naming conventions act 2: the end

This commit is contained in:
lustlion 2022-03-06 09:35:45 +01:00
parent edd064c2fd
commit 05bf757ea5
29 changed files with 509 additions and 536 deletions

View File

@ -8,16 +8,16 @@ function debugUI()
love.graphics.print(light.pos.x,light.pos.x,light.pos.y+40)
end
love.graphics.print("time: ".. tostring(math.floor(100*game.secondsSinceStart)/100) .." fps: "..fps_current, 10*textScale, 0*textScale, 0, textScale)
love.graphics.print(--[["CPUtime: "..checkCPUTime("total")..", CPU: "..(math.floor(checkCPUTime("get")*10000)/100).."%,]] "memoryUsage: "..memoryUsage.."kB", 10*textScale, 20*textScale, 0, textScale)
love.graphics.print("time: ".. tostring(math.floor(100*game.seconds_since_start)/100) .." fps: "..fps_current, 10*text_size, 0*text_size, 0, text_size)
love.graphics.print(--[["CPUtime: "..checkCPUTime("total")..", CPU: "..(math.floor(checkCPUTime("get")*10000)/100).."%,]] "memory_usage: "..memory_usage.."kB", 10*text_size, 20*text_size, 0, text_size)
love.graphics.setColor(1,1,1)
-- lots of variables
love.graphics.print("LoadedObjects",10*textScale,40*textScale, 0, textScale)
love.graphics.print("LoadedObjects",10*text_size,40*text_size, 0, text_size)
local i = 1
for k, v in pairs(LoadedObjects) do
if type(v) == "table" then
love.graphics.print("<"..k.."> ".. #v,10*textScale,(40+(10*i))*textScale, 0, textScale)
love.graphics.print("<"..k.."> ".. #v,10*text_size,(40+(10*i))*text_size, 0, text_size)
i = i + 1
end
end
@ -34,7 +34,7 @@ end
function debugEntities()
love.graphics.setScale(game.scale)
for _, particle in pairs(LoadedParticles) do
for _, particle in pairs(LoadedObjects.Particles) do
particle:debug()
end
for _, enty in pairs(LoadedObjects.Entities) do

View File

@ -37,8 +37,8 @@ function Demo:startRecord()
os.execute( "mkdir \"./demos\"" )
DemoFile = io.open("demos/play_demo.lua", "w+")
--DemoFile = io.open("demo/mothbackDemo_"..os.date("%Y-%m-%d_%H-%M-%S")..".lua", "w+")
DemoFile:write("main_Player.pos.x = "..main_Player.pos.x.."\n")
DemoFile:write("main_Player.pos.y = "..main_Player.pos.y.."\n")
DemoFile:write("main_player.pos.x = "..main_player.pos.x.."\n")
DemoFile:write("main_player.pos.y = "..main_player.pos.y.."\n")
DemoFile:write("DemoAction = {\n")
DemoRecording = true
CurrentDemoFrame = 1

View File

@ -3,8 +3,8 @@ editor = { room_mode = false }
function stepEditor()
palette = palette or false
AnimateTiles()
if Keybind:CheckPressed(Keybind.editor.room_mode) then
animateTiles()
if Keybind:checkPressed(Keybind.editor.room_mode) then
if love.keyboard.isDown("lshift") then
editor.room_mode = "delete"
else
@ -13,7 +13,7 @@ function stepEditor()
editor.room_points = {}
end
if Keybind:CheckPressed(Keybind.editor.palette) then
if Keybind:checkPressed(Keybind.editor.palette) then
if palette then
palette = false
palette_scroll_x = nil
@ -24,7 +24,9 @@ function stepEditor()
palette_scroll_y = 0
end
end
-- TODO:
if love.keyboard.isDown('a',"left") then
Camera.pos.x = Camera.pos.x - 3/game.scale
end
@ -39,7 +41,7 @@ function stepEditor()
end
if palette then
if Keybind:CheckPressed(Keybind.debug.debug) then
if Keybind:checkPressed(Keybind.debug.debug) then
local next = false
local export = nil
for k, v in pairs(tileset) do
@ -59,12 +61,12 @@ function stepEditor()
if next then
LevelData.tileset = export
end
LevelGetTileData()
LevelIndexTiles()
getLevelTileData()
indexLevelTiles()
end
end
if Keybind:CheckPressed(Keybind.debug.reload) then
if Keybind:checkPressed(Keybind.debug.reload) then
Prompt:new({
name = "level name",
input = "unnamed",
@ -75,16 +77,16 @@ function stepEditor()
input = "level.lua",
func = function(file_prompt)
if file_prompt.canceled then return end
ExportLevel(name_prompt.input, file_prompt.input)
exportLevel(name_prompt.input, file_prompt.input)
end,
}):activate()
end,
}):activate()
end
if Keybind:CheckPressed(Keybind.debug.editor) then
if Keybind:checkPressed(Keybind.debug.editor) then
editor_mode = false
TileCreateObjects()
createTileObjects()
end
end
@ -120,34 +122,34 @@ end
function doEditorEdit()
local mouse_x = love.mouse.getX()
local mouse_y = love.mouse.getY()
local horizontal = 1+math.floor(((mouse_x/game.scale) / tileProperties.width) + (Camera.pos.x / tileProperties.width))
local vertical = 1+math.floor(((mouse_y/game.scale) / tileProperties.height) + (Camera.pos.y / tileProperties.height))
local horizontal = 1+math.floor(((mouse_x/game.scale) / tile_properties.width) + (Camera.pos.x / tile_properties.width))
local vertical = 1+math.floor(((mouse_y/game.scale) / tile_properties.height) + (Camera.pos.y / tile_properties.height))
local expand_h = 0
local expand_v = 0
local LevelWidth = LevelGetTileWidth()
local LevelHeight = LevelGetTileHeight()
local level_width = getLevelTileWidth()
local level_height = getLevelTileHeight()
if horizontal > LevelWidth then
expand_h = horizontal-LevelWidth
if horizontal > level_width then
expand_h = horizontal-level_width
elseif horizontal < 0 then
expand_h = horizontal
end
if vertical > LevelHeight then
expand_v = vertical-LevelHeight
if vertical > level_height then
expand_v = vertical-level_height
elseif vertical < 0 then
expand_v = vertical
end
love.graphics.setColor(100, 100, 100, 0.8)
love.graphics.print("> " .. horizontal .. ", " .. vertical .. "; " .. math.floor(mouse_x / game.scale + Camera.pos.x) .. ", " .. math.floor(mouse_y / game.scale + Camera.pos.y))
love.graphics.print("> " .. LevelWidth .. "(" .. expand_h .. "), " .. LevelHeight .. "(".. expand_v .. ")", 0, 10)
love.graphics.print("> " .. level_width .. "(" .. expand_h .. "), " .. level_height .. "(".. expand_v .. ")", 0, 10)
if editor.room_mode then
local rx = horizontal * tileProperties.width
local ry = vertical * tileProperties.height
local rx = horizontal * tile_properties.width
local ry = vertical * tile_properties.height
local r = editor.room_points
if Keybind:CheckPressed(Keybind.generic.rclick) then
if Keybind:checkPressed(Keybind.generic.rclick) then
editor.room_points = {}
elseif Keybind:CheckPressed(Keybind.generic.lclick) then
elseif Keybind:checkPressed(Keybind.generic.lclick) then
if editor.room_mode == "delete" then
for i, room in ipairs(LoadedObjects.Rooms) do
if room:containsPoint(rx, ry) then
@ -175,21 +177,21 @@ function doEditorEdit()
and love.keyboard.isDown("lshift") ~= true
and love.keyboard.isDown("lctrl") ~= true
then
if Keybind:CheckDown(Keybind.generic.lclick)
if Keybind:checkDown(Keybind.generic.lclick)
and selecting_tile ~= nil
then
SetTile(vertical,horizontal,selecting_tile)
elseif Keybind:CheckDown(Keybind.generic.rclick) then
SetTile(vertical,horizontal,0)
setTile(vertical,horizontal,selecting_tile)
elseif Keybind:checkDown(Keybind.generic.rclick) then
setTile(vertical,horizontal,0)
end
LevelReloadTiles()
reloadLevelTiles()
elseif Keybind:CheckPressed(Keybind.generic.lshift) then
LevelExpandCanvas(math.sign(expand_h),math.sign(expand_v))
LevelReloadTiles()
elseif Keybind:CheckPressed(Keybind.generic.lctrl) then
LevelReduceCanvas(math.sign(expand_h),math.sign(expand_v))
LevelReloadTiles()
elseif Keybind:checkPressed(Keybind.generic.lshift) then
expandLevelCanvas(math.sign(expand_h),math.sign(expand_v))
reloadLevelTiles()
elseif Keybind:checkPressed(Keybind.generic.lctrl) then
reduceLevelCanvas(math.sign(expand_h),math.sign(expand_v))
reloadLevelTiles()
end
end
end
@ -199,10 +201,10 @@ function drawSelectingPaletteTile()
local mouse_x = love.mouse.getX()
local mouse_y = love.mouse.getY()
local horizontal = math.floor(((mouse_x/game.scale) / tileProperties.width) + (Camera.pos.x / tileProperties.width))
local vertical = math.floor(((mouse_y/game.scale) / tileProperties.height) + (Camera.pos.y / tileProperties.height))
local draw_x = tileProperties.width * horizontal - Camera.pos.x
local draw_y = tileProperties.height * vertical - Camera.pos.y
local horizontal = math.floor(((mouse_x/game.scale) / tile_properties.width) + (Camera.pos.x / tile_properties.width))
local vertical = math.floor(((mouse_y/game.scale) / tile_properties.height) + (Camera.pos.y / tile_properties.height))
local draw_x = tile_properties.width * horizontal - Camera.pos.x
local draw_y = tile_properties.height * vertical - Camera.pos.y
love.graphics.draw(
LevelData.tileset,
@ -215,16 +217,16 @@ end
function doEditorPalette()
local width = LevelData.tileset:getPixelWidth()/tileProperties.width
local height = LevelData.tileset:getPixelHeight()/tileProperties.height
local width = LevelData.tileset:getPixelWidth()/tile_properties.width
local height = LevelData.tileset:getPixelHeight()/tile_properties.height
love.graphics.setColor(0,0,0,1)
love.graphics.rectangle(
"fill",
(palette_scroll_x + 1) * (tileProperties.width+1),
(palette_scroll_y + 1) * (tileProperties.height+1),
1 + LevelData.tileset:getPixelWidth() * ((tileProperties.width+1) / tileProperties.width),
1 + LevelData.tileset:getPixelHeight()* ((tileProperties.height+1) / tileProperties.height)
(palette_scroll_x + 1) * (tile_properties.width+1),
(palette_scroll_y + 1) * (tile_properties.height+1),
1 + LevelData.tileset:getPixelWidth() * ((tile_properties.width+1) / tile_properties.width),
1 + LevelData.tileset:getPixelHeight()* ((tile_properties.height+1) / tile_properties.height)
)
@ -233,8 +235,8 @@ function doEditorPalette()
local position_y = 1
for i = 1, #TileIndex-width-1 do
local tile_x = (palette_scroll_x + position_x) * (tileProperties.width+1)
local tile_y = (palette_scroll_y + position_y) * (tileProperties.height+1)
local tile_x = (palette_scroll_x + position_x) * (tile_properties.width+1)
local tile_y = (palette_scroll_y + position_y) * (tile_properties.height+1)
love.graphics.draw(
LevelData.tileset,
@ -245,14 +247,14 @@ function doEditorPalette()
1,
1
)
if Keybind:CheckDown(Keybind.generic.lclick) then
if Keybind:checkDown(Keybind.generic.lclick) then
local mouse_x = love.mouse.getX()
local mouse_y = love.mouse.getY()
if mouse_x > (tile_x) * game.scale
and mouse_x < (tile_x + tileProperties.width) * game.scale
and mouse_x < (tile_x + tile_properties.width) * game.scale
and mouse_y > (tile_y) * game.scale
and mouse_y < (tile_y + tileProperties.height) * game.scale
and mouse_y < (tile_y + tile_properties.height) * game.scale
then
selecting_tile = position_x + ((position_y-1) * width)
@ -260,7 +262,7 @@ function doEditorPalette()
end
end
if Keybind:CheckDown(Keybind.generic.rclick) then
if Keybind:checkDown(Keybind.generic.rclick) then
selecting_tile = nil
end
@ -270,8 +272,8 @@ function doEditorPalette()
"line",
tile_x,
tile_y,
tileProperties.width,
tileProperties.height
tile_properties.width,
tile_properties.height
)
love.graphics.setColor(1,1,1,1)
end
@ -287,10 +289,10 @@ function doEditorPalette()
love.graphics.rectangle(
"line",
(palette_scroll_x + 1) * (tileProperties.width+1),
(palette_scroll_y + 1) * (tileProperties.height+1),
1 + LevelData.tileset:getPixelWidth() * ((tileProperties.width+1) / tileProperties.width),
1 + LevelData.tileset:getPixelHeight()* ((tileProperties.height+1) / tileProperties.height)
(palette_scroll_x + 1) * (tile_properties.width+1),
(palette_scroll_y + 1) * (tile_properties.height+1),
1 + LevelData.tileset:getPixelWidth() * ((tile_properties.width+1) / tile_properties.width),
1 + LevelData.tileset:getPixelHeight()* ((tile_properties.height+1) / tile_properties.height)
)
end

