500 lines
11 KiB
Lua
500 lines
11 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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mainmenu = 0; game = 1; gameover = 2; pause = 3; youwin = 4
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world = wind.newWorld(0, 40, true)
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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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dieParticle = nil
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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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game_load()
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end
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function love.update(dt)
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if(mode == mainmenu) then mainmenu_update(dt)
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elseif(mode == game) then game_update(dt)
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elseif(mode == gameover) then gameover_update(dt)
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elseif(mode == youwin) then youwin_update(dt)
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elseif(mode == pause) then pause_update(dt)
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end
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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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if(mode == mainmenu) then mainmenu_draw()
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elseif(mode == game) then game_draw()
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elseif(mode == gameover) then gameover_draw()
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elseif(mode == youwin) then youwin_draw()
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elseif(mode == pause) then pause_draw()
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end
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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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if(mode == mainmenu) then mainmenu_keypressed(key)
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elseif(mode == game) then game_keypressed(key)
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elseif(mode == gameover) then gameover_keypressed(key)
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elseif(mode == youwin) then youwin_keypressed(key)
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elseif(mode == pause) then pause_keypressed(key)
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end
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end
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function love.keyreleased (key)
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if(mode == mainmenu) then mainmenu_keyreleased(key)
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elseif(mode == game) then game_keyreleased(key)
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elseif(mode == gameover) then gameover_keyreleased(key)
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elseif(mode == youwin) then youwin_keyreleased(key)
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elseif(mode == pause) then pause_keyreleased(key)
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end
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end
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-- MENU STATE
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----------------------------------------
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function mainmenu_load ()
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mode = mainmenu
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selection = 1
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if(bgm) then
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bgm:stop()
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end
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-- bgm = love.audio.newSource("art/music/default.mp3", "static")
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-- bgm:play()
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-- bgm:setLooping(true)
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-- bgm:setVolume(1.5)
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frontMenu = nil
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frontMenu_init()
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camera = stalker()
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map = Map:new("maps/sys/menu.lua")
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end
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function mainmenu_update(dt)
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if not (mapMenu == nil) then return; end
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world:update(dt)
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player:update(dt)
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map:update(dt)
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-- make player monkey move randomly
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local num = math.random(100)
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local dirs = player.directionals
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if (num == 1) then
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dirs['left'] = 1
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dirs['right'] = 0
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elseif (num == 2) then
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dirs['right'] = 1
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dirs['left'] = 0
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elseif (num == 3) then
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dirs['up'] = 1
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end
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end
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function mainmenu_draw ()
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if (mapMenu == nil) then
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map:draw()
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player:draw()
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frontMenu:draw()
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else
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mapMenu:draw()
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end
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end
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function mainmenu_keypressed(key)
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if (mapMenu == nil) then
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frontMenu:keypressed(key)
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else
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mapMenu:keypressed(key)
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end
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end
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function mainmenu_keyreleased(key)
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if (mapMenu == nil) then
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frontMenu:keyreleased(key)
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else
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mapMenu:keyreleased(key)
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end
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end
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function frontMenu_init()
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frontMenu = Menu:new(100, 100, 30, 50, 3, {
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{love.graphics.newText(a_ttf, ""),
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function () mapMenu_init() end},
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-- camera:fade(.2, {0,0,0,1}, function() mapMenu_init() end)
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-- 2, {0,0,0,1}, function() mapMenu_init() end)
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-- 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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mapMenu = nil
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end
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function mapMenu_init(directory)
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directory = directory or "maps"
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local menuEntries = {[1] = {love.graphics.newText(a_ttf, "../"),
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function () mainmenu_load() end}}
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-- if (directory == "maps") then mainmenu_load()
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local indice = 2
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local files = love.filesystem.getDirectoryItems(directory)
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for k,file in pairs(files) do
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file = directory .. "/" .. file
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local filetype = love.filesystem.getInfo(file).type
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local fileSplit = split(file, ".")
