-- pls set tabs to width of 4 spaces class = require "lib/middleclass" wind = require "lib/windfield" stalker = require "lib/STALKER-X" downwall = 1; rightwall = 2; leftwall = 3 mainmenu = 0; game = 1; gameover = 2; pause = 3; youwin = 4 world = wind.newWorld(0, 40, true) -- GAME STATES -------------------------------------------------------------------------------- -- LOVE ---------------------------------------- function love.load () math.randomseed(os.time()) dieParticle = nil love.graphics.setDefaultFilter("nearest", "nearest") a_ttf = love.graphics.newFont("art/font/alagard.ttf", nil, "none") r_ttf = love.graphics.newFont("art/font/romulus.ttf", nil, "none") camera = stalker() mainmenu_load() end function love.update(dt) if(mode == mainmenu) then mainmenu_update(dt) elseif(mode == game) then game_update(dt) elseif(mode == gameover) then gameover_update(dt) elseif(mode == youwin) then youwin_update(dt) elseif(mode == pause) then pause_update(dt) end camera:update(dt) end function love.draw() camera:attach() if(mode == mainmenu) then mainmenu_draw() elseif(mode == game) then game_draw() elseif(mode == gameover) then gameover_draw() elseif(mode == youwin) then youwin_draw() elseif(mode == pause) then pause_draw() end camera:detach() camera:draw() end function love.resize() camera = stalker() end function love.keypressed(key) if(mode == mainmenu) then mainmenu_keypressed(key) elseif(mode == game) then game_keypressed(key) elseif(mode == gameover) then gameover_keypressed(key) elseif(mode == youwin) then youwin_keypressed(key) elseif(mode == pause) then pause_keypressed(key) end end function love.keyreleased (key) if(mode == mainmenu) then mainmenu_keyreleased(key) elseif(mode == game) then game_keyreleased(key) elseif(mode == gameover) then gameover_keyreleased(key) elseif(mode == youwin) then youwin_keyreleased(key) elseif(mode == pause) then pause_keyreleased(key) end end -- MENU STATE ---------------------------------------- function mainmenu_load () mode = mainmenu selection = 1 if(bgm) then bgm:stop() end bgm = love.audio.newSource("art/music/default.mp3", "static") bgm:play() bgm:setLooping(true) -- bgm:setVolume(1.5) frontMenu = nil mapMenu = nil frontMenu_init() camera = stalker() map = Map:new("maps/sys/menu.lua") player.following = true end function mainmenu_update(dt) if not (mapMenu == nil) then return; end world:update(dt) player:update(dt) map:update(dt) -- make player monkey move randomly local num = math.random(100) local dirs = player.directionals if (num == 1) then dirs['left'] = 1 dirs['right'] = 0 elseif (num == 2) then dirs['right'] = 1 dirs['left'] = 0 elseif (num == 3) then dirs['up'] = 1 end end function mainmenu_draw () if (mapMenu == nil) then map:draw() player:draw() frontMenu:draw() else mapMenu:draw() end end function mainmenu_keypressed(key) if (mapMenu == nil) then frontMenu:keypressed(key) else mapMenu:keypressed(key) end end function mainmenu_keyreleased(key) if (mapMenu == nil) then frontMenu:keyreleased(key) else mapMenu:keyreleased(key) end end function frontMenu_init() frontMenu = Menu:new(100, 100, 30, 50, 3, { {love.graphics.newText(a_ttf, "get banana"), function () mapMenu_init() end}, -- camera:fade(.2, {0,0,0,1}, function() mapMenu_init() end) -- 2, {0,0,0,1}, function() mapMenu_init() end) -- end}, {love.graphics.newText(a_ttf, "get outta dodge"), function () love.event.quit(0) end }}) mapMenu = nil end function mapMenu_init(directory) directory = directory or "maps" local menuEntries = {[1] = {love.graphics.newText(a_ttf, "../"), function () mainmenu_load() end}} -- if (directory == "maps") then mainmenu_load() local indice = 2 local files = love.filesystem.getDirectoryItems(directory) for k,file in pairs(files) do file = directory .. "/" .. file local filetype = love.filesystem.getInfo(file).type local fileSplit = split(file, ".") local fileExt = fileSplit[2] or "" if (filetype == "directory") then menuEntries[indice] = {love.graphics.newText(a_ttf, file .. "/"), function() mapMenu_init(file) end} indice = indice + 1 elseif (filetype == "file" and fileExt == "lua") then menuEntries[indice] = {love.graphics.newText(a_ttf, fileSplit[1]), function() game_load(file) end} indice = indice + 1 end end mapMenu = Menu:new(100, 100, 30, 50, 3, menuEntries) frontMenu = nil end -- PAUSE STATE ---------------------------------------- function pause_load() if(bgm) then bgm:stop() end mode = pause end function pause_update(dt) end function pause_draw () game_draw() camera:detach() love.graphics.draw(love.graphics.newText(r_ttf, "paused\n[enter to continue]\n[escape to exit]"), 200, 200, 0, 3, 3) camera:attach() end function pause_keypressed(key) if (key == "return") then if(bgm) then bgm:play() end mode = game elseif (key == "escape") then mainmenu_load() end end function pause_keyreleased(key) end -- GAMEOVER STATE ---------------------------------------- function gameover_load () mode = gameover end function gameover_update(dt) end function gameover_draw () game_draw() camera:detach() love.graphics.draw(love.graphics.newText(r_ttf, "nice try!\n[enter to restart]\n[escape to exit]"), 200, 200, 0, 3, 3) camera:attach() end function gameover_keypressed(key) if (key == "return" or key == "space") then camera:fade(.2, {0,0,0,1}, function() game_load() end) elseif (key == "escape") then mainmenu_load() end end function gameover_keyreleased(key) end -- YOUWIN STATE ---------------------------------------- function youwin_load () mode = youwin if(bgm) then bgm:stop() end bgm = love.audio.newSource("art/music/win.mp3", "static") bgm:play() bgm:setLooping(true) camera = stalker() map = Map:new("maps/sys/win.lua") end function youwin_update(dt) world:update(dt) player:update(dt) end function youwin_draw () map:draw() player:draw() camera:detach() love.graphics.draw(love.graphics.newText(r_ttf, "monkey happy!\nhit enter!"), 200, 200, 0, 3, 3) camera:attach() end function youwin_keypressed(key) if (key == "return" or key == "space" or key == "escape") then mainmenu_load() end end function youwin_keyreleased(key) end -- GAME STATE ---------------------------------------- function game_load(mapfile) mode = game mapfile = mapfile or map.filepath map = Map:new(mapfile) camera:fade(.2, {0,0,0,0}) camera:setFollowLerp(0.1) camera:setFollowStyle('PLATFORMER') -- bgm:stop() -- bgm = love.audio.newSource("art/music/game.ogg", "static") -- bgm:play() end function game_update(dt) world:update(dt) player:update(dt) map:update(dt) local x, y = player.monks[player.current].body:getPosition() camera:follow(x, y) end function game_draw () map:draw() player:draw() end function game_keypressed(key) local dir = player.directionals -- if a player presses the left key, then holds the right key, they should -- go right until they let go, then they should go left. if (key == "right" or key == "d") then dir['right'] = 1 if (dir['left'] == 1) then dir['left'] = 2; end elseif (key == "left" or key == "a") then dir['left'] = 1 if (dir['right'] == 1) then dir['right'] = 2; end elseif (key == "up" or key == "w") then dir['up'] = 1 if (dir['down'] == 1) then dir['down'] = 2; end elseif (key == "space") then player:freeze() elseif (key == "f" and player.following == false) then player.following = true elseif (key == "f" and player.following == true) then player.following = false elseif (key == "=" and camera.scale < 10) then camera.scale = camera.scale + .5 elseif (key == "-" and camera.scale > .5) then camera.scale = camera.scale - .5 elseif (key == "escape") then pause_load() end end function game_keyreleased (key) local dir = player.directionals local monk = player.monks[player.current] local dx, dy = monk:getLinearVelocity() if (key == "right" or key == "d") then dir['right'] = 0 monk:setLinearVelocity(dx - 150, dy) elseif (key == "left" or key == "a") then dir['left'] = 0 monk:setLinearVelocity(dx + 150, dy) elseif (key == "up" or key == "w") then dir['up'] = 0 elseif (key == "down") then dir['down'] = 0 end end -- CLASSES -------------------------------------------------------------------------------- -- MONK player class ---------------------------------------- Monk = class('Monk') function Monk:initialize(x, y, count) self.monks = {} self.frozen = {} self.onGround = {} self.current = 0 self.last = count - 1 self.following = false self.directionals = {} self.monkSprites = {} self.sprites ={ ['default'] = love.graphics.newImage("art/sprites/monk.png"), ['jump'] = love.graphics.newImage("art/sprites/monk-jump.png"), ['frozen'] = love.graphics.newImage("art/sprites/monk-frozen.png") } for i=0,(count-1) do self.monks[i] = world:newRectangleCollider(x - (i * 20), y, 16, 16); self.monks[i]:setCollisionClass('monk') self.monks[i]:setObject(self) self.monkSprites[i] = 'default' self.frozen[i] = false local collision = self:makeCollisionCallback(i) self.monks[i]:setPreSolve(collision) self.onGround[i] = 0 end end function Monk:update(dt) local dir = self.directionals if (self.following == true) then self:follow() else self:idle() end self:movement() for i=0,(self.last) do if (self.onGround[i] > 0) then self.monkSprites[i] = 'default' elseif (self.frozen[i] == true) then self.monkSprites[i] = 'frozen' else self.monkSprites[i] = 'jump' end end local allFrozen = true for k,frozen in pairs(self.frozen) do if (frozen == true) then self.monks[k]:setType('static') self.monks[k]:setCollisionClass('platform') elseif (frozen == false) then allFrozen = false end end if (allFrozen == true) then gameover_load(); end -- cleanup for i=0,(self.last) do self.onGround[i] = 0 end 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 Monk:draw () for i=0,self.last do local monk = self.monks[i] local x,y = monk.body:getWorldPoints(monk.shape:getPoints()) love.graphics.draw(self.sprites[self.monkSprites[i]], x, y, monk.body:getAngle(), 1, 1) end end function Monk:movement () local monk = self.monks[self.current] local dx, dy = monk:getLinearVelocity() local dir = self.directionals local newVel = 250 local onGround = self.onGround[self.current] if not (onGround == downwall) then newVel = newVel - 50 end if (dir['left'] == 1) then monk:setLinearVelocity(-newVel, dy); elseif (dir['right'] == 1) then monk:setLinearVelocity(newVel, dy); end if (dir['up'] == 1 and onGround == downwall) then monk:setLinearVelocity(dx, -newVel); elseif (dir['up'] == 1 and onGround == leftwall) then monk:setLinearVelocity(newVel, -newVel - 30); elseif (dir['up'] == 1 and onGround == rightwall) then monk:setLinearVelocity(-newVel, -newVel - 30); end end -- try to get non-player monkeys in party to rougly follow player function Monk:follow () if (self.current == self.last) then return 0; end local monk = self.monks[self.current] local x, y = monk.body:getPosition() local newVel = 300 if (self.onGround[self.current] == 0) then newVel = newVel - 50 end for i=self.current+1,self.last do local thisMonk = self.monks[i] local mx, my = thisMonk.body:getPosition() local dx, dy = thisMonk:getLinearVelocity() if (mx < (x + 30) and math.random(20) == 1) then thisMonk:setLinearVelocity(newVel, dy) elseif ((x - 30) < mx and math.random(10) == 1) then thisMonk:setLinearVelocity(-newVel, dy) end if (y < my and self.onGround[i] == downwall) then thisMonk:setLinearVelocity(dx, -newVel) end end end -- non-player monkeys hop every second-ish idly function Monk:idle () if (self.current == self.last) then return; end for i=self.current+1,self.last do if (self.onGround[i] == downwall and math.random(20) == 5) then local thisMonk = self.monks[i] local dx, dy = thisMonk:getLinearVelocity() self.monks[i]:setLinearVelocity(dx, -100) end end end -- freeze the player monkey in place, making it a platform function Monk:freeze (indice) indice = indice or self.current local monk = self.monks[indice] self.frozen[indice] = true if (indice == self.current) then for i=0,self.last do if (self.frozen[self.last - i] == false) then self:switch(self.last - i) i = self.last end end end end -- switch from current monkey to next function Monk:switch (index) self.current = index end -- each monkey in party needs a unique callback function Monk:makeCollisionCallback (i) local function