View File

@ -24,8 +24,7 @@ function Arrow:new(x,y,rotation,speed)
to = {x = 0.5, y = 0.5} -- gameworld pixels
}
table.insert(LoadedObjects.Entities,o)
o.id = #LoadedObjects.Entities
o:id()
setmetatable(o, self)
self.__index = self

View File

@ -29,8 +29,7 @@ function CursedBook:new(x,y)
o.light_range = 500
o.light = Light:new(o.pos.x,o.pos.y,o.light_range,2,HEX2RGB("#fe00d1"))
table.insert(LoadedObjects.Entities,o)
o.id = #LoadedObjects.Entities
o:id()
setmetatable(o, self)
self.__index = self
@ -38,8 +37,8 @@ function CursedBook:new(x,y)
end
function CursedBook:doLogic()
self.target.x = main_Player.pos.x - main_Player.target_offset.x
self.target.y = main_Player.pos.y - main_Player.target_offset.y
self.target.x = main_player.pos.x - main_player.target_offset.x
self.target.y = main_player.pos.y - main_player.target_offset.y
local distance_x = self.target.x - self.pos.x
local distance_y = self.target.y - self.pos.y
local angle = GetAngleFromVector(distance_x,distance_y)

View File

@ -17,8 +17,7 @@ function Decoration:new(x,y,animation,light_radius)
o.light = Light:new(o.pos.x,o.pos.y,o.light_radius)
end
table.insert(LoadedObjects.Entities,o)
o.id = #LoadedObjects.Entities
o:id()
setmetatable(o, self)
self.__index = self

View File

@ -20,14 +20,13 @@ function Fairy:new(x,y)
-- light
o.light_radius = 80
o.light = Light:new(o.pos.x,o.pos.y,o.light_radius,nil,HEX2RGB("#fed100"))
o.light = Light:new(o.pos.x,o.pos.y,o.light_radius,nil,hex2rgb("#fed100"))
-- timer
o.particle_timer = 0
o.particle_time = 5
table.insert(LoadedObjects.Entities,o)
o.id = #LoadedObjects.Entities
o:id()
setmetatable(o, self)
self.__index = self
@ -36,10 +35,10 @@ end
function Fairy:doLogic()
if self:checkVisionLine(main_Player,self.vision_range) then
if self:checkVisionLine(main_player,self.vision_range) then
self.target.x = main_Player.pos.x + main_Player.target_offset.x
self.target.y = main_Player.pos.y + main_Player.target_offset.y
self.target.x = main_player.pos.x + main_player.target_offset.x
self.target.y = main_player.pos.y + main_player.target_offset.y
local below = 1
while not isThereObjectAt(
@ -64,7 +63,7 @@ function Fairy:doLogic()
local distance_x = self.target.x - self.pos.x
local distance_y = self.target.y - self.pos.y
local angle = GetAngleFromVector(distance_x,distance_y)
local angle = getAngleFromVector(distance_x,distance_y)
local distance = math.sqrt(distance_x ^ 2 + distance_y ^ 2)
if distance < self.range then
@ -80,7 +79,7 @@ function Fairy:doLogic()
local particle_data = {
animation = animation.particle.simple,
sprite_tint = HEX2RGB("#fed100"),
sprite_tint = hex2rgb("#fed100"),
direction = angle-math.rad(180+math.random(60)-30),
speed = 0.8*(distance/50),
speed_increase = -0.01,
@ -91,7 +90,7 @@ end
function Fairy:handleAnimation()
self.body:animate()
--if self:isCollidingWith(main_Player) then self.sprite_tint = {1,0,0} else self.sprite_tint = {1,1,1} end
--if self:isCollidingWith(main_player) then self.sprite_tint = {1,0,0} else self.sprite_tint = {1,1,1} end
self:draw(self.body)
end
@ -111,5 +110,5 @@ end
function Fairy:debug()
Entity.debug(self)
self:checkVisionLineDebug(main_Player,self.vision_range)
self:checkVisionLineDebug(main_player,self.vision_range)
end

View File

@ -1,20 +1,18 @@
HookAnchor = Entity:new()
function HookAnchor:new(x,y,hookDistance)
function HookAnchor:new(x,y,hook_distance)
local o = Entity:new(x,y)
o.type = "hook_anchor"
o.pos = {x = x, y = y}
o.hookDistance = hookDistance or 100
o.hook_distance = hook_distance or 100
-- animations
o.body = Animation:new(animation.fairy.flying)
o:centerOffset(o.body)
o:createBox(o.body)
table.insert(LoadedObjects.Entities,o)
o.id = #LoadedObjects.Entities
o:id()
setmetatable(o, self)
self.__index = self
@ -33,7 +31,7 @@ function HookAnchor:drawBackground()
"fill",
-Camera.pos.x + self.pos.x,
-Camera.pos.y + self.pos.y,
self.hookDistance
self.hook_distance
)
end

View File

@ -30,8 +30,7 @@ function Kupo:new(x,y)
o.light_radius = o.range/2
o.light = Light:new(o.pos.x,o.pos.y,o.light_radius)
table.insert(LoadedObjects.Entities,o)
o.id = #LoadedObjects.Entities
o:id()
setmetatable(o, self)
self.__index = self
@ -41,12 +40,12 @@ end
function Kupo:doLogic()
self:adjustLight(self.target_offset.x,self.target_offset.y)
self.target.x = main_Player.pos.x - main_Player.target_offset.x
self.target.y = main_Player.pos.y - main_Player.target_offset.y
self.target.x = main_player.pos.x - main_player.target_offset.x
self.target.y = main_player.pos.y - main_player.target_offset.y
local distance_x = self.target.x - self.pos.x
local distance_y = self.target.y - self.pos.y
local distance = math.sqrt(distance_x ^ 2 + distance_y ^ 2)
local angle = GetAngleFromVector(distance_x,distance_y)
local angle = getAngleFromVector(distance_x,distance_y)
self.draw_bow = false
if distance <= self.range then
if self.hostile == true then