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local fileExt = fileSplit[2] or ""
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if (filetype == "directory") then
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menuEntries[indice] = {love.graphics.newText(a_ttf, file .. "/"),
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function() mapMenu_init(file) end}
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indice = indice + 1
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elseif (filetype == "file" and fileExt == "lua") then
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menuEntries[indice] = {love.graphics.newText(a_ttf, fileSplit[1]),
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function() game_load(file) end}
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indice = indice + 1
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end
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end
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mapMenu = Menu:new(100, 100, 30, 50, 3, menuEntries)
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frontMenu = nil
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end
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-- PAUSE STATE
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----------------------------------------
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function pause_load()
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if(bgm) then
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bgm:stop()
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end
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mode = pause
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end
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function pause_update(dt)
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end
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function pause_draw ()
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game_draw()
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camera:detach()
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love.graphics.draw(love.graphics.newText(r_ttf,
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"paused\n[enter to continue]\n[escape to exit]"), 200, 200, 0, 3, 3)
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camera:attach()
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end
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function pause_keypressed(key)
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if (key == "return") then
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if(bgm) then
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bgm:play()
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end
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mode = game
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elseif (key == "escape") then
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mainmenu_load()
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end
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end
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function pause_keyreleased(key)
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end
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-- GAMEOVER STATE
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----------------------------------------
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function gameover_load ()
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mode = gameover
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end
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function gameover_update(dt)
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end
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function gameover_draw ()
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game_draw()
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camera:detach()
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love.graphics.draw(love.graphics.newText(r_ttf,
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"nice try!\n[enter to restart]\n[escape to exit]"), 200, 200, 0, 3, 3)
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camera:attach()
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end
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function gameover_keypressed(key)
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if (key == "return" or key == "space") then
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camera:fade(.2, {0,0,0,1}, function() game_load() end)
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elseif (key == "escape") then
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mainmenu_load()
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end
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end
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function gameover_keyreleased(key)
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end
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-- GAME STATE
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----------------------------------------
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function game_load(mapfile)
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mode = game
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world:destroy()
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world = wind.newWorld(0, 400, true)
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world:addCollisionClass('Fighter')
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-- mapfile = mapfile or map.filepath
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-- map = Map:new(mapfile)
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player = Fighter:new(100, 100)
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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('PLATFORMER')
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-- bgm:stop()
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-- bgm = love.audio.newSource("art/music/game.ogg", "static")
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-- bgm:play()
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end
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function game_update(dt)
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world:update(dt)
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player:update(dt)
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-- map:update(dt)
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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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-- map:draw()
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world:draw()
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player:draw()
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end
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function game_keypressed(key)
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local dir = player.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 == "right" or key == "d") 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 == "left" or key == "a") 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 == "up" or key == "w") 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 == "=" 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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end
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end
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function game_keyreleased (key)
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local dir = player.directionals
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local dx, dy = player.body:getLinearVelocity()
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if (key == "right" or key == "d") then
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dir['right'] = 0
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player.body:setLinearVelocity(dx - 150, dy)
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elseif (key == "left" or key == "a") then
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dir['left'] = 0
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player.body:setLinearVelocity(dx + 150, dy)
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elseif (key == "up" or key == "w") then
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dir['up'] = 0
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elseif (key == "down") then
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dir['down'] = 0
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end
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end
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-- CLASSES
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--------------------------------------------------------------------------------
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-- MONK player class
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----------------------------------------
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Fighter = class('Fighter')
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function Fighter:initialize(x, y)
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self.directionals = {}
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-- self.sprite = love.graphics.newImage("art/sprites/monk-jump.png")
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self.body = 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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end
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function Fighter:update(dt)
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local dir = self.directionals
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if (self.following == true) then self:follow()
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else self:idle()
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end
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self:movement()
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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(monk.shape:getPoints())
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-- love.graphics.draw(self.sprite, x, y, monk.body:getAngle(), 1, 1)
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-- end
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end
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function Fighter:movement ()
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local dx, dy = self.body:getLinearVelocity()
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local dir = self.directionals
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local newVel = 250
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if not (self.onGround == downwall) then
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newVel = newVel - 50
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end
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if (dir['left'] == 1) then
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self.body:setLinearVelocity(-newVel, dy);
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elseif (dir['right'] == 1) then
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self.body:setLinearVelocity(newVel, dy);
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end
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if (dir['up'] == 1 and onGround == downwall) then
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self.body:setLinearVelocity(dx, -newVel);
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elseif (dir['up'] == 1 and onGround == leftwall) then
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self.body:setLinearVelocity(newVel, -newVel - 30);
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elseif (dir['up'] == 1 and onGround == rightwall) then
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self.body:setLinearVelocity(-newVel, -newVel - 30);
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end
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end
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-- Fighter should jitter when inactive, every once in a while
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function Fighter:idle ()
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-- if (self.onGround[i] == downwall and math.random(20) == 5) then
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-- end
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end
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-- MENU used for creating menus (lol)
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----------------------------------------
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Menu = class("Menu")
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function Menu:initialize(x, y, offset_x, offset_y, scale, menuItems)
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self.x,self.y = x,y
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self.offset_x,self.offset_y = offset_x,offset_y
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self.options = menuItems
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self.selected = 1
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self.scale = scale
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self.keys = {}
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self.keys['up'] = false
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self.keys['down'] = false
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self.keys['enter'] = false
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self.ttf = r_ttf
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end
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function Menu:draw ()
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for i=1,table.maxn(self.options) do
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local this_y = self.y + (self.offset_y * i)
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love.graphics.draw(self.options[i][1],
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self.x, this_y, 0, self.scale, self.scale)
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if (i == self.selected) then
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love.graphics.draw(love.graphics.newText(self.ttf, ">>"),
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self.x - self.offset_x, this_y, 0, self.scale, self.scale)
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end
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end
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end
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function Menu:keypressed(key)
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maxn = table.maxn(self.options)
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if (key == "return" or key == "space") then
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self.keys['enter'] = true
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if(self.options[self.selected][2]) then
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self.options[self.selected][2]()
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end
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elseif (key == "up" and self.selected > 1
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and self.keys['up'] == false) then
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self.keys['up'] = true
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self.selected = self.selected - 1
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elseif (key == "up" and self.keys['up'] == false) then
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self.keys['up'] = true
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self.selected = maxn
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elseif (key == "down" and self.selected < maxn
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and self.keys['down'] == false) then
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self.keys['down'] = true
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self.selected = self.selected + 1
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elseif (key == "down" and self.keys['down'] == false) then
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self.keys['down'] = true
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self.selected = 1
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end
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end
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function Menu:keyreleased(key)
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if (key == "return" or key == "space") then
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self.keys['enter'] = false
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elseif (key == "up") then
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self.keys['up'] = false
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elseif (key == "down") then
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self.keys['down'] = false
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end
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end
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function split(inputString, seperator)
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local newString = {}
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for stringBit in string.gmatch(inputString, "([^"..seperator.."]+)") do
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table.insert(newString, stringBit)
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end
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return newString
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end
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