collision(collision1, collision2, contact) local nx, ny = contact:getNormal( ) if (collision1.collision_class == "monk" and collision2.collision_class == "platform") then if (math.abs(ny) == 1) then self.onGround[i] = downwall elseif (nx < 0) then if not (self.onGround[i] == 0) then return; end self.onGround[i] = leftwall elseif (nx > 0) then if not (self.onGround[i] == 0) then return; end self.onGround[i] = rightwall end elseif (collision1.collision_class == "monk" and collision2.collision_class == "banana") then youwin_load() elseif (collision1.collision_class == "monk" and collision2.collision_class == "button") then map.buttonHit = true elseif (collision1.collision_class == "monk" and collision2.collision_class == "frozenButton" and self.frozen[i] == true) then map.frozenHit = true end end return collision end -- BANNANA owo (win condition obj) ---------------------------------------- Banana = class('Banana') function Banana:initialize(x, y) self.sprite = love.graphics.newImage("art/sprites/banana.png") self.collider = world:newRectangleCollider(x, y, 16, 16); self.collider:setCollisionClass('banana') end function Banana:draw() local col = self.collider local x,y = col.body:getWorldPoints(col.shape:getPoints()) love.graphics.draw(self.sprite, x, y, col.body:getAngle(), 1, 1) end -- MAP used to store map data (ofc) ---------------------------------------- Map = class('Map') function Map:initialize(filepath) self.filepath = filepath self.ground = {} self.platforms = {} self.tables = {} self.objects = {} self.outOfBounds = "die" self.spawn = {['x'] = 100, ['y'] = 100} self.respawn = {['x'] = 100, ['y'] = 100} self.buttonHit = false self.frozenHit = false local maptable = dofile(filepath) self.width,self.height = maptable.width,maptable.height self.tileWidth,self.tileHeight = maptable.tilewidth,maptable.tileheight love.graphics.setBackgroundColor(146/255, 187/255, 203/255) local monkCount = 3 local monkX,monkY = 100,100 world:destroy() world = wind.newWorld(0, 400, true) world:addCollisionClass('monk') world:addCollisionClass('banana') world:addCollisionClass('platform') world:addCollisionClass('button') world:addCollisionClass('frozenButton') world:addCollisionClass('toyButton') world:addCollisionClass('door') world:addCollisionClass('frozenDoor') world:addCollisionClass('toyDoor') world:addCollisionClass('toy') for n,layer in pairs(maptable.layers) do if not (layer.type == "objectgroup") then break; end for nn,object in pairs(layer.objects) do if (object.shape == "rectangle") then self.tables[object.id] = world:newRectangleCollider(object.x, object.y, object.width, object.height) self.tables[object.id]:setType('static') self.tables[object.id]:setCollisionClass('platform') elseif (object.shape == "polygon") then local ox,oy = object.x,object.y local vertices = {} local vi = 1 for kk,verticePair in pairs(object.polygon) do vertices[vi] = verticePair['x'] + ox vertices[vi+1] = verticePair['y'] + oy vi = vi + 2 end self.tables[object.id] = world:newPolygonCollider(vertices) self.tables[object.id]:setType('static') self.tables[object.id]:setCollisionClass('platform') elseif (object.shape == "text") then self.tables[object.id] = object elseif (object.shape == "point" and object.type == "spawn") then if not (object.properties == nil or object.properties["count"] == nil) then monkCount = object.properties["count"] end self.spawn['x'],self.spawn['y'] = object.x,object.y elseif (object.shape == "point" and object.type == "respawn") then self.respawn['x'],self.respawn['y'] = object.x,object.y self.outOfBounds = "teleport" elseif (object.shape == "point" and object.type == "banana") then self.objects[object.id] = Banana:new(object.x, object.y) end local thisTable = self.tables[object.id] if (object.type == "toy") then thisTable:setCollisionClass('toy') thisTable:setType('kinematic') end if (object.type == "door" or object.type == "frozenDoor" or object.type == "toyDoor") then thisTable.normPos = {} thisTable.normPos['x'],thisTable.normPos['y'] = thisTable.body:getPosition() end if (object.type == "door") then thisTable:setCollisionClass('door') elseif (object.type == "frozenDoor") then thisTable:setCollisionClass('frozenDoor') elseif (object.type == "toyDoor") then thisTable:setCollisionClass('toyDoor') elseif (object.type == "button") then thisTable:setCollisionClass('button') elseif (object.type == "frozenButton") then thisTable:setCollisionClass('frozenButton') elseif (object.type == "toyButton") then thisTable:setCollisionClass('toyButton') end end end player = Monk:new(self.spawn['x'], self.spawn['y'], monkCount) end function Map:update(dt) local heightMax = self.height * self.tileHeight + 100 local widthMax = self.width * self.tileWidth + 200 -- enforce borders for i=0,player.last do local x,y = player.monks[i].body:getPosition() if ((math.abs(x) > widthMax or y > heightMax) and self.outOfBounds == "die") then player:freeze(i) elseif ((math.abs(x) > widthMax or y > heightMax) and self.outOfBounds == "teleport") then player.monks[i].body:setPosition( self.respawn['x'], self.respawn['y']) end end -- unlock or reset doors for k,table in pairs(self.tables) do if (table.collision_class == "door" and self.buttonHit == true) then table.body:setPosition(-1000, -1000) elseif (table.collision_class == "door") then table.body:setPosition(table.normPos['x'], table.normPos['y']) elseif (table.collision_class == "frozenDoor" and self.frozenHit == true) then table.body:setPosition(-1000, -1000) elseif (table.collision_clas == "frozenDoor") then table.body:setPosition(table.normPos['x'], table.normPos['y']) elseif (table.collision_class == "toyDoor" and self.toyHit == true) then table.body:setPosition(-1000, -1000) elseif (table.collision_class == "toyDoor") then table.body:setPosition(table.normPos['x'], table.normPos['y']) end end self.toyHit = false end function Map:draw() for k,table in pairs(self.tables) do if (table.type == "Rectangle" or table.type == "Polygon") then love.graphics.polygon('fill', table.body:getWorldPoints(table.shape:getPoints())) elseif (table.shape == "text") then love.graphics.draw(love.graphics.newText(a_ttf, table.text), table.x, table.y, 0, 2, 2) end end for k,object in pairs(self.objects) do object:draw() end end -- MENU used for creating menus (lol) ---------------------------------------- Menu = class("Menu") function Menu:initialize(x, y, offset_x, offset_y, scale, menuItems) self.x,self.y = x,y self.offset_x,self.offset_y = offset_x,offset_y self.options = menuItems self.selected = 1 self.scale = scale self.keys = {} self.keys['up'] = false self.keys['down'] = false self.keys['enter'] = false self.ttf = r_ttf end function Menu:draw () for i=1,table.maxn(self.options) do local this_y = self.y + (self.offset_y * i) love.graphics.draw(self.options[i][1], self.x, this_y, 0, self.scale, self.scale) if (i == self.selected) then love.graphics.draw(love.graphics.newText(self.ttf, ">>"), self.x - self.offset_x, this_y, 0, self.scale, self.scale) end end end function Menu:keypressed(key) maxn = table.maxn(self.options) if (key == "return" or key == "space") then self.keys['enter'] = true if(self.options[self.selected][2]) then self.options[self.selected][2]() end elseif (key == "up" and self.selected > 1 and self.keys['up'] == false) then self.keys['up'] = true self.selected = self.selected - 1 elseif (key == "up" and self.keys['up'] == false) then self.keys['up'] = true self.selected = maxn elseif (key == "down" and self.selected < maxn and self.keys['down'] == false) then self.keys['down'] = true self.selected = self.selected + 1 elseif (key == "down" and self.keys['down'] == false) then self.keys['down'] = true self.selected = 1 end end function Menu:keyreleased(key) if (key == "return" or key == "space") then self.keys['enter'] = false elseif (key == "up") then self.keys['up'] = false elseif (key == "down") then self.keys['down'] = false end end function split(inputString, seperator) local newString = {} for stringBit in string.gmatch(inputString, "([^"..seperator.."]+)") do table.insert(newString, stringBit) end return newString end