naming convention for most stuff but not all
This commit is contained in:
parent
c978855711
commit
cef2096577
@ -1,6 +1,6 @@
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Animation = {}
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function Animation:New(anim_data)
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function Animation:new(anim_data)
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local o = {}
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o.path = anim_data.path
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@ -14,17 +14,17 @@ function Animation:New(anim_data)
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return o
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end
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function Animation:ChangeTo(anim_data)
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function Animation:change(anim_data)
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if anim_data.path == self.path
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then
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return self
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else
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return Animation:New(anim_data)
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return Animation:new(anim_data)
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end
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end
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-- to manually handle what frame
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function Animation:DrawFrame(frame, x, y, rotate, sx, sy)
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function Animation:drawFrame(frame, x, y, rotate, sx, sy)
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if frame > #self.frames then
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frame = #self.frames
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end
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@ -43,7 +43,7 @@ function Animation:DrawFrame(frame, x, y, rotate, sx, sy)
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end
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-- to linearly animate
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function Animation:Animate()
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function Animation:animate()
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if self.frames[self.frame] ~= 0 then
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-- try to animate
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self.subframe = self.subframe + current_dt
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@ -61,7 +61,7 @@ function Animation:Animate()
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end
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-- to draw the current frame
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function Animation:Draw(x, y, rotate, sx, sy)
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function Animation:draw(x, y, rotate, sx, sy)
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local x = x or 0
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local y = y or 0
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local sx = sx or 1
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@ -33,7 +33,7 @@ function Camera:confineTo(box)
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self.pos.x = math.max(self.pos.x, box.from.x)
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end
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function Camera:ConfineToLevel()
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function Camera:confineToLevel()
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self.pos.x = math.max(0,math.min(self.pos.x,LevelData.Width-self.width/game.scale))
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self.pos.y = math.max(0,math.min(self.pos.y,LevelData.Height-self.height/game.scale))
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end
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@ -1,6 +1,6 @@
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Canvas = {class = "Canvas"}
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function Canvas:New(name)
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function Canvas:new(name)
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local o = {}
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o.name = name
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o.width = game.width/game.scale
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@ -12,12 +12,12 @@ function Canvas:New(name)
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return o
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end
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function Canvas:Recreate()
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function Canvas:recreate()
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self.canvas:release()
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self.canvas = love.graphics.newCanvas(self.width,self.height)
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end
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function Canvas:Reset()
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function Canvas:reset()
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love.graphics.setCanvas(self.canvas)
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love.graphics.setBlendMode("replace")
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love.graphics.setColor(0,0,0,0)
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@ -31,18 +31,18 @@ function Canvas:Reset()
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love.graphics.setCanvas()
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end
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function Canvas:DrawingStart()
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self:Reset()
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function Canvas:startDrawing()
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self:reset()
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love.graphics.setCanvas(self.canvas)
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end
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function Canvas:DrawingEnd()
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function Canvas:endDrawing()
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love.graphics.setCanvas()
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love.graphics.setBlendMode("alpha")
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love.graphics.setColor(1,1,1,1)
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end
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function Canvas:Draw()
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function Canvas:draw()
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love.graphics.draw(self.canvas)
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end
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@ -1,6 +1,6 @@
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Canvas.Darkness = Canvas:New("Darkness")
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Canvas.Darkness = Canvas:new("Darkness")
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function Canvas.Darkness:Reset()
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function Canvas.Darkness:reset()
