511 lines
12 KiB
Lua
511 lines
12 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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startSwordLength = 40; startKnifeLength = 10
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world = wind.newWorld(0, 0, 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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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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-- MENU STATE
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----------------------------------------
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function mainmenu_load ()
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updateFunction = mainmenu_update
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drawFunction = mainmenu_draw
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keypressedFunction = mainmenu_keypressed
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keyreleasedFunction = mainmenu_keyreleased
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selection = 1
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frontMenu = makeMainMenu()
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camera = stalker()
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end
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function mainmenu_update(dt)
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end
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function mainmenu_draw ()
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frontMenu:draw()
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end
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function mainmenu_keypressed(key)
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frontMenu:keypressed(key)
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end
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function mainmenu_keyreleased(key)
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frontMenu:keyreleased(key)
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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 ()
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local lobbiest1 = LocalLobbiest:new(nil, KEYMAPS[1])
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local lobbiest2 = LocalLobbiest:new(nil, KEYMAPS[2])
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game_load({lobbiest1, lobbiest2})
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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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end
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-- GAME STATE
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----------------------------------------
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function game_load(lobbiests)
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updateFunction = game_update
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drawFunction = game_draw
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keypressedFunction = game_keypressed
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keyreleasedFunction = game_keyreleased
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world:destroy()
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world = wind.newWorld(0, 0, true)
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world:addCollisionClass('Fighter')
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world:addCollisionClass('Shield')
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world:addCollisionClass('Sword')
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remotePlayers = {}
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localPlayers = {}
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remotePlayersN = 0
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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 = localPlayersN + 1
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localPlayers[i] = LocalPlayer:new(0 + i * 50, 0 + i * 50, KEYMAPS[i])
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localPlayersN = i
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end
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end
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localFighters = localPlayers
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fighters = 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_update(dt)
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world:update(dt)
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for i, fighter in pairs(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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world:draw()
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for i, fighter in pairs(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 = 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(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(localPlayers) do
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player:keyreleased(key)
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end
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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(x, y, character, swordType, swordSide)
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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 "jellyfish-lion.png"
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self.directionals = {}
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self.deadPieces = {}
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self.sprite = love.graphics.newImage("art/sprites/" .. self.character)
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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 = 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 = 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 = startSwordLength
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if (self.swordType == 'normal') then
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self.sword = world:newRectangleCollider(0, 0, 3, self.swordLength);
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else
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self.sword = world:newRectangleCollider(0, 0, 3, startKnifeLength);
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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(x, y, keymap, character, swordType, swordSide)
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self.keymap = keymap or KEYMAPS[1]
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Fighter.initialize(self, 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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-- 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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-- LOBBY superclass for pre-matches
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----------------------------------------
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Lobby = class("Lobby")
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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(name)
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self.name = name or NAMES[math.random(1, table.maxn(NAMES))]
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self.character = CHARACTERS[math.random(1, table.maxn(CHARACTERS))]
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end
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-- LOCALLOBBIEST
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----------------------------------------
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LocalLobbiest = class("LocalLobbiest", Lobbiest)
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function LocalLobbiest:initialize(name, keymap)
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Lobbiest.initialize(self, 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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-- UTIL
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--------------------------------------------------------------------------------
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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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-- MISC DATA
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--------------------------------------------------------------------------------
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-- CHARACTERS
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------------------------------------------
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CHARACTERS = {}
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CHARACTERS["jellyfish-lion.png"] = {"Lion Jellyfish", "hey, hey. you know whats shocking?", "rapidpunches", "CC-BY-SA 4.0"}
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CHARACTERS["jellyfish-n.png"] = {"Jellyfish N", "(electricity)", "rapidpunches", "CC-BY-SA 4.0"}
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-- DEFAULT NAMES
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------------------------------------------
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NAMES = {"Ignucius", "Penguin", "Tux", "Puffy", "Doktoro", "Espero", "<3", "</3"}
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-- LOCAL KEYMAPS
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------------------------------------------
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KEYMAPS = {}
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KEYMAPS[1] = {["accel"] = "w", ["left"] = "a", ["right"] = "d", ["flip"] = "s"}
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KEYMAPS[2] = {["accel"] = "up", ["left"] = "left", ["right"] = "right", ["flip"] = "down"}
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