View File

@ -5,64 +5,65 @@ function Player:new(x,y)
o.type = "player"
-- physics
o.moveSpeed = 1.3 -- gameworld pixels
o.zeroSpeed = 0.01 -- gameworld pixels
o.zero_speed = 0.01 -- gameworld pixels
o.move_x = 0 -- gameworld pixels
o.noDriftFrames = 0 -- frames
o.move_speed = 1.3 -- gameworld pixels
o.airFriction = 0.01 -- gameworld pixels
o.groundFriction = 0.3 -- gameworld pixels
o.nodrift_frames = 0 -- frames
o.jumpImpulse = 3.5 -- gameworld pixels
o.air_friction = 0.01 -- gameworld pixels
o.ground_friction = 0.3 -- gameworld pixels
o.wall_friction = 0.3 -- gameworld pixels
o.coyoteValue = 5 -- frames
o.coyoteAmount = 5 -- int
o.jump_impulse = 3.5 -- gameworld pixels
o.coyote_value = 5 -- frames
o.coyote_amount = 5 -- int
o.dashCooldownTime = 0.1 -- seconds
o.dashCooldownTimer = 0 -- seconds
-- dash values
o.dashTimer = 0 -- seconds
o.dashTime = 0.15 -- seconds
o.dashDistance = 40 -- gameworld pixels
o.dashSpeed = o.dashDistance / (o.dashTime*60) -- pixels
o.dashCount = 1 -- int
o.dashAmount = 10 -- int
o.dash_timer = 0 -- seconds
o.dash_time = 0.15 -- seconds
o.dash_distance = 40 -- gameworld pixels
o.dash_speed = o.dash_distance / (o.dash_time*60) -- pixels
o.dash_count = 1 -- int
o.dash_amount = 10 -- int
o.dash_cooldown_time = 0.1 -- seconds
o.dash_cooldown_timer = 0 -- seconds
-- hook values
o.hookSwingSpeed = math.rad(0.05)
o.hookAnchor = {
o.hook_swing_speed = math.rad(0.05)
o.hook_anchor = {
x = nil,
y = nil
}
-- walljump values
o.walljumpNoDriftAmount = 12
o.walljumpImpulse = { x = 2.5, y = 3.5 }
o.walljumpFriction = 0.3 -- gameworld pixels
o.walljump_nodrift_amount = 12
o.walljump_impulse = { x = 2.5, y = 3.5 }
-- light values
o.light_radius = 40 -- screen pixels
-- status
o.canJump = true
o.canFall = true
o.canFriction = true
o.canHook = true
o.canWalljump = true
o.can_jump = true
o.can_fall = true
o.can_friction = true
o.can_hook = true
o.can_walljump = true
o.isDashing = false
o.isHooked = false
o.isSliding = false
o.isJumping = false
o.isOnGround = false
o.isOnLadder = false
o.is_dashing = false
o.is_hooked = false
o.is_sliding = false
o.is_jumping = false
o.is_on_ground = false
o.is_on_ladder = false
o.maskType = animation.moth_mask
o.wallHit = 0
o.mask_type = animation.moth_mask
o.wall_hit = 0
o.anchorRespawn = {
o.respawn_anchor = {
x = o.pos.x,
y = o.pos.y
}
@ -71,14 +72,14 @@ function Player:new(x,y)
o.target_offset = {x = 0, y = 0}
o.body = Animation:new(animation.nancy.idle)
o.mask = Animation:new(animation.moth_mask.idle)
o:centerOffset(o.body)
o:createBox(o.body,0,3,-1,-3)
-- lights
o.light = Light:new(o.pos.x,o.pos.y,o.light_radius)
table.insert(LoadedObjects.Entities,o)
o.id = #LoadedObjects.Entities
o:id()
setmetatable(o, self)
self.__index = self
@ -86,67 +87,66 @@ function Player:new(x,y)
end
function Player:doLogic()
self:adjustLight(self.target_offset.x,self.target_offset.y)
-- reset coyoteValue
if self.isOnGround then
self.coyoteValue = self.coyoteAmount
elseif self.coyoteValue > 0 then
self.coyoteValue = self.coyoteValue - 1
-- reset coyote_value
if self.is_on_ground then
self.coyote_value = self.coyote_amount
elseif self.coyote_value > 0 then
self.coyote_value = self.coyote_value - 1
end
-- not dashing, normal movment
if self.dashTimer <= 0 then
if self.dash_timer <= 0 then
-- horizontal movement
if not self.isHooked then
if self.noDriftFrames > 0 then
if not self.is_hooked then
if self.nodrift_frames > 0 then
self.move_x = 0
elseif Keybind:CheckDown(Keybind.move.left) then
elseif Keybind:checkDown(Keybind.move.left) then
self.move_x = -1
self.vel.x = math.min(self.vel.x, -self.moveSpeed)
elseif Keybind:CheckDown(Keybind.move.right) then
self.vel.x = math.min(self.vel.x, -self.move_speed)
elseif Keybind:checkDown(Keybind.move.right) then
self.move_x = 1
self.vel.x = math.max(self.vel.x, self.moveSpeed)
self.vel.x = math.max(self.vel.x, self.move_speed)
end
end
-- jump if on ground (coyotevalue) or if 0
if self.canJump and Keybind:CheckPressed(Keybind.move.jump) then
if self.canWalljump and self.wallHit ~= 0 then
self.isSliding = false
self.vel.y = -self.walljumpImpulse.y
self.vel.x = -self.walljumpImpulse.x * self.wallHit
if self.can_jump and Keybind:checkPressed(Keybind.move.jump) then
if self.can_walljump and self.wall_hit ~= 0 then
self.is_sliding = false
self.vel.y = -self.walljump_impulse.y
self.vel.x = -self.walljump_impulse.x * self.wall_hit
self.move_x = 0
self.sprite_flip.x = -self.sprite_flip.x
self.noDriftFrames = self.walljumpNoDriftAmount
elseif self.coyoteValue > 0 then
self.vel.y = -self.jumpImpulse
self.coyoteValue = 0
self.nodrift_frames = self.walljump_nodrift_amount
elseif self.coyote_value > 0 then
self.vel.y = -self.jump_impulse
self.coyote_value = 0
end
end
end
-- dash timer
self.dashCooldownTimer = math.max(0,self.dashCooldownTimer - current_dt)
self.dash_cooldown_timer = math.max(0,self.dash_cooldown_timer - current_dt)
-- try to dash
if Keybind:CheckDown(Keybind.move.dash) then
if self.dashCooldownTimer == 0
and not self.isDashing
and self.dashCount > 0 then
if Keybind:checkDown(Keybind.move.dash) then
if self.dash_cooldown_timer == 0
and not self.is_dashing
and self.dash_count > 0 then
self:unhook()
-- state player
self.isDashing = true
self.dashCount = self.dashCount - 1
self.is_dashing = true
self.dash_count = self.dash_count - 1
-- get dash direction
local vertical = 0
if Keybind:CheckDown(Keybind.move.down) then vertical = vertical + 1 end
if Keybind:CheckDown(Keybind.move.up) then vertical = vertical - 1 end
if Keybind:checkDown(Keybind.move.down) then vertical = vertical + 1 end
if Keybind:checkDown(Keybind.move.up) then vertical = vertical - 1 end
local horizontal = 0
if Keybind:CheckDown(Keybind.move.right) then horizontal = horizontal + 1 end
if Keybind:CheckDown(Keybind.move.left) then horizontal = horizontal - 1 end
if Keybind:checkDown(Keybind.move.right) then horizontal = horizontal + 1 end
if Keybind:checkDown(Keybind.move.left) then horizontal = horizontal - 1 end
-- if no direction, then dash forward
if horizontal == 0 and vertical == 0 then
@ -154,23 +154,23 @@ function Player:doLogic()
end
-- set dash values
self.dashDirection = GetAngleFromVector(horizontal, vertical)
self.dashTimer = math.floor(self.dashTime * game.framerate)
self.dashDirection = getAngleFromVector(horizontal, vertical)
self.dash_timer = math.floor(self.dash_time * game.framerate)
end
else
-- not dashing!
self.isDashing = false
self.is_dashing = false
end
if self.canHook and Keybind:CheckPressed(Keybind.move.hook) then
if self.isHooked then
if self.can_hook and Keybind:checkPressed(Keybind.move.hook) then
if self.is_hooked then
self:unhook()
else
local anchor = self:checkNearest("hook_anchor",self.hookDistance)
local anchor = self:checkNearest("hook_anchor",self.hook_distance)
if anchor then
self.isHooked = true
self.hookDistance = anchor.hookDistance
self.hookAnchor = {
self.is_hooked = true
self.hook_distance = anchor.hook_distance
self.hook_anchor = {
x = anchor.pos.x,
y = anchor.pos.y
}
@ -180,39 +180,39 @@ function Player:doLogic()
end
function Player:doPhysics()
if self.dashTimer <= 0 then
if self.isOnGround then
self.vel.x = self.vel.x * (1-self.groundFriction)
if self.dash_timer <= 0 then
if self.is_on_ground then
self.vel.x = self.vel.x * (1-self.ground_friction)
else
self.vel.x = self.vel.x * (1-self.airFriction)
self.vel.x = self.vel.x * (1-self.air_friction)
end
self.isSliding = false
if self.wallHit == 0 then
self.vel.y = self.vel.y * (1-self.airFriction)
elseif self.noDriftFrames ~= self.walljumpNoDriftAmount then
self.isSliding = true
self.vel.y = self.vel.y * (1-self.walljumpFriction)
self.is_sliding = false
if self.wall_hit == 0 then
self.vel.y = self.vel.y * (1-self.air_friction)
elseif self.nodrift_frames ~= self.walljump_nodrift_amount then
self.is_sliding = true
self.vel.y = self.vel.y * (1-self.wall_friction)
end
if math.abs(self.vel.x) < self.zeroSpeed then self.vel.x = 0 end
if math.abs(self.vel.x) < self.zero_speed then self.vel.x = 0 end
end
-- reset state
self.canFall = true
self.isOnGround = false
self.can_fall = true
self.is_on_ground = false
-- adjust timers
self.dashTimer = self.dashTimer - 1
self.noDriftFrames = self.noDriftFrames - 1
self.dash_timer = self.dash_timer - 1
self.nodrift_frames = self.nodrift_frames - 1
-- DASH STATE
if self.dashTimer > 0 then
self.canFall = false
if self.dash_timer > 0 then
self.can_fall = false
-- dash particle
local particle_data = {
animation = self.body,
sprite_tint = HEX2RGB("#fed100"),
sprite_tint = hex2rgb("#fed100"),
sprite_alpha = 0.5,
sprite_flip = {
x = self.sprite_flip.x,
@ -220,32 +220,32 @@ function Player:doPhysics()
}
}
Particle:new(self.pos.x,self.pos.y,particle_data)
self.dashCooldownTimer = self.dashCooldownTime
self.dash_cooldown_timer = self.dash_cooldown_time
-- dash movement
self.vel.x = self.dashSpeed * math.cos(self.dashDirection)
self.vel.y = self.dashSpeed * math.sin(self.dashDirection)
self.vel.x = self.dash_speed * math.cos(self.dashDirection)
self.vel.y = self.dash_speed * math.sin(self.dashDirection)
end
-- hook state
if self.isHooked then
if self.is_hooked then
self.move_x = 0
local hook = Vector(self.pos.x, self.pos.y, self.hookAnchor.x, self.hookAnchor.y)
local dist = math.min(GetVectorValue(hook), self.hookDistance)
local hook = vector(self.pos.x, self.pos.y, self.hook_anchor.x, self.hook_anchor.y)
local dist = math.min(getVectorValue(hook), self.hook_distance)
local hook_angle = GetAngleFromVector(hook[1],hook[2])-math.rad(180)
local hook_angle = getAngleFromVector(hook[1],hook[2])-math.rad(180)
if Keybind:CheckDown(Keybind.move.right) then
hook_angle = hook_angle - self.hookSwingSpeed
if Keybind:checkDown(Keybind.move.right) then
hook_angle = hook_angle - self.hook_swing_speed
end
if Keybind:CheckDown(Keybind.move.left) then
hook_angle = hook_angle + self.hookSwingSpeed
if Keybind:checkDown(Keybind.move.left) then
hook_angle = hook_angle + self.hook_swing_speed
end
local particle_data = {
animation = self.body,
sprite_tint = HEX2RGB("#fed100"),
sprite_tint = hex2rgb("#fed100"),
sprite_alpha = 0.5,
sprite_flip = {
x = self.sprite_flip.x,
@ -254,8 +254,8 @@ function Player:doPhysics()
}
Particle:new(self.pos.x,self.pos.y,particle_data)
local pos_x = self.hookAnchor.x + dist * math.cos(hook_angle)
local pos_y = self.hookAnchor.y + dist * math.sin(hook_angle)
local pos_x = self.hook_anchor.x + dist * math.cos(hook_angle)
local pos_y = self.hook_anchor.y + dist * math.sin(hook_angle)
self.vel.x = self.vel.x + pos_x - self.pos.x
self.vel.y = self.vel.y + pos_y - self.pos.y
self.pos.x = pos_x
@ -263,18 +263,18 @@ function Player:doPhysics()
end
if self.canFall then
if self.can_fall then
-- not in dash
self.dashTimer = 0
self.dash_timer = 0
self.vel.y = self.vel.y + gravity
end
-- horizontal collision
if not self:isCollidingAt(self.pos.x + self.vel.x, self.pos.y, LoadedObjects.Collisions) then
self.pos.x = self.pos.x + self.vel.x
self.wallHit = 0
self.wall_hit = 0
else
self.wallHit = math.sign(self.vel.x)
self.wall_hit = math.sign(self.vel.x)
self.vel.x = 0
end
@ -283,8 +283,8 @@ function Player:doPhysics()
self.pos.y = self.pos.y + self.vel.y
else
if self.vel.y > 0 then
self.isOnGround = true
self.dashCount = self.dashAmount
self.is_on_ground = true
self.dash_count = self.dash_amount
end
self.vel.y = 0
end
@ -293,16 +293,18 @@ function Player:doPhysics()
if self:isCollidingAt(self.pos.x, self.pos.y, LoadedObjects.Hazards) then
self:respawn()
end
self:adjustLight(self.target_offset.x,self.target_offset.y)
end
function Player:respawn()
self.pos.x = self.anchorRespawn.x
self.pos.y = self.anchorRespawn.y
self.pos.x = self.respawn_anchor.x
self.pos.y = self.respawn_anchor.y
end
function Player:handleAnimation()
-- flip sprite to look in the direction is moving
if self.isHooked then
if self.is_hooked then
if self.vel.x ~= 0 then
self.sprite_flip.x = math.sign(self.vel.x)
end
@ -311,18 +313,18 @@ function Player:handleAnimation()
end
-- animation priority
if self.vel.y > 1.25 or self.isSliding then
if self.vel.y > 1.25 or self.is_sliding then
self.body = self.body:change(animation.nancy.fall)
self.mask = self.mask:change(self.maskType.fall)
self.mask = self.mask:change(self.mask_type.fall)
elseif self.vel.y < 0 then
self.body = self.body:change(animation.nancy.jump)
self.mask = self.mask:change(self.maskType.jump)
self.mask = self.mask:change(self.mask_type.jump)
elseif self.vel.x + self.move_x ~= 0 then
self.body = self.body:change(animation.nancy.run)
self.mask = self.mask:change(self.maskType.run)
self.mask = self.mask:change(self.mask_type.run)
else
self.body = self.body:change(animation.nancy.idle)
self.mask = self.mask:change(self.maskType.idle)
self.mask = self.mask:change(self.mask_type.idle)
end
-- special case: idle animation gets slower by time
@ -332,30 +334,30 @@ function Player:handleAnimation()
end
end
if self.isHooked then
if self.is_hooked then
love.graphics.line(
-Camera.pos.x + self.pos.x,
-Camera.pos.y + self.pos.y,
-Camera.pos.x + self.hookAnchor.x,
-Camera.pos.y + self.hookAnchor.y
-Camera.pos.x + self.hook_anchor.x,
-Camera.pos.y + self.hook_anchor.y
)
end
self.body:animate()
self:draw(self.body)
if self.dashCount > 0 then
if self.dash_count > 0 then
self:draw(self.mask)
end
self.move_x = 0
end
function Player:unhook()
self.isHooked = false
self.hookAnchor = nil
self.is_hooked = false
self.hook_anchor = nil
end
function Player:debug()
Entity.debug(self)
love.graphics.print("wallHit: "..self.wallHit)
love.graphics.print("wall_hit: "..self.wall_hit)
end

