HorseSeaHorse/main.lua
2021-02-06 18:36:36 -06:00

775 lines
19 KiB
Lua

-- pls set tabs to width of 4 spaces
class = require "lib/middleclass"
wind = require "lib/windfield"
stalker = require "lib/STALKER-X"
SWORDLENGTH = 40; KNIFELENGTH = 10
SWORDWIDTH = 3
SHIELDWIDTH = 16
SHIELDHEIGHT = 5
-- GAME STATES
--------------------------------------------------------------------------------
-- LOVE
----------------------------------------
function love.load()
math.randomseed(os.time())
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()
mainmenu_load()
end
function love.update(dt)
updateFunction(dt)
camera:update(dt)
end
function love.draw()
camera:attach()
drawFunction()
camera:detach()
camera:draw()
end
function love.resize()
camera = stalker()
end
function love.keypressed(key)
keypressedFunction(key)
end
function love.keyreleased (key)
keyreleasedFunction(key)
end
-- MAIN-MENU
----------------------------------------
function mainmenu_load()
local mainMenu = makeMainMenu()
mainMenu:install()
camera = stalker()
end
function makeMainMenu()
return Menu:new(100, 100, 30, 50, 3, {
{love.graphics.newText(a_ttf, "Local"),
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)
game:install()
end
-- CLASSES
--------------------------------------------------------------------------------
-- Fighter player class
----------------------------------------
Fighter = class('Fighter')
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 math.random(1, table.maxn(CHARACTERS))
self.directionals = {}
self.deadPieces = {}
self.sprite = love.graphics.newImage("art/sprites/"
.. CHARACTERS[self.character]["file"])
self:initBody(x, y)
self:initSword()
self:initShield()
end
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
end
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()
end
function Fighter:initBody(x, y)
self.body = self.game.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 = self.game.world:newRectangleCollider(0, 0, 20, 5);
self.shield:setCollisionClass('Shield')
self.shield:setObject(self)
end
function Fighter:initSword()
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, KNIFELENGTH);
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(game, x, y, keymap, character, swordType, swordSide)
self.keymap = keymap or KEYMAPS[1]
Fighter.initialize(self, game, x, y, character, swordType, swordSide)
end
function LocalPlayer:movement()
local x, y = self.body:getPosition()
local dir = self.directionals
local angle = self.body:getAngle()
if (dir['left'] == 1) then
self.body:applyAngularImpulse(-.5, 1)
elseif (dir['right'] == 1) then
self.body:applyAngularImpulse(.5, 1)
end
if (dir['up'] == 1) then
self.body:applyLinearImpulse(math.sin(angle) * 0.5, math.cos(angle) * -0.5)
elseif (dir['down'] == 1) then
self.body:setAngle(angle - (math.pi * .70))
self.body:applyAngularImpulse(-45, 1)
dir['down'] = 0
end
end
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
-- GAME superclass for matches
----------------------------------------
function Game:initialize(lobbiests)
self.world = wind.newWorld(0, 0, true)
self.world:addCollisionClass('Fighter')
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
camera:fade(.2, {0,0,0,0})
camera:setFollowLerp(0.1)
camera:setFollowStyle('TOPDOWN')
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)
for i, fighter in pairs(self.fighters) do
fighter: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()
end
end
function Game:keypressed(key)
local dir = self.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 == "=" 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(self.localPlayers) do
player:keypressed(key)
end
end
end
function Game:keyreleased (key)
for i, player in pairs(self.localPlayers) do
player:keyreleased(key)
end
end
-- LOBBY superclass for pre-matches
----------------------------------------
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(lobby, name)
self.lobby = lobby
self.name = name or NAMES[math.random(1, table.maxn(NAMES))]
self.character = math.random(1, table.maxn(CHARACTERS))
self.sprite = love.graphics.newImage("art/sprites/"
.. CHARACTERS[self.character]["file"])
self.swordType = "normal"
end
-- LOCAL LOBBIEST
----------------------------------------
LocalLobbiest = class("LocalLobbiest", Lobbiest)
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")
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"}