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love.graphics.setCanvas(Canvas.Darkness.canvas)
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love.graphics.setBlendMode("replace")
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love.graphics.setColor(0,0,0,0.95)
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@ -30,7 +30,7 @@ LoadedObjects.Rooms = {}
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--]]
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-- can also be called with only ox and oy, where they become the width and height instead
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function Collision:New(ox,oy,tx,ty)
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function Collision:new(ox,oy,tx,ty)
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local o = {isColliding = false, isDisabled = false}
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if tx ~= nil and ty ~= nil then
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@ -55,28 +55,28 @@ end
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function Collision:CenterAt(x, y)
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function Collision:centerAt(x, y)
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self.from.x = x-self.width/2
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self.from.y = y-self.height/2
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self.to.x = x+self.width/2
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self.to.y = y+self.height/2
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end
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function Collision:PlaceAt(x, y)
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function Collision:placeAt(x, y)
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self.from.x = x or self.from.x
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self.from.y = y or self.from.y
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self.to.x = self.from.x + self.width
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self.to.y = self.from.x + self.height
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end
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function Collision:ContainsPoint(x, y)
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function Collision:containsPoint(x, y)
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return x >= self.from.x and
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y >= self.from.y and
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x <= self.to.x and
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y <= self.to.y
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end
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function Collision:Draw(color)
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function Collision:draw(color)
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if self.isColliding == true then
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love.graphics.setColor(0,1,0,0.5)
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elseif color == 1 then
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@ -88,10 +88,3 @@ function Collision:Draw(color)
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love.graphics.setColor(0,1,90,0.5)
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love.graphics.rectangle("line",self.from.x-Camera.pos.x, self.from.y-Camera.pos.y, self.width, self.height)
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end
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function DrawRooms()
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for _, room in pairs(LoadedObjects.Rooms) do
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love.graphics.setColor(0,0,100,1)
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love.graphics.rectangle("line",room.from.x-Camera.pos.x, room.from.y-Camera.pos.y, room.width, room.height)
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end
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end
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@ -1,4 +1,4 @@
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function DebugUI()
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function debugUI()
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love.graphics.setScale()
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local mouse_x, mouse_y = love.mouse.getPosition()
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@ -26,19 +26,19 @@ function DebugUI()
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love.graphics.setColor(1,0,0)
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end
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function DebugColisions()
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function debugColisions()
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love.graphics.setScale(game.scale)
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-- DrawColisionTable()
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LoadedObjects.DrawCollisions()
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LoadedObjects.drawCollisions()
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end
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function DebugEntities()
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function debugEntities()
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love.graphics.setScale(game.scale)
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for _, particle in pairs(LoadedParticles) do
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particle:Debug()
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particle:debug()
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end
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for _, enty in pairs(LoadedObjects.Entities) do
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enty:Debug()
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enty:debug()
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end
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end
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@ -4,7 +4,7 @@ DemoRecording = false
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DemoAction = nil -- Table of actions
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CurrentDemoFrame = nil
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function Demo:Draw()
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function Demo:draw()
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if DemoRecording then
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love.graphics.setColor(1,0,0,1)
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elseif DemoPlayback then
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@ -13,18 +13,18 @@ function Demo:Draw()
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love.graphics.rectangle("line",0,0,game.width ,game.height)
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end
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function Demo:PlaybackStart()
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function Demo:startPlayback()
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DemoPlayback = true
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CurrentDemoFrame = 0
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dofile("demos/play_demo.lua")
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end
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function Demo:PlaybackEnd()
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function Demo:endPlayback()