View File

@ -30,6 +30,11 @@ function Entity:new(x,y)
return o
end
function Entity:id()
table.insert(LoadedObjects.Entities,self)
self.id = #LoadedObjects.Entities
end
function Entity:checkNearest(type,maxdistance)
local return_entity = nil
local shortest = -1
@ -107,7 +112,7 @@ function Entity:checkVisionLine(entity,range)
local distance_x = target_x - self.pos.x
local distance_y = target_y - self.pos.y
local angle = GetAngleFromVector(distance_x,distance_y)
local angle = getAngleFromVector(distance_x,distance_y)
local distance = math.sqrt(distance_x ^ 2 + distance_y ^ 2)
local is_colliding = true
@ -211,7 +216,7 @@ function Entity:checkVisionLineDebug(entity,range)
local distance_x = target_x - self.pos.x
local distance_y = target_y - self.pos.y
local angle = GetAngleFromVector(distance_x,distance_y)
local angle = getAngleFromVector(distance_x,distance_y)
local distance = math.sqrt(distance_x ^ 2 + distance_y ^ 2)
if distance < range then

View File

@ -1,7 +1,7 @@
function stepGame()
setCollisionFlags()
if menu_type == "no" then
for _, particle in pairs(LoadedParticles) do
for _, particle in pairs(LoadedObjects.Particles) do
particle:doLogic()
end
for _, enty in pairs(LoadedObjects.Entities) do
@ -16,12 +16,12 @@ function stepGame()
enty:doPhysics()
end
AnimateTiles()
Camera:followPlayer(main_Player)
--Camera:positionCenterAt(main_Player.pos.x, main_Player.pos.y)
--camera:positionAt(main_Player.pos.x, main_Player.pos.y,game.width,game.height)
animateTiles()
Camera:followPlayer(main_player)
--Camera:positionCenterAt(main_player.pos.x, main_player.pos.y)
--camera:positionAt(main_player.pos.x, main_player.pos.y,game.width,game.height)
if Keybind:CheckPressed(Keybind.debug.debug) then
if Keybind:checkPressed(Keybind.debug.debug) then
if debug then
debug = false
debug_collision = true
@ -32,23 +32,23 @@ function stepGame()
end
end
if Keybind:CheckPressed(Keybind.debug.reposition) then
if Keybind:checkPressed(Keybind.debug.reposition) then
if not editor_mode then
main_Player.pos.x, main_Player.pos.y = 16,-10
main_player.pos.x, main_player.pos.y = 16,-10
end
end
if Keybind:CheckPressed(Keybind.debug.reload) then
if Keybind:checkPressed(Keybind.debug.reload) then
MenuClear()
menu_type = "dialog"
MenuInit("dialog",DialogSequence.Example)
end
if Keybind:CheckPressed(Keybind.debug.editor) then
if Keybind:checkPressed(Keybind.debug.editor) then
editor_mode = true
end
if Keybind:CheckPressed(Keybind.debug.recording) then
if Keybind:checkPressed(Keybind.debug.recording) then
if DemoRecording then
Demo:endRecord()
else
@ -56,7 +56,7 @@ function stepGame()
end
end
if Keybind:CheckPressed(Keybind.debug.playback) then
if Keybind:checkPressed(Keybind.debug.playback) then
if DemoPlayback then
Demo:endPlayback()
else
@ -88,7 +88,7 @@ function drawGame()
endGameworldDraw()
-- hud
textScale = 1
text_size = 1
-- debug
if debug then debugUI() end

View File

@ -22,10 +22,10 @@ function drawGameworldBackground()
if LevelTiles[i][j].id ~= 0 then
local depth = TileData[LevelTiles[i][j].id].depth
DrawTile(
drawTile(
LevelTiles[i][j],
tileProperties.scale * j * tileProperties.width + tileProperties.scale * (levelProperties.offset.x - tileProperties.width) - Camera.pos.x,
tileProperties.scale * i * tileProperties.height + tileProperties.scale * (levelProperties.offset.y - tileProperties.height) - Camera.pos.y,
tile_properties.scale * j * tile_properties.width + tile_properties.scale * (level_properties.offset.x - tile_properties.width) - Camera.pos.x,
tile_properties.scale * i * tile_properties.height + tile_properties.scale * (level_properties.offset.y - tile_properties.height) - Camera.pos.y,
"background"
)
@ -61,10 +61,10 @@ function drawGameworldForeground()
if LevelTiles[i][j].id ~= 0 then
local depth = TileData[LevelTiles[i][j].id].depth
DrawTile(
drawTile(
LevelTiles[i][j],
tileProperties.scale * j * tileProperties.width + tileProperties.scale * (levelProperties.offset.x - tileProperties.width) - Camera.pos.x,
tileProperties.scale * i * tileProperties.height + tileProperties.scale * (levelProperties.offset.y - tileProperties.height) - Camera.pos.y,
tile_properties.scale * j * tile_properties.width + tile_properties.scale * (level_properties.offset.x - tile_properties.width) - Camera.pos.x,
tile_properties.scale * i * tile_properties.height + tile_properties.scale * (level_properties.offset.y - tile_properties.height) - Camera.pos.y,
"foreground"
)
@ -102,12 +102,12 @@ function drawGameworldLights()
if light.range ~= 0 then
love.graphics.setColor(light.color[1],light.color[2],light.color[3],1)
Shader.RadiusGradient:send("pos_x",- Camera.pos.x + light.pos.x)
Shader.RadiusGradient:send("pos_y",- Camera.pos.y + light.pos.y)
Shader.RadiusGradient:send("range",light.range)
Shader.RadiusGradient:send("scale",game.scale)
shader.circle_gradient:send("pos_x",- Camera.pos.x + light.pos.x)
shader.circle_gradient:send("pos_y",- Camera.pos.y + light.pos.y)
shader.circle_gradient:send("range",light.range)
shader.circle_gradient:send("scale",game.scale)
love.graphics.setShader(Shader.RadiusGradient)
love.graphics.setShader(shader.circle_gradient)
love.graphics.circle(
"fill",
- Camera.pos.x + light.pos.x,

View File

@ -1,15 +1,15 @@
function HEX2RGB(color)
local r1 = HEX2DEX(color:sub(2,2))
local r2 = HEX2DEX(color:sub(3,3))
local g1 = HEX2DEX(color:sub(4,4))
local g2 = HEX2DEX(color:sub(5,5))
local b1 = HEX2DEX(color:sub(6,6))
local b2 = HEX2DEX(color:sub(7,7))
function hex2rgb(color)
local r1 = hex2dec(color:sub(2,2))
local r2 = hex2dec(color:sub(3,3))
local g1 = hex2dec(color:sub(4,4))
local g2 = hex2dec(color:sub(5,5))
local b1 = hex2dec(color:sub(6,6))
local b2 = hex2dec(color:sub(7,7))
return {(r1*16 + r2)/255, (g1*16 + g2)/255, (b1*16 + b2)/255}
end
function HEX2DEX(hex)
function hex2dec(hex)
if hex == "0" then return 0
elseif hex == "1" then return 1
elseif hex == "2" then return 2

