType, swordSide)
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self.game = game
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self.swordType = swordType or 'normal'
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self.swordSide = swordSide or 'top'
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self.character = character or math.random(1, table.maxn(CHARACTERS))
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self.directionals = {}
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self.deadPieces = {}
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self.sprite = love.graphics.newImage("art/sprites/"
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.. CHARACTERS[self.character]["file"])
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self:initBody(x, y)
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self:initSword()
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self:initShield()
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end
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function Fighter:update(dt)
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local dir = self.directionals
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self:movement()
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self:glueSwordAndShield()
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if (dir['left'] == 2 and dir['right'] == 0) then dir['left'] = 1; end
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if (dir['right'] == 2 and dir['left'] == 0) then dir['right'] = 1; end
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end
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function Fighter:draw()
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local x,y = self.body:getWorldPoints(self.body.shape:getPoints())
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love.graphics.draw(self.sprite, x, y, self.body:getAngle(), 1, 1)
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end
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function Fighter:movement()
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end
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function Fighter:initBody(x, y)
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self.body = self.game.world:newRectangleCollider(x, y, 16, 16);
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self.body:setCollisionClass('Fighter')
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self.body:setObject(self)
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self.body:setAngularDamping(2)
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self.body:setLinearDamping(.5)
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self.body:setPostSolve(self.makePostSolve())
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end
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function Fighter:initShield()
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self.shield = self.game.world:newRectangleCollider(0, 0, 20, 5);
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self.shield:setCollisionClass('Shield')
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self.shield:setObject(self)
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end
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function Fighter:initSword()
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self.swordLength = SWORDLENGTH
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if (self.swordType == 'normal') then
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self.sword = self.game.world:newRectangleCollider(0, 0, 3, self.swordLength);
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else
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self.sword = self.game.world:newRectangleCollider(0, 0, 3, KNIFELENGTH);
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end
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self.sword:setCollisionClass('Sword')
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self.sword:setObject(self)
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self.sword:setPostSolve(self:makeSwordPostSolve())
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end
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function Fighter:glueSwordAndShield()
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local x, y = self.body:getPosition()
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local angle = self.body:getAngle()
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self.shield:setAngle(angle)
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self.shield:setPosition(x - (math.sin(angle) * 16),
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y + (math.cos(angle) * 16))
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if (self.swordType == 'normal') then
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local offset = self.swordLength - 10
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self.sword:setAngle(angle)
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self.sword:setPosition(x + (math.sin(angle) * offset),
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y - (math.cos(angle) * offset))
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elseif (self.swordType == 'knife') then
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local offset = self.swordLength * 2
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self.sword:setAngle(angle)
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self.sword:setPosition(x + (math.sin(angle) * 4.5 * offset),
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y - (math.cos(angle) * 1.5 * offset))
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end
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end
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function Fighter:makePostSolve()
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return function(col1, col2, contact)
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if (col1.collision_class == "Fighter"
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and col2.collision_class == "Sword")
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then
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-- print(col2.shape)
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-- print("THEY DEEED, dude")
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end
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end
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end
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function Fighter:makeSwordPostSolve()
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return function(col1, col2, contact)
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if (col1.collision_class == "Sword"
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and col2.collision_class == "Shield")
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then
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-- print("SWORD CLASH!!!!")
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end
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end
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end
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-- LocalPlayer for local players (ofc)
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----------------------------------------
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LocalPlayer = class("LocalPlayer", Fighter)
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function LocalPlayer:initialize(game, x, y, keymap, character, swordType, swordSide)
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self.keymap = keymap or KEYMAPS[1]
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Fighter.initialize(self, game, x, y, character, swordType, swordSide)
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end
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function LocalPlayer:movement()
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local x, y = self.body:getPosition()
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local dir = self.directionals
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local angle = self.body:getAngle()
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if (dir['left'] == 1) then
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self.body:applyAngularImpulse(-.5, 1)
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elseif (dir['right'] == 1) then
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self.body:applyAngularImpulse(.5, 1)
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end
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if (dir['up'] == 1) then
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self.body:applyLinearImpulse(math.sin(angle) * 0.5, math.cos(angle) * -0.5)
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elseif (dir['down'] == 1) then
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self.body:setAngle(angle - (math.pi * .70))
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self.body:applyAngularImpulse(-45, 1)
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dir['down'] = 0
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end
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end
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function LocalPlayer:keypressed(key)
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local dir = self.directionals
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if (key == self.keymap["right"]) then
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dir['right'] = 1
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if (dir['left'] == 1) then dir['left'] = 2; end
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elseif (key == self.keymap["left"]) then
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dir['left'] = 1
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if (dir['right'] == 1) then dir['right'] = 2; end
