Monkune/main.lua
2021-01-07 15:50:35 -06:00

758 lines
18 KiB
Lua

-- 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
world = wind.newWorld(0, 50, 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 == 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 == 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 == 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 == 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/menu.ogg", "static")
-- bgm:play()
-- bgm:setLooping(true)
-- bgm:setVolume(1.5)
--
camera = stalker()
map = Map:new("maps/menu.lua")
player.following = true
frontMenu = Menu:new(100, 100, 30, 50, 3, {
{love.graphics.newText(a_ttf, "get banana"),
function ()
camera:fade(.2, {0,0,0,1}, function() game_load() end)
end},
{love.graphics.newText(a_ttf, "get outta dodge"),
function () love.event.quit(0) end }})
end
function mainmenu_update(dt)
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 ()
map:draw()
player:draw()
frontMenu:draw()
end
function mainmenu_keypressed(key)
frontMenu:keypressed(key)
end
function mainmenu_keyreleased(key)
frontMenu:keyreleased(key)
end
-- PAUSE STATE
----------------------------------------
function pause_load ()
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
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") 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
-- GAME STATE
----------------------------------------
function game_load()
mode = game
camera:fade(.2, {0,0,0,0})
map = Map:new("maps/tutorial/2.lua")
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 + 1
elseif (key == "-" and camera.scale > 1) then
camera.scale = camera.scale - 1
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'); end
if (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 == "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);
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.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 == "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_clas == "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