View File

@ -1,4 +1,4 @@
function ExportLevel(levelname, filename)
function exportLevel(levelname, filename)
love.filesystem.createDirectory("export")
filename = filename or "output.lua"
if string.sub(filename, 1, 1) ~= "/" then
@ -22,7 +22,8 @@ function ExportLevel(levelname, filename)
logPrint("- properties")
exportFile:write("\n properties = {")
exportFile:write("\n darkness = true")
logPrint(" - darkness: ".. tostring(LevelData.properties.darkness))
exportFile:write("\n darkness = " .. tostring(LevelData.properties.darkness))
exportFile:write("\n },")
logPrint("- tiles")
@ -40,12 +41,14 @@ function ExportLevel(levelname, filename)
if i ~= #LevelTiles then
exportFile:write(", ")
end
logPrint(" - Row "..i.."/"..rows.." "..math.floor(100*((i-1)*100/rows))/100 .."%")
logPrint(" - row "..i.."/"..rows.." "..math.floor(100*((i-1)*100/rows))/100 .."%")
end
exportFile:write("\n },")
logPrint("- objects")
exportFile:write("\n objects = {}")
exportFile:write("\n objects = {")
exportFile:write("\n },")
logPrint("Exporting complete.")
exportFile:write("\n}")

View File

@ -17,7 +17,7 @@ Keybind.debug = {}
Keybind.editor = {}
Keybind.generic = {}
function Keybind:CheckDown(action)
function Keybind:checkDown(action)
if DemoPlayback then
for _, demo_action in pairs(DemoAction[CurrentDemoFrame]) do
if demo_action == action.demo then
@ -45,8 +45,8 @@ function Keybind:CheckDown(action)
end
-- relies on being called exactly once per frame to be accurate.
function Keybind:CheckPressed(action)
if Keybind:CheckDown(action) then
function Keybind:checkPressed(action)
if Keybind:checkDown(action) then
if not action.pressed then
action.pressed = true
return true
@ -57,7 +57,7 @@ function Keybind:CheckPressed(action)
return false
end
function Keybind:CheckCollision(cat, key)
function Keybind:checkCollision(cat, key)
for _, action in pairs(cat) do
for _, keyname in pairs(action.keys) do
if key == keyname then return true end
@ -66,15 +66,15 @@ function Keybind:CheckCollision(cat, key)
return false
end
function Keybind:AddKey(action, key)
function Keybind:addKey(action, key)
table.insert(action.keys, key)
end
function Keybind:ChangeKey(action, position, key)
function Keybind:changeKey(action, position, key)
action.keys[position] = key
end
function Keybind:RemoveKeys(action)
function Keybind:removeKeys(action)
action.keys = {}
end
@ -89,7 +89,7 @@ function Keybind:hasKey(action, key)
return false
end
function Keybind:Default()
function Keybind:default()
--Menu
Keybind.menu.pause.keys = {"escape"}
Keybind.menu.confirm.keys = {"z", "space", 1}
@ -114,6 +114,8 @@ function Keybind:Default()
-- Editor
Keybind.editor.palette = { keys = {"tab"}}
Keybind.editor.room_mode = { keys = {"r"}}
Keybind.editor.entity_mode = { keys = {"e"}}
Keybind.editor.properties_mode = { keys = {"p"}}
-- Generic
Keybind.generic.lclick = { keys = {1}}
@ -123,4 +125,4 @@ function Keybind:Default()
end
-- Set default values at start
Keybind:Default()
Keybind:default()