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DemoPlayback = false
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DemoAction = nil
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end
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function Demo:RecordAction(action)
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function Demo:recordAction(action)
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if DemoRecording
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and action ~= nil
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then
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@ -32,7 +32,7 @@ function Demo:RecordAction(action)
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end
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end
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function Demo:RecordStart()
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function Demo:startRecord()
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-- Make demo stuff
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os.execute( "mkdir \"./demos\"" )
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DemoFile = io.open("demos/play_demo.lua", "w+")
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@ -44,14 +44,14 @@ function Demo:RecordStart()
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CurrentDemoFrame = 1
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end
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function Demo:RecordEnd()
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function Demo:endRecord()
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DemoFile:write("}\n}")
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DemoFile:close()
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DemoFile = nil
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DemoRecording = false
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end
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function Demo:Step()
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function Demo:step()
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if DemoRecording then
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if CurrentDemoFrame == 1 then
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DemoFile:write("\t{")
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@ -59,7 +59,7 @@ function Demo:Step()
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DemoFile:write("},\n\t{")
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end
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elseif DemoPlayback then
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if DemoAction[CurrentDemoFrame + 1] == nil then Demo:PlaybackEnd() end
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if DemoAction[CurrentDemoFrame + 1] == nil then Demo:endPlayback() end
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end
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CurrentDemoFrame = CurrentDemoFrame + 1
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end
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@ -1,7 +1,7 @@
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assert(editor == nil)
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editor = { room_mode = false }
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function EditorStep()
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function stepEditor()
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palette = palette or false
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AnimateTiles()
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if Keybind:CheckPressed(Keybind.editor.room_mode) then
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@ -74,7 +74,7 @@ function EditorStep()
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end
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end
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function EditorScroll(y)
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function scrollEditor(y)
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if palette then
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if love.keyboard.isDown("lshift") then
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palette_scroll_y = palette_scroll_y + y
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@ -87,23 +87,23 @@ function EditorScroll(y)
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end
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end
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function EditorDraw()
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GameworldDrawPrepare()
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GameworldDrawBackground()
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GridDisplay()
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GameworldDrawForeground()
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GameworldDrawEnd()
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EditorDoEdit()
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function drawEditor()
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startGameworldDraw()
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drawGameworldBackground()
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drawGridDisplay()
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drawGameworldForeground()
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endGameworldDraw()
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doEditorEdit()
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DrawRooms()
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drawEditorRooms()
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drawSelectingPaletteTile()
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DrawSelectingPaletteTile()
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if palette then
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EditorDoPalette()
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doEditorPalette()
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end
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end
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function EditorDoEdit()
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function doEditorEdit()
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local mouse_x = love.mouse.getX()
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local mouse_y = love.mouse.getY()
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local horizontal = 1+math.floor(((mouse_x/game.scale) / tileProperties.width) + (Camera.pos.x / tileProperties.width))
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@ -145,7 +145,7 @@ function EditorDoEdit()
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end
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end
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if #editor.room_points == 2 then
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table.insert(LoadedObjects.Rooms, Collision:New(r[1].x,r[1].y,r[2].x,r[2].y))
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table.insert(LoadedObjects.Rooms, Collision:new(r[1].x,r[1].y,r[2].x,r[2].y))
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editor.room_points = {}
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end
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if editor.room_mode == "delete" then
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@ -180,7 +180,7 @@ function EditorDoEdit()