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elseif (key == self.keymap["accel"]) then
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dir['up'] = 1
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if (dir['down'] == 1) then dir['down'] = 2; end
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elseif (key == self.keymap["flip"]) then
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dir['down'] = 1
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if (dir['up'] == 1) then dir['up'] = 2; end
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end
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end
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function LocalPlayer:keyreleased(key)
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local dir = self.directionals
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if (key == self.keymap["right"]) then
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dir['right'] = 0
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elseif (key == self.keymap["left"]) then
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dir['left'] = 0
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elseif (key == self.keymap["accel"]) then
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dir['up'] = 0
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elseif (key == self.keymap["flip"]) then
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dir['down'] = 0
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end
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end
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-- LocalBot andddd for bots too
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----------------------------------------
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LocalBot = class("LocalBot", Fighter)
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function LocalBot:initialize(x, y, character, swordType, swordSide)
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Fighter.initialize(self, x, y, character, swordType, swordSide)
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end
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-- GAME superclass for matches
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----------------------------------------
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function Game:initialize(lobbiests)
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self.world = wind.newWorld(0, 0, true)
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self.world:addCollisionClass('Fighter')
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self.world:addCollisionClass('Shield')
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self.world:addCollisionClass('Sword')
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self.remotePlayers = {}
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self.localPlayers = {}
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self.remotePlayersN = 0
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self.localPlayersN = 0
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for k,lobbiest in pairs(lobbiests) do
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if (lobbiest.class.name == "LocalLobbiest") then
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local i = self.localPlayersN + 1
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self.localPlayers[i] = LocalPlayer:new(self, 0 + i * 50, 0 + i * 50,
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KEYMAPS[i], lobbiest.character)
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self.localPlayersN = i
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end
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end
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self.localFighters = self.localPlayers
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self.fighters = self.localFighters
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camera:fade(.2, {0,0,0,0})
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camera:setFollowLerp(0.1)
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camera:setFollowStyle('TOPDOWN')
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end
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function Game:install(update, draw, press, release)
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hookInstall(function (dt) self:update(dt) end,
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function () self:draw() end,
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function (key) self:keypressed(key) end,
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function (key) self:keyreleased(key) end,
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update, draw, press, release)
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end
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function Game:update(dt)
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self.world:update(dt)
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for i, fighter in pairs(self.fighters) do
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fighter:update(dt)
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end
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-- local x, y = player.body:getPosition()
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-- camera:follow(x, y)
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end
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function Game:draw()
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self.world:draw()
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for i, fighter in pairs(self.fighters) do
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fighter:draw()
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end
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end
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function Game:keypressed(key)
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local dir = self.localFighters[1].directionals
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-- if a player presses the left key, then holds the right key, they should
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-- go right until they let go, then they should go left.
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if (key == "=" and camera.scale < 10) then
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camera.scale = camera.scale + .5
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elseif (key == "-" and camera.scale > .5) then
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camera.scale = camera.scale - .5
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elseif (key == "escape") then
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pause_load()
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else
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for i, player in pairs(self.localPlayers) do
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player:keypressed(key)
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end
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end
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end
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function Game:keyreleased (key)
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for i, player in pairs(self.localPlayers) do
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player:keyreleased(key)
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end
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end
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-- LOBBY superclass for pre-matches
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----------------------------------------
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Lobby = class("Lobby")
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function Lobby:initialize()
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self.localLobbiests = {}
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self.localLobbiestsN = 0
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self.remoteLobbiests = {}
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self.remoteLobbiestsN = 0
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self.ttf = r_ttf
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self.scale = 3
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end
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function Lobby:draw()
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love.graphics.draw(love.graphics.newText(self.ttf, self.class.name), 10, 10, 0, self.scale)
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love.graphics.draw(love.graphics.newText(self.ttf,
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self:lobbiestsN() .. " players"), 500, 10, 0, self.scale)
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for i,lobbiest in pairs(self:lobbiests()) do
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local rowX = 10
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local rowY = (25 * i) + 50
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love.graphics.draw(lobbiest.sprite, rowX, rowY, 0, 1, 1)
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if (lobbiest.swordType == "normal") then
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love.graphics.rectangle("fill", rowX + 18, rowY + SWORDWIDTH,
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SWORDLENGTH, SWORDWIDTH)
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else
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love.graphics.rectangle("fill", rowX + 18, rowY + SWORDWIDTH,
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KNIFELENGTH, SWORDWIDTH)
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end
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love.graphics.draw(love.graphics.newText(self.ttf, lobbiest.name),