View File

@ -1,6 +1,6 @@
function LevelLoadTiles()
function loadLevelTiles()
math.randomseed(3)
LevelData = dofile("data/levels/"..currLevel)
LevelData = dofile("data/levels/"..level_current)
--[[
on level format:
@ -12,19 +12,19 @@ function LevelLoadTiles()
overlay_depth = foreground/background overlay depth
type = collision type
]]
LevelGetTileData()
getLevelTileData()
LevelTiles = LevelData.tiles
LevelUpdateDimensions()
LevelIndexTiles()
TileCreateObjects()
updateLevelDimensions()
indexLevelTiles()
createTileObjects()
end
function LevelExpandCanvas(horizontal,vertical)
function expandLevelCanvas(horizontal,vertical)
local horizontal = horizontal or 0
local vertical = vertical or 0
local h = LevelGetTileWidth()
local v = LevelGetTileHeight()
local h = getLevelTileWidth()
local v = getLevelTileHeight()
-- get new canvas size
local newCanvasH = h + math.abs(horizontal)
@ -35,7 +35,7 @@ function LevelExpandCanvas(horizontal,vertical)
for i = 1, newCanvasV do
ExpandedLevel[i] = {}
for j = 1, newCanvasH do
ExpandedLevel[i][j] = InstanceTile(0)
ExpandedLevel[i][j] = instanceTile(0)
end
end
@ -53,7 +53,7 @@ function LevelExpandCanvas(horizontal,vertical)
-- get data from old canvas to new canvas
for i = 1, #LevelTiles do
for j = 1, #LevelTiles[i] do
ExpandedLevel[i+expand_v][j+expand_h] = InstanceTile(LevelTiles[i][j].id)
ExpandedLevel[i+expand_v][j+expand_h] = instanceTile(LevelTiles[i][j].id)
end
end
@ -62,11 +62,11 @@ function LevelExpandCanvas(horizontal,vertical)
end
function LevelReduceCanvas(horizontal,vertical)
function reduceLevelCanvas(horizontal,vertical)
local horizontal = horizontal or 0
local vertical = vertical or 0
local h = LevelGetTileWidth()
local v = LevelGetTileHeight()
local h = getLevelTileWidth()
local v = getLevelTileHeight()
-- get new canvas size
local newCanvasH = h - math.abs(horizontal)
@ -77,7 +77,7 @@ function LevelReduceCanvas(horizontal,vertical)
for i = 1, newCanvasV do
ExpandedLevel[i] = {}
for j = 1, newCanvasH do
ExpandedLevel[i][j] = InstanceTile(0)
ExpandedLevel[i][j] = instanceTile(0)
end
end
@ -95,17 +95,17 @@ function LevelReduceCanvas(horizontal,vertical)
-- get data from old canvas to new canvas
for i = 1, #ExpandedLevel do
for j = 1, #ExpandedLevel[i] do
ExpandedLevel[i][j] = InstanceTile(LevelTiles[i+expand_v][j+expand_h].id)
ExpandedLevel[i][j] = instanceTile(LevelTiles[i+expand_v][j+expand_h].id)
end
end
-- use new canvas
LevelTiles = ExpandedLevel
LevelExpandCanvas()
expandLevelCanvas()
end
function LevelGetTileData()
function getLevelTileData()
for k, v in pairs(tileset) do
if v == LevelData.tileset then
TileData = dofile("data/tileset/"..k..".lua")
@ -113,20 +113,20 @@ function LevelGetTileData()
end
end
function LevelReloadTiles()
LevelUpdateDimensions()
function reloadLevelTiles()
updateLevelDimensions()
end
function LevelUpdateDimensions()
LevelData.Width = LevelGetWidth()
LevelData.Height = LevelGetHeight()
function updateLevelDimensions()
LevelData.Width = getLevelWidth()
LevelData.Height = getLevelHeight()
end
function LevelGetTileHeight()
function getLevelTileHeight()
return #LevelTiles
end
function LevelGetTileWidth()
function getLevelTileWidth()
local width = 0
for i = 1, #LevelTiles do
if width < #LevelTiles[i] then width = #LevelTiles[i] end
@ -134,42 +134,42 @@ function LevelGetTileWidth()
return width
end
function LevelGetHeight()
return LevelGetTileHeight() * tileProperties.height
function getLevelHeight()
return getLevelTileHeight() * tile_properties.height
end
function LevelGetWidth()
return LevelGetTileWidth() * tileProperties.width
function getLevelWidth()
return getLevelTileWidth() * tile_properties.width
end
function LevelIndexTiles()
function indexLevelTiles()
TileIndex = {}
-- index from tileset
local width = LevelData.tileset:getPixelWidth()/tileProperties.width
local height = LevelData.tileset:getPixelHeight()/tileProperties.height
local width = LevelData.tileset:getPixelWidth()/tile_properties.width
local height = LevelData.tileset:getPixelHeight()/tile_properties.height
for i = 0, height do
for j = 0, width do
TileIndex[i*width+j+1] = love.graphics.newQuad(
j*tileProperties.width,
i*tileProperties.height,
tileProperties.width,
tileProperties.height,
j*tile_properties.width,
i*tile_properties.height,
tile_properties.width,
tile_properties.height,
LevelData.tileset:getDimensions()
)
end
end
TileDataInitialize()
initTileData()
-- instance level tiles according to the Properties
for i = 1, #LevelTiles do
for j = 1, #LevelTiles[i] do
SetTile(i,j,LevelTiles[i][j])
setTile(i,j,LevelTiles[i][j])
end
end
end
function TileDataInitialize()
function initTileData()
for _, Properties in pairs(TileData) do
if Properties.animation ~= nil then
Properties.tileset = love.graphics.newImage("assets/terrain/"..Properties.animation..".png")
@ -178,18 +178,18 @@ function TileDataInitialize()
Properties.current_subimage = 1
local tileset = Properties.tileset
local width = tileset:getPixelWidth()/tileProperties.width
local height = tileset:getPixelHeight()/tileProperties.height
local width = tileset:getPixelWidth()/tile_properties.width
local height = tileset:getPixelHeight()/tile_properties.height
local image_count = 0
for i = 0, height-1 do
for j = 0, width-1 do
local quad =
love.graphics.newQuad(
j*tileProperties.width,
i*tileProperties.height,
tileProperties.width,
tileProperties.height,
j*tile_properties.width,
i*tile_properties.height,
tile_properties.width,
tile_properties.height,
tileset:getDimensions()
)
image_count = image_count + 1
@ -202,7 +202,7 @@ function TileDataInitialize()
end
end
function InstanceTile(id)
function instanceTile(id)
local tile = {}
tile.id = id
@ -225,8 +225,8 @@ function InstanceTile(id)
return tile
end
function SetTile(i,j,id)
LevelTiles[i][j] = InstanceTile(id)
function setTile(i,j,id)
LevelTiles[i][j] = instanceTile(id)
end
function drawGridDisplay()
@ -234,16 +234,16 @@ function drawGridDisplay()
for j = 1, #LevelTiles[i] do
love.graphics.rectangle(
"line",
tileProperties.scale * (j * tileProperties.width + (levelProperties.offset.x - tileProperties.width)) - Camera.pos.x,
tileProperties.scale * (i * tileProperties.height + (levelProperties.offset.y - tileProperties.height)) - Camera.pos.y,
tileProperties.scale * tileProperties.width,
tileProperties.scale * tileProperties.height
tile_properties.scale * (j * tile_properties.width + (level_properties.offset.x - tile_properties.width)) - Camera.pos.x,
tile_properties.scale * (i * tile_properties.height + (level_properties.offset.y - tile_properties.height)) - Camera.pos.y,
tile_properties.scale * tile_properties.width,
tile_properties.scale * tile_properties.height
)
end
end
end
function TileOptimizeObjects()
function optimizeTileObjects()
logPrint("Optimizing Objects...")
local unoptimized = 0
local isTileOptimized = {}
@ -313,14 +313,14 @@ function TileOptimizeObjects()
logPrint("- Group size: "..m.."x"..n)
unoptimized = unoptimized + m * n
local base_x = tileProperties.scale * j * tileProperties.width + tileProperties.scale * (levelProperties.offset.x - tileProperties.height)
local base_y = tileProperties.scale * i * tileProperties.height + tileProperties.scale * (levelProperties.offset.y - tileProperties.height)
local base_x = tile_properties.scale * j * tile_properties.width + tile_properties.scale * (level_properties.offset.x - tile_properties.height)
local base_y = tile_properties.scale * i * tile_properties.height + tile_properties.scale * (level_properties.offset.y - tile_properties.height)
local col = Collision:new(
base_x,
base_y,
base_x + tileProperties.width * tileProperties.scale * n,
base_y + tileProperties.height * tileProperties.scale * m
base_x + tile_properties.width * tile_properties.scale * n,
base_y + tile_properties.height * tile_properties.scale * m
)
table.insert(LoadedObjects.Collisions,col)
end
@ -331,13 +331,13 @@ function TileOptimizeObjects()
logPrint("collisions optimized from " .. unoptimized .. " to " .. #LoadedObjects.Collisions)
end
function TileCreateObjects()
function createTileObjects()
LoadedObjects.Collisions = {}
LoadedObjects.Platforms = {}
LoadedObjects.Ladders = {}
LoadedObjects.Hazards = {}
TileOptimizeObjects()
optimizeTileObjects()
for i = 1, #LevelTiles do
for j = 1, #LevelTiles[i] do
@ -345,14 +345,14 @@ function TileCreateObjects()
local type = TileData[LevelTiles[i][j].id].type
local light = TileData[LevelTiles[i][j].id].light
local base_x = tileProperties.scale * j * tileProperties.width + tileProperties.scale * (levelProperties.offset.x - tileProperties.height)
local base_y = tileProperties.scale * i * tileProperties.height + tileProperties.scale * (levelProperties.offset.y - tileProperties.height)
local base_x = tile_properties.scale * j * tile_properties.width + tile_properties.scale * (level_properties.offset.x - tile_properties.height)
local base_y = tile_properties.scale * i * tile_properties.height + tile_properties.scale * (level_properties.offset.y - tile_properties.height)
if light ~= 0 and light ~= nil then
CreateLight(
base_x + tileProperties.width/2 * tileProperties.scale,
base_y + tileProperties.height/2 * tileProperties.scale,
base_x + tile_properties.width/2 * tile_properties.scale,
base_y + tile_properties.height/2 * tile_properties.scale,
light
)
end
@ -362,17 +362,17 @@ function TileCreateObjects()
local col = Collision:new(
base_x,
base_y,
base_x + tileProperties.width * tileProperties.scale,
base_y + tileProperties.height * tileProperties.scale
base_x + tile_properties.width * tile_properties.scale,
base_y + tile_properties.height * tile_properties.scale
)
table.insert(LoadedObjects.Collisions,col)
else]]if type == "half_bottom" then
local col = Collision:new(
base_x,
base_y + tileProperties.height/2 * tileProperties.scale,
base_x + tileProperties.width * tileProperties.scale,
base_y + tileProperties.height * tileProperties.scale
base_y + tile_properties.height/2 * tile_properties.scale,
base_x + tile_properties.width * tile_properties.scale,
base_y + tile_properties.height * tile_properties.scale
)
table.insert(LoadedObjects.Collisions,col)
@ -381,18 +381,18 @@ function TileCreateObjects()
local col = Collision:new(
base_x,
base_y ,
base_x + tileProperties.width * tileProperties.scale,
base_y + tileProperties.height/2 * tileProperties.scale
base_x + tile_properties.width * tile_properties.scale,
base_y + tile_properties.height/2 * tile_properties.scale
)
table.insert(LoadedObjects.Collisions,col)
elseif type == "half_right" then
local col = Collision:new(
base_x + tileProperties.height/2 * tileProperties.scale,
base_x + tile_properties.height/2 * tile_properties.scale,
base_y,
base_x + tileProperties.width * tileProperties.scale,
base_y + tileProperties.height * tileProperties.scale
base_x + tile_properties.width * tile_properties.scale,
base_y + tile_properties.height * tile_properties.scale
)
table.insert(LoadedObjects.Collisions,col)
@ -401,17 +401,17 @@ function TileCreateObjects()
local col = Collision:new(
base_x,
base_y,
base_x + tileProperties.height/2 * tileProperties.scale,
base_y + tileProperties.height * tileProperties.scale
base_x + tile_properties.height/2 * tile_properties.scale,
base_y + tile_properties.height * tile_properties.scale
)
table.insert(LoadedObjects.Collisions,col)
elseif type == "platform" then
local plat = Collision:new(
base_x,
base_y + tileProperties.scale * 2,
base_x + tileProperties.width * tileProperties.scale,
base_y + tileProperties.height/4 * tileProperties.scale + tileProperties.scale * 2
base_y + tile_properties.scale * 2,
base_x + tile_properties.width * tile_properties.scale,
base_y + tile_properties.height/4 * tile_properties.scale + tile_properties.scale * 2
)
table.insert(LoadedObjects.Platforms,plat)
@ -420,9 +420,9 @@ function TileCreateObjects()
-- do ramp owo
local slope = Collision:new(
base_x,
base_y + k * tileProperties.scale - tileProperties.scale,
base_x + k * 2 * tileProperties.scale,
base_y + k * tileProperties.scale
base_y + k * tile_properties.scale - tile_properties.scale,
base_x + k * 2 * tile_properties.scale,
base_y + k * tile_properties.scale
)
table.insert(LoadedObjects.Collisions,slope)
@ -430,9 +430,9 @@ function TileCreateObjects()
-- fill lower half
local col = Collision:new(
base_x,