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end
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end
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function DrawSelectingPaletteTile()
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function drawSelectingPaletteTile()
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if selecting_tile ~= nil and selecting_tile ~= 0 then
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local mouse_x = love.mouse.getX()
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@ -199,7 +199,7 @@ function DrawSelectingPaletteTile()
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end
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end
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function EditorDoPalette()
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function doEditorPalette()
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local width = LevelData.tileset:getPixelWidth()/tileProperties.width
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local height = LevelData.tileset:getPixelHeight()/tileProperties.height
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@ -279,3 +279,11 @@ function EditorDoPalette()
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1 + LevelData.tileset:getPixelHeight()* ((tileProperties.height+1) / tileProperties.height)
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)
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end
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function drawEditorRooms()
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for _, room in pairs(LoadedObjects.Rooms) do
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love.graphics.setColor(0,0,100,1)
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love.graphics.rectangle("line",room.from.x-Camera.pos.x, room.from.y-Camera.pos.y, room.width, room.height)
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end
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end
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@ -1,7 +1,7 @@
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Arrow = Entity:New()
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Arrow = Entity:new()
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function Arrow:New(x,y,rotation,speed)
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local o = Entity:New(x,y)
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function Arrow:new(x,y,rotation,speed)
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local o = Entity:new(x,y)
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o.type = "arrow"
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@ -17,9 +17,9 @@ function Arrow:New(x,y,rotation,speed)
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o.illuminated = true
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-- animations
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o.body = Animation:New(animation.kupo.arrow)
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o.body = Animation:new(animation.kupo.arrow)
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o.boxCollision = {
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o.box = {
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from = {x = -0.5, y = -0.5}, --gameworld pixels
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to = {x = 0.5, y = 0.5} -- gameworld pixels
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}
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@ -32,11 +32,11 @@ function Arrow:New(x,y,rotation,speed)
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return o
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end
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function Arrow:DrawBackground()
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self:Draw(self.body)
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function Arrow:drawBackground()
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self:draw(self.body)
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end
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function Arrow:DoPhysics()
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function Arrow:doPhysics()
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if not self:isCollidingAt(self.pos.x + self.vel.x, self.pos.y, LoadedObjects.Collisions) then
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self.pos.x = self.pos.x + self.vel.x
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else
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@ -1,7 +1,7 @@
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CursedBook = Entity:New()
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CursedBook = Entity:new()
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function CursedBook:New(x,y)
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local o = Entity:New(x,y)
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function CursedBook:new(x,y)
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local o = Entity:new(x,y)
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o.type = "cursed_book"
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-- behaviour
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@ -20,14 +20,14 @@ function CursedBook:New(x,y)
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o.attack_range = 50
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-- animations
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o.body = Animation:New(animation.cursed_book.spawn)
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o.body = Animation:new(animation.cursed_book.spawn)
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o.sprite_tint = {0.7,0.7,0.7}
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o:centerOffset(o.body)
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o:getBoundingBox(o.body)
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o:createBox(o.body)
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-- light
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o.light_range = 500
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o.light = Light:New(o.pos.x,o.pos.y,o.light_range,2,HEX2RGB("#fe00d1"))
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o.light = Light:new(o.pos.x,o.pos.y,o.light_range,2,HEX2RGB("#fe00d1"))
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table.insert(LoadedObjects.Entities,o)
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o.id = #LoadedObjects.Entities
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@ -37,7 +37,7 @@ function CursedBook:New(x,y)
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return o
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end
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function CursedBook:Smart()
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function CursedBook:doLogic()
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self.target.x = main_Player.pos.x - main_Player.target_offset.x
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self.target.y = main_Player.pos.y - main_Player.target_offset.y
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local distance_x = self.target.x - self.pos.x
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@ -66,7 +66,7 @@ function CursedBook:Smart()
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end
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end
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function CursedBook:HandleAnimation()