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rowX + SWORDLENGTH + 30, rowY, 0, self.scale)
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love.graphics.draw(love.graphics.newText(self.ttf, lobbiest.class.name),
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rowX + 500, rowY, 0, self.scale)
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if (lobbiest.class.name == "LocalLobbiest") then
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local keymap = lobbiest.keymap
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local text = keymap["accel"] .. " " .. keymap["left"] .. " "
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.. keymap["flip"] .. " " .. keymap["right"]
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love.graphics.draw(love.graphics.newText(self.ttf, text),
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rowX + 300, rowY + 5, 0, self.scale * (2/3))
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end
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end
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love.graphics.draw(love.graphics.newText(self.ttf, "SPACE: Add player"),
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10, 460, 0, self.scale)
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love.graphics.draw(love.graphics.newText(self.ttf, "LEFT: Edit name"),
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10, 500, 0, self.scale)
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love.graphics.draw(love.graphics.newText(self.ttf, "RIGHT: Change sprite"),
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10, 520, 0, self.scale)
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love.graphics.draw(love.graphics.newText(self.ttf, "ACCEL: Change sword"),
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10, 540, 0, self.scale)
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end
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function Lobby:install(update, draw, press, release)
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hookInstall(function (dt) self:update(dt) end,
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function () self:draw() end,
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function (key) self:keypressed(key) end,
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function (key) self:keyreleased(key) end,
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update, draw, press, release)
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end
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function Lobby:update(dt)
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end
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function Lobby:keypressed(key)
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if (key == "space" and self.localLobbiestsN < table.maxn(KEYMAPS)) then
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self:newLocalLobbiest()
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else
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for i,lobbiest in pairs(self.localLobbiests) do
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lobbiest:keypressed(key)
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end
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end
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end
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function Lobby:keyreleased(key)
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end
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function Lobby:newLocalLobbiest()
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local i = self.localLobbiestsN + 1
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self.localLobbiestsN = i
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self.localLobbiests[i] = LocalLobbiest:new(self, nil, KEYMAPS[i])
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end
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function Lobby:lobbiests()
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local lobbiests = {}
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table.foreach(self.localLobbiests,
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function(k, v) table.insert(lobbiests, v) end)
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table.foreach(self.remoteLobbiests,
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function(k, v) table.insert(lobbiests, v) end)
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return lobbiests
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end
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function Lobby:lobbiestsN()
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return self.remoteLobbiestsN + self.localLobbiestsN
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end
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-- LOCAL LOBBY
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----------------------------------------
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LocalLobby = class("LocalLobby", Lobby)
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function LocalLobby:initialize()
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Lobby.initialize(self)
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end
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function LocalLobby:keypressed(key)
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if (key == "return" and self:lobbiestsN() > 1) then
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game_load(self:lobbiests())
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else
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Lobby.keypressed(self, key)
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end
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end
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-- LOBBIEST proposed fighter
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----------------------------------------
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Lobbiest = class("Lobbiest")
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function Lobbiest:initialize(lobby, name)
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self.lobby = lobby
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self.name = name or NAMES[math.random(1, table.maxn(NAMES))]
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self.character = math.random(1, table.maxn(CHARACTERS))
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self.sprite = love.graphics.newImage("art/sprites/"
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.. CHARACTERS[self.character]["file"])
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self.swordType = "normal"
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end
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-- LOCAL LOBBIEST
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----------------------------------------
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LocalLobbiest = class("LocalLobbiest", Lobbiest)
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function LocalLobbiest:initialize(lobby, name, keymap)
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Lobbiest.initialize(self, lobby, name)
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self.keymap = keymap or KEYMAPS[math.random(1, table.maxn(KEYMAPS))]
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end
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function LocalLobbiest:keypressed(key, playerNo)
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if (key == self.keymap["accel"]) then
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if (self.swordType == "normal") then self.swordType = "knife"
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elseif (self.swordType == "knife") then self.swordType = "normal"
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end
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elseif (key == self.keymap["left"]) then
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local textBox = TextBox:new(20, 400, 3, 10, self.name, "Name: ",
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function (text)
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self.name = text
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self.lobby:install()
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end)
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textBox:install(false, drawFunction, nil, false)
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elseif (key == self.keymap["right"]) then
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if (self.character == table.maxn(CHARACTERS)) then
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self.character = 1
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else
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self.character = self.character + 1
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end
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self.sprite = love.graphics.newImage("art/sprites/"
|
|
.. CHARACTERS[self.character]["file"])
|
|
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: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:update()
|
|
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
|
|
|
|
|
|
-- 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)
|
|
local newString = {}
|
|
for stringBit in string.gmatch(inputString, "([^"..seperator.."]+)") do
|
|
table.insert(newString, stringBit)
|
|
end
|
|
return newString
|
|
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[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
|
|
------------------------------------------
|
|
NAMES = {"Ignucius", "Penguin", "Tux", "Puffy", "Doktoro", "Espero", "<3", "</3"}
|
|
|
|
-- LOCAL KEYMAPS
|
|
------------------------------------------
|
|
KEYMAPS = {}
|
|
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"}
|