base_y + tileProperties.height/2 * tileProperties.scale,
base_x + tileProperties.width * tileProperties.scale,
base_y + tileProperties.height * tileProperties.scale
base_y + tile_properties.height/2 * tile_properties.scale,
base_x + tile_properties.width * tile_properties.scale,
base_y + tile_properties.height * tile_properties.scale
)
table.insert(LoadedObjects.Collisions,col)
@ -441,9 +441,9 @@ function TileCreateObjects()
-- do ramp owo
local slope = Collision:new(
base_x,
base_y + tileProperties.height/2 * tileProperties.scale + k * tileProperties.scale - tileProperties.scale,
base_x + k * 2 * tileProperties.scale,
base_y + tileProperties.height/2 * tileProperties.scale + k * tileProperties.scale
base_y + tile_properties.height/2 * tile_properties.scale + k * tile_properties.scale - tile_properties.scale,
base_x + k * 2 * tile_properties.scale,
base_y + tile_properties.height/2 * tile_properties.scale + k * tile_properties.scale
)
table.insert(LoadedObjects.Collisions,slope)
@ -454,9 +454,9 @@ function TileCreateObjects()
-- do ramp owo
local slope = Collision:new(
base_x,
base_y + tileProperties.height/2 * tileProperties.scale - tileProperties.scale + k * tileProperties.scale,
base_x + tileProperties.width * tileProperties.scale - (k-1) * 2 * tileProperties.scale,
base_y + tileProperties.height/2 * tileProperties.scale - tileProperties.scale + k * tileProperties.scale + tileProperties.scale
base_y + tile_properties.height/2 * tile_properties.scale - tile_properties.scale + k * tile_properties.scale,
base_x + tile_properties.width * tile_properties.scale - (k-1) * 2 * tile_properties.scale,
base_y + tile_properties.height/2 * tile_properties.scale - tile_properties.scale + k * tile_properties.scale + tile_properties.scale
)
table.insert(LoadedObjects.Collisions,slope)
@ -465,8 +465,8 @@ function TileCreateObjects()
local col = Collision:new(
base_x,
base_y,
base_x + tileProperties.width * tileProperties.scale,
base_y + tileProperties.height/2 * tileProperties.scale
base_x + tile_properties.width * tile_properties.scale,
base_y + tile_properties.height/2 * tile_properties.scale
)
table.insert(LoadedObjects.Collisions,col)
@ -475,9 +475,9 @@ function TileCreateObjects()
-- do ramp owo
local slope = Collision:new(
base_x,
base_y - tileProperties.scale + k * tileProperties.scale,
base_x + tileProperties.width * tileProperties.scale - (k-1) * 2 * tileProperties.scale,
base_y - tileProperties.scale + k * tileProperties.scale + tileProperties.scale
base_y - tile_properties.scale + k * tile_properties.scale,
base_x + tile_properties.width * tile_properties.scale - (k-1) * 2 * tile_properties.scale,
base_y - tile_properties.scale + k * tile_properties.scale + tile_properties.scale
)
table.insert(LoadedObjects.Collisions,slope)
@ -487,10 +487,10 @@ function TileCreateObjects()
for k = 1, 8 do
-- do ramp owo
local slope = Collision:new(
base_x + (k-8) * -2 * tileProperties.scale,
base_y - tileProperties.scale + k * tileProperties.scale,
base_x + tileProperties.width * tileProperties.scale,
base_y - tileProperties.scale + k * tileProperties.scale + tileProperties.scale
base_x + (k-8) * -2 * tile_properties.scale,
base_y - tile_properties.scale + k * tile_properties.scale,
base_x + tile_properties.width * tile_properties.scale,
base_y - tile_properties.scale + k * tile_properties.scale + tile_properties.scale
)
table.insert(LoadedObjects.Collisions,slope)
@ -498,9 +498,9 @@ function TileCreateObjects()
-- fill lower half
local col = Collision:new(
base_x,
base_y + tileProperties.height/2 * tileProperties.scale,
base_x + tileProperties.width * tileProperties.scale,
base_y + tileProperties.height * tileProperties.scale
base_y + tile_properties.height/2 * tile_properties.scale,
base_x + tile_properties.width * tile_properties.scale,
base_y + tile_properties.height * tile_properties.scale
)
table.insert(LoadedObjects.Collisions,col)
@ -508,10 +508,10 @@ function TileCreateObjects()
for k = 1, 8 do
-- do ramp owo
local slope = Collision:new(
base_x + (k-8) * -2 * tileProperties.scale,
base_y + tileProperties.height/2 * tileProperties.scale - tileProperties.scale + k * tileProperties.scale,
base_x + tileProperties.width * tileProperties.scale,
base_y + tileProperties.height/2 * tileProperties.scale - tileProperties.scale + k * tileProperties.scale + tileProperties.scale
base_x + (k-8) * -2 * tile_properties.scale,
base_y + tile_properties.height/2 * tile_properties.scale - tile_properties.scale + k * tile_properties.scale,
base_x + tile_properties.width * tile_properties.scale,
base_y + tile_properties.height/2 * tile_properties.scale - tile_properties.scale + k * tile_properties.scale + tile_properties.scale
)
table.insert(LoadedObjects.Collisions,slope)
@ -521,10 +521,10 @@ function TileCreateObjects()
for k = 1, 8 do
-- do ramp owo
local slope = Collision:new(
base_x + (k-8) * -2 * tileProperties.scale,
base_y + tileProperties.height/2 * tileProperties.scale - k * tileProperties.scale,
base_x + tileProperties.width * tileProperties.scale,
base_y + tileProperties.height/2 * tileProperties.scale - k * tileProperties.scale + tileProperties.scale
base_x + (k-8) * -2 * tile_properties.scale,
base_y + tile_properties.height/2 * tile_properties.scale - k * tile_properties.scale,
base_x + tile_properties.width * tile_properties.scale,
base_y + tile_properties.height/2 * tile_properties.scale - k * tile_properties.scale + tile_properties.scale
)
table.insert(LoadedObjects.Collisions,slope)
@ -534,10 +534,10 @@ function TileCreateObjects()
for k = 1, 8 do
-- do ramp owo
local slope = Collision:new(
base_x + (k-8) * -2 * tileProperties.scale,
base_y + tileProperties.height/2 * tileProperties.scale + tileProperties.height/2 * tileProperties.scale - k * tileProperties.scale,
base_x + tileProperties.width * tileProperties.scale,
base_y + tileProperties.height/2 * tileProperties.scale + tileProperties.height/2 * tileProperties.scale - k * tileProperties.scale + tileProperties.scale
base_x + (k-8) * -2 * tile_properties.scale,
base_y + tile_properties.height/2 * tile_properties.scale + tile_properties.height/2 * tile_properties.scale - k * tile_properties.scale,
base_x + tile_properties.width * tile_properties.scale,
base_y + tile_properties.height/2 * tile_properties.scale + tile_properties.height/2 * tile_properties.scale - k * tile_properties.scale + tile_properties.scale
)
table.insert(LoadedObjects.Collisions,slope)
@ -546,8 +546,8 @@ function TileCreateObjects()
local col = Collision:new(
base_x,
base_y,
base_x + tileProperties.width * tileProperties.scale,
base_y + tileProperties.height/2 * tileProperties.scale
base_x + tile_properties.width * tile_properties.scale,
base_y + tile_properties.height/2 * tile_properties.scale
)
table.insert(LoadedObjects.Collisions,col)
@ -557,9 +557,9 @@ function TileCreateObjects()
-- do ramp owo
local slope = Collision:new(
base_x,
base_y + k * tileProperties.scale - tileProperties.scale,
base_x + k * tileProperties.scale,
base_y + k * tileProperties.scale
base_y + k * tile_properties.scale - tile_properties.scale,
base_x + k * tile_properties.scale,
base_y + k * tile_properties.scale
)
table.insert(LoadedObjects.Collisions,slope)
@ -568,28 +568,28 @@ function TileCreateObjects()
elseif type == "ladder_right" then
local ladder = Collision:new(
base_x + (tileProperties.width-4)* tileProperties.scale,
base_x + (tile_properties.width-4)* tile_properties.scale,
base_y,
base_x + tileProperties.width * tileProperties.scale,
base_y + tileProperties.height * tileProperties.scale
base_x + tile_properties.width * tile_properties.scale,
base_y + tile_properties.height * tile_properties.scale
)
table.insert(LoadedObjects.Ladders,ladder)
elseif type == "ladder_platform_right" then
local ladder = Collision:new(
base_x + (tileProperties.width-4)* tileProperties.scale,
base_y + tileProperties.scale * 2,
base_x + tileProperties.width * tileProperties.scale,
base_y + tileProperties.height * tileProperties.scale
base_x + (tile_properties.width-4)* tile_properties.scale,
base_y + tile_properties.scale * 2,
base_x + tile_properties.width * tile_properties.scale,
base_y + tile_properties.height * tile_properties.scale
)
table.insert(LoadedObjects.Ladders,ladder)
local plat = Collision:new(
base_x,
base_y + tileProperties.scale * 2,
base_x + tileProperties.width * tileProperties.scale,
base_y + tileProperties.height/4 * tileProperties.scale + tileProperties.scale * 2
base_y + tile_properties.scale * 2,
base_x + tile_properties.width * tile_properties.scale,
base_y + tile_properties.height/4 * tile_properties.scale + tile_properties.scale * 2
)
table.insert(LoadedObjects.Platforms,plat)
@ -599,8 +599,8 @@ function TileCreateObjects()
local ladder = Collision:new(
base_x,
base_y,
base_x + tileProperties.scale * 4,
base_y + tileProperties.height * tileProperties.scale
base_x + tile_properties.scale * 4,
base_y + tile_properties.height * tile_properties.scale
)
table.insert(LoadedObjects.Ladders,ladder)
@ -609,17 +609,17 @@ function TileCreateObjects()
local ladder = Collision:new(
base_x,
base_y + tileProperties.scale * 2,
base_x + tileProperties.scale * 4,
base_y + tileProperties.height * tileProperties.scale
base_y + tile_properties.scale * 2,
base_x + tile_properties.scale * 4,
base_y + tile_properties.height * tile_properties.scale
)
table.insert(LoadedObjects.Ladders,ladder)
local plat = Collision:new(
base_x,
base_y + tileProperties.scale * 2,
base_x + tileProperties.width * tileProperties.scale,
base_y + tileProperties.height/4 * tileProperties.scale + tileProperties.scale * 2
base_y + tile_properties.scale * 2,
base_x + tile_properties.width * tile_properties.scale,
base_y + tile_properties.height/4 * tile_properties.scale + tile_properties.scale * 2
)
table.insert(LoadedObjects.Platforms,plat)
@ -628,9 +628,9 @@ function TileCreateObjects()
local hazard = Collision:new(
base_x,
base_y + tileProperties.height * 12/16 * tileProperties.scale,
base_x + tileProperties.width * tileProperties.scale,
base_y + tileProperties.height * tileProperties.scale
base_y + tile_properties.height * 12/16 * tile_properties.scale,
base_x + tile_properties.width * tile_properties.scale,
base_y + tile_properties.height * tile_properties.scale
)
table.insert(LoadedObjects.Hazards,hazard)
@ -641,7 +641,7 @@ function TileCreateObjects()
--CreateCollisionTable()
end
function AnimateTiles()
function animateTiles()
for _, Properties in pairs(TileData) do
if Properties ~= nil then
if Properties.animation ~= nil then
@ -661,40 +661,7 @@ function AnimateTiles()
end
end
function CreateCollisionTable()
-- init table
CollisionTable = {}
for j=0, 16*LevelGetTileHeight()-1 do
CollisionTable[j] = {}
for i=0, 16*LevelGetTileWidth()-1 do
CollisionTable[j][i] = false
end
end
for _, collision in pairs(LoadedObjects.Collisions) do
for ci=0, math.floor(collision.width)-1 do
for cj=0, math.floor(collision.height)-1 do
print(ci..","..cj)
CollisionTable[collision.from.y+cj][collision.from.x+ci] = true
end
end
end
end
function DrawColisionTable()
for j=1, #CollisionTable do
for i=1, #CollisionTable[j] do
if CollisionTable[j][i] then
love.graphics.setColor(0,1,0,1)
else
love.graphics.setColor(1,0,0,1)
end
love.graphics.points(i,j)
end
end
end
function DrawTile(tile,x,y,depth)
function drawTile(tile,x,y,depth)
local Properties = TileData[tile.id]
if Properties ~= nil then
@ -707,8 +674,8 @@ function DrawTile(tile,x,y,depth)
x,
y,
0,
tileProperties.scale,
tileProperties.scale
tile_properties.scale,
tile_properties.scale
)
end
elseif Properties.depth == depth then
@ -720,8 +687,8 @@ function DrawTile(tile,x,y,depth)
x,
y,
0,
tileProperties.scale,
tileProperties.scale
tile_properties.scale,
tile_properties.scale
)
end
else
@ -731,8 +698,8 @@ function DrawTile(tile,x,y,depth)
x,
y,
0,
tileProperties.scale,
tileProperties.scale
tile_properties.scale,
tile_properties.scale
)
end
end
@ -747,8 +714,8 @@ function DrawTile(tile,x,y,depth)
x,
y,
0,
tileProperties.scale,
tileProperties.scale
tile_properties.scale,
tile_properties.scale
)
else
love.graphics.draw(
@ -757,8 +724,8 @@ function DrawTile(tile,x,y,depth)
x,
y,
0,
tileProperties.scale,
tileProperties.scale
tile_properties.scale,
tile_properties.scale
)
end
end

View File

@ -1,4 +1,4 @@
function LocaleLoad(ISO639)
function loadLocale(ISO639)
local ISO639 = ISO639 or "ENG"
dofile("data/locale/"..ISO639..".lua")
dofile("data/dialog_sequences.lua")

View File

@ -8,17 +8,17 @@ function math.sign(x)
end
end
function Vector(init_x, init_y, final_x, final_y)
function vector(init_x, init_y, final_x, final_y)
local distance_x = final_x - init_x
local distance_y = final_y - init_y
return {distance_x, distance_y}
end
function GetVectorValue(vector)
function getVectorValue(vector)
return math.sqrt(vector[1] ^ 2 + vector[2] ^ 2)
end
function GetAngleFromVector(x,y)
function getAngleFromVector(x,y)
local reduce = 0
if x < 0 then
reduce = math.rad(180)

View File

@ -1,4 +1,4 @@
function MenuDraw(menu)
function drawMenu(menu)
local font = love.graphics.getFont()
love.graphics.setFont(LocaleFont)
@ -6,19 +6,19 @@ function MenuDraw(menu)
love.graphics.setScale()
if menu == "pause" then
MenuDrawPauseScreen()
drawMenuPauseScreen()
elseif menu == "dialog" then
MenuDrawDialog()
drawMenuDialog()
end
for _, element in pairs(UIElement) do
element:Draw()
element:draw()
end
love.graphics.setFont(font)
end
function MenuDrawPauseScreen()
function drawMenuPauseScreen()
-- Parameters
local pauseWidth = 640
local pauseHeight = 480
@ -32,10 +32,10 @@ function MenuDrawPauseScreen()
love.graphics.rectangle("fill", pauseX, pauseY, pauseWidth, pauseHeight)
end
function MenuDrawDialog()
function drawMenuDialog()
end
function MenuStep(menu)
function stepMenu(menu)
-- first get mouse
local mouse_x, mouse_y = love.mouse.getPosition()
for _, element in pairs(UIElement) do
@ -47,64 +47,64 @@ function MenuStep(menu)
end
if menu == 0 then
elseif menu == "pause" then
MenuStepPauseScreen()
stepMenuPauseScreen()
elseif menu == "dialog" then
MenuStepDialog()
stepMenuDialog()
end
end
function MenuStepPauseScreen()
function stepMenuPauseScreen()
if PauseResume:getVariable() == true then
PauseResume = nil
PauseOptions = nil
PauseExit = nil
MenuExit()
exitMenu()
elseif PauseExit:getVariable() == true then
love.event.quit()
end
end
function MenuStepDialog()
function stepMenuDialog()
if DialogContainer.value >= DialogContainer.target_value then
DialogContainer = nil
MenuExit()
exitMenu()
end
end
function MenuClear()
function clearMenu()
for _, element in pairs(UIElement) do
element = nil
end
UIElement = {}
end
function MenuExit(to)
MenuClear()
function exitMenu(to)
clearMenu()
local to = to or "no"
menu_type = to
end
function MenuInit(menu,parameter)
function initMenu(menu,parameter)
-- main menu
if menu == "pause" then
MenuInitPauseScreen()
initMenuPauseScreen()
elseif menu == "dialog" then
if parameter == nil then
parameter = DialogSequence.Example
end
MenuInitDialog(parameter)
initMenuDialog(parameter)
end
end
function MenuInitDialog(parameter)
function initMenuDialog(parameter)
DialogContainer = interfaceDialog:new()
DialogContainer:loadSequence(parameter)
end
function MenuInitPauseScreen()
function initMenuPauseScreen()
local buttonStandard = {width = 200, height = 30, separation = 10}
-- elements
PauseResume = interfaceButton:new(
PauseResume = InterfaceButton:new(
game.width/2,
game.height/2-buttonStandard.height-buttonStandard.separation,
buttonStandard.width,
@ -117,7 +117,7 @@ function MenuInitPauseScreen()
color2 = {1,1,1}
}
)
PauseOptions = interfaceButton:new(
PauseOptions = InterfaceButton:new(
game.width/2,
game.height/2,
buttonStandard.width,
@ -130,7 +130,7 @@ function MenuInitPauseScreen()
color2 = {1,1,1}
}
)
PauseExit = interfaceButton:new(
PauseExit = InterfaceButton:new(
game.width/2,
game.height/2+buttonStandard.height+buttonStandard.separation,
buttonStandard.width,

View File

@ -8,7 +8,7 @@ function Queue:new()
return o
end
function Queue:Enqueue(item)
function Queue:enqueue(item)
local elem = {item = item}
if self.head == nil then
self.head = elem
@ -22,12 +22,12 @@ function Queue:Enqueue(item)
return
end
function Queue:Empty()
function Queue:empty()
return self.tail == nil
end
function Queue:Dequeue()
if self:Empty() then
function Queue:dequeue()
if self:empty() then
return nil
end
@ -41,9 +41,9 @@ function Queue:Dequeue()
end
local tq1 = Queue:new()
tq1:Enqueue(5)
tq1:enqueue(5)
assert(tq1.head.item == 5)
assert(tq1:Dequeue() == 5)
assert(tq1:dequeue() == 5)
-- queue that keeps a rolling tally of its arguments
AvgQueue = {}
@ -58,7 +58,7 @@ function AvgQueue:new(n, initial)
local x = initial / n
for _ = 1,n do
o.queue:Enqueue(x)
o.queue:enqueue(x)
end
setmetatable(o, self)
@ -66,9 +66,9 @@ function AvgQueue:new(n, initial)
return o
end
function AvgQueue:Push(item)
function AvgQueue:push(item)
local x = item/self.n
self.avg = self.avg + x - self.queue:Dequeue()
self.queue:Enqueue(x)
self.avg = self.avg + x - self.queue:dequeue()
self.queue:enqueue(x)
return self.avg
end

View File

@ -1,5 +1,3 @@
-- data
require "data/animations"
require "data/shaders"

View File

@ -1,6 +1,6 @@
UIElement = {}
function AddElement(self)
function addElement(self)
table.insert(UIElement,self)
self.id = #UIElement
end

View File

@ -39,7 +39,7 @@ function InterfaceButton:new(x,y,w,h,table_values,value,style)
scale_proportion = 1.5
}
AddElement(o)
addElement(o)
setmetatable(o, self)
self.__index = self
@ -71,7 +71,7 @@ function InterfaceButton:checkMouse(mouse_x, mouse_y)
end
end
function InterfaceButton:Draw()
function InterfaceButton:draw()
local c1, c2, c3, a = love.graphics.getColor()
love.graphics.setColor(self.style.color[1],self.style.color[2],self.style.color[3],self.style.alpha)

View File

@ -29,7 +29,7 @@ function InterfaceDialog:new(style)
scale_proportion = 1
}
AddElement(o)
addElement(o)
setmetatable(o, self)
self.__index = self
@ -65,7 +65,7 @@ function InterfaceDialog:checkConfirm()
end
end
function InterfaceDialog:Draw()
function InterfaceDialog:draw()
local c1, c2, c3, a = love.graphics.getColor()
love.graphics.setColor(self.style.color[1],self.style.color[2],self.style.color[3],self.style.alpha)

View File

@ -1,6 +1,6 @@
DialogSequence = {}
dialog_sequence = {}
DialogSequence.Example = {
dialog_sequence.Example = {
{Locale.dialogue.example[1],Locale.name.fairy},
{Locale.dialogue.example[2],Locale.name.chaos},
{Locale.dialogue.example[3],Locale.name.life}

View File

@ -1,5 +1,5 @@
Shader = {}
Shader.RadiusGradient = love.graphics.newShader[[
shader = {}
shader.circle_gradient = love.graphics.newShader[[
uniform float pos_x;
uniform float pos_y;
uniform float range;

View File

@ -1,4 +1,4 @@
levelProperties = {
level_properties = {
pos = {
x = 0,
y = 0
@ -15,7 +15,7 @@ tileset = {
library = love.graphics.newImage("assets/tileset/library.png")
}
tileProperties = {
tile_properties = {
width = 16,
height = 16,
scale = 1,

View File

@ -1,15 +1,16 @@
function love.load()
logging = true
loveMemUsage = collectgarbage("count")
loveInitLog = "love: "..loveMemUsage.." kB, time: "..os.clock().." seconds"
arrow = 0
local love_mem_usage = collectgarbage("count")
local love_init_log = "love: "..love_mem_usage.." kB, time: "..os.clock().." seconds"
secs = 0
menu_type = "no"
debug = false
debug_collision = false
editor_mode = false
textScale = 1
text_size = 1
love.graphics.setColor(1,1,1)
@ -17,7 +18,7 @@ function love.load()
love.graphics.setDefaultFilter("nearest") -- good pixel
game = {
secondsSinceStart = 0,
seconds_since_start = 0,
scale = 2,
width = love.graphics.getWidth(),
height = love.graphics.getHeight(),
@ -29,28 +30,28 @@ function love.load()
fps_history = AvgQueue:new(30,60)
logPrint(loveInitLog)
loveInitLog = nil
logPrint(love_init_log)
love_init_log = nil
Camera.width = game.width
Camera.height = game.height
levelList = scandir("./data/levels")
levelNum = 1
currLevel = levelList[levelNum]
logPrint("currLevel: "..currLevel)
LoadedParticles = {}
LevelLoadTiles()
level_list = scandir("./data/levels")
level_current_num = 1
level_current = level_list[level_current_num]
logPrint("level_current: "..level_current)
loadLevelTiles()
language = "ENG"
LocaleLoad(language)
loadLocale(language)
gravity = 0.14
-- Debug and log stuff
memoryUsage, dtcount = 0, 0
memory_usage, dtcount = 0, 0
logPrint("mothback: "..collectgarbage("count").." kB, Loading time: "..os.clock().." seconds")
main_Player = Player:new(75,50)
main_player = Player:new(75,50)
--Kupo:new(100,150)
--Kupo:new(300,150)
@ -78,28 +79,28 @@ function love.update(dt)
-- audio update
love.audio.update()
-- fps counter
fps_current = fps_history:Push(1/dt)
fps_current = fps_history:push(1/dt)
current_dt = dt
game.secondsSinceStart = game.secondsSinceStart + dt
game.seconds_since_start = game.seconds_since_start + dt
if DemoRecording or DemoPlayback then Demo:step() end
-- things per second
dtcount = dtcount + dt
game.seconds_since_start = game.seconds_since_start + dt
if dtcount >= 1 then
if secs == nil then secs = 0 end
secs = secs + 1
dtcount = dtcount - 1
if debug or logging then
memoryUsage = math.floor(collectgarbage("count"))
memory_usage = math.floor(collectgarbage("count"))
end
logWrite("Second "..secs..": "..memoryUsage.." kB")
logWrite("Second "..secs..": "..memory_usage.." kB")
end
if Prompt.active_prompt then
-- try to stop the keypress that closed the menu from spilling into the rest of the game
Keybind:CheckPressed(Keybind.menu.pause)
Keybind:checkPressed(Keybind.menu.pause)
if Prompt.active_prompt.closing then
Prompt.active_prompt = nil
else
@ -107,7 +108,7 @@ function love.update(dt)
end
return
end
if love.keyboard.isDown("f7") then
local test_prompt = Prompt:new({
name = "test prompt",
@ -119,17 +120,17 @@ function love.update(dt)
end
--keypressed
if Keybind:CheckPressed(Keybind.menu.pause) then
if Keybind:checkPressed(Keybind.menu.pause) then
if do_pause then
do_pause = false
else
menu_type = "pause"
MenuInit(menu_type)
initMenu(menu_type)
end
end
--MenuStep
if menu_type ~= nil then MenuStep(menu_type) end
if menu_type ~= nil then stepMenu(menu_type) end
--editor
if editor_mode then
@ -161,12 +162,12 @@ function love.draw()
drawGame()
end
if menu_type ~= nil then MenuDraw(menu_type) end
if menu_type ~= nil then drawMenu(menu_type) end
love.graphics.print(game.scale,10,40)
if DemoRecording or DemoPlayback then Demo:draw() end
if Prompt.active_prompt then
Prompt.active_prompt:draw()
end