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function CursedBook:handleAnimation()
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if self.status == 1 then
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if self.body.path == "assets/entities/cursed_book/spawn" then
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self.body.speed = 1/3
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@ -74,7 +74,7 @@ function CursedBook:HandleAnimation()
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self.sprite_tint = {tint,tint,tint}
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if self.body.frame == self.body.frames then
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self.status = 2
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self.body = self.body:ChangeTo(animation.cursed_book.flying)
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self.body = self.body:change(animation.cursed_book.flying)
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self.sprite_tint = {1,1,1}
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--self:getBoundingBox(self.body,2,2,-2,-2)
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self:centerOffset(self.body)
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@ -82,21 +82,21 @@ function CursedBook:HandleAnimation()
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end
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elseif self.status == 3 then
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if self.body.path == "assets/entities/cursed_book/flying" then
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self.body = self.body:ChangeTo(animation.cursed_book.attack_transition)
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self.body = self.body:change(animation.cursed_book.attack_transition)
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self.body.speed = 1/3
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self:centerOffset(self.body)
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if self.body.frame == self.body.frames then
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self.status = 4
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self.body = self.body:ChangeTo(animation.cursed_book.attack_loop)
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self.body = self.body:change(animation.cursed_book.attack_loop)
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self:centerOffset(self.body)
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end
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end
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end
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self.body:Animate()
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self:Draw(self.body)
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self.body:animate()
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self:draw(self.body)
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end
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function CursedBook:DoPhysics()
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function CursedBook:doPhysics()
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if self.isFlying then
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local random_x = math.random(-4, 4)/100
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local random_y = math.random(-4, 4)/100
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@ -105,11 +105,11 @@ function CursedBook:DoPhysics()
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end
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-- move
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self:CollisionMove()
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self:LightAdjust()
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||||
self:moveWithCollision()
|
||||
self:adjustLight()
|
||||
end
|
||||
|
||||
function CursedBook:Debug()
|
||||
function CursedBook:debug()
|
||||
-- draw center GREEN
|
||||
love.graphics.setColor(0,1,0)
|
||||
love.graphics.circle("line", -Camera.pos.x + self.pos.x, -Camera.pos.y + self.pos.y, self.spawn_range)
|
||||
|
@ -1,20 +1,20 @@
|
||||
Decoration = Entity:New()
|
||||
Decoration = Entity:new()
|
||||
|
||||
function Decoration:New(x,y,animation,lightRange)
|
||||
local o = Entity:New(x,y)
|
||||
function Decoration:new(x,y,animation,light_radius)
|
||||
local o = Entity:new(x,y)
|
||||
|
||||
o.type = "decoration"
|
||||
|
||||
o.pos = {x = x, y = y}
|
||||
|
||||
-- animations
|
||||
o.body = Animation:New(animation)
|
||||
o.body = Animation:new(animation)
|
||||
o:centerOffset(o.body)
|
||||
o:getBoundingBox(o.body)
|
||||
o:createBox(o.body)
|
||||
|
||||
if lightRange ~= nil then
|
||||
o.lightRange = lightRange
|
||||
o.light = Light:New(o.pos.x,o.pos.y,o.lightRange)
|
||||
if light_radius ~= nil then
|
||||
o.light_radius = light_radius
|
||||
o.light = Light:new(o.pos.x,o.pos.y,o.light_radius)
|
||||
end
|
||||
|
||||
table.insert(LoadedObjects.Entities,o)
|
||||
@ -25,10 +25,10 @@ function Decoration:New(x,y,animation,lightRange)
|
||||
return o
|
||||
end
|
||||
|
||||
function Decoration:HandleAnimation()
|
||||
self.body:Animate()
|
||||
self:Draw(self.body)
|
||||
function Decoration:handleAnimation()
|
||||
self.body:animate()
|
||||
self:draw(self.body)
|
||||
end
|
||||
|
||||
function Decoration:DoPhysics()
|
||||
function Decoration:doPhysics()
|
||||
end
|
||||
|
@ -1,7 +1,7 @@
|
||||
Fairy = Entity:New()
|
||||
Fairy = Entity:new()
|
||||
|
||||
function Fairy:New(x,y)
|
||||
local o = Entity:New(x,y)
|
||||
function Fairy:new(x,y)
|
||||
local o = Entity:new(x,y)
|
||||
|
||||
o.type = "fairy"
|
||||
|
||||
@ -14,13 +14,13 @@ function Fairy:New(x,y)
|
||||
o.hover_distance = 60
|
||||
|
||||
-- animations
|
||||
o.body = Animation:New(animation.fairy.flying)
|
||||
o.body = Animation:new(animation.fairy.flying)
|
||||
o:centerOffset(o.body)
|
||||
o:getBoundingBox(o.body)
|
||||
o:createBox(o.body)
|
||||
|
||||
-- light
|
||||
o.light_range = 80
|
||||
o.light = Light:New(o.pos.x,o.pos.y,o.light_range,nil,HEX2RGB("#fed100"))
|
||||
o.light_radius = 80
|
||||
o.light = Light:new(o.pos.x,o.pos.y,o.light_radius,nil,HEX2RGB("#fed100"))
|
||||
|
||||
-- timer
|
||||
o.particle_timer = 0
|
||||
@ -34,9 +34,9 @@ function Fairy:New(x,y)
|
||||
return o
|
||||
end
|
||||
|
||||
function Fairy:Smart()
|
||||
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
|
||||
@ -85,31 +85,31 @@ function Fairy:Smart()
|
||||
speed = 0.8*(distance/50),
|
||||
speed_increase = -0.01,
|
||||
}
|
||||
Particle:New(self.pos.x,self.pos.y,particle_data)
|
||||
Particle:new(self.pos.x,self.pos.y,particle_data)
|
||||
end
|
||||
end
|
||||
|
||||
function Fairy:HandleAnimation()
|
||||
self.body:Animate()
|
||||
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
|
||||
self:Draw(self.body)
|
||||
self:draw(self.body)
|
||||
end
|
||||
|
||||
function Fairy:DoPhysics()
|
||||
function Fairy:doPhysics()
|
||||
local random_x = math.random(-4, 4)/10
|
||||
local random_y = math.random(-4, 4)/10
|
||||
|
||||
self.vel.x = self.vel.x + random_x
|
||||
self.vel.y = self.vel.y + random_y
|
||||
|
||||
self:CollisionMove()
|
||||
self:moveWithCollision()
|
||||
self.vel.x = 0
|
||||
self.vel.y = 0
|
||||
|
||||
self:LightAdjust()
|
||||
self:adjustLight()
|
||||
end
|
||||
|
||||
function Fairy:Debug()
|
||||
Entity.Debug(self)
|
||||
self:CheckVisionLineDebug(main_Player,self.vision_range)
|
||||
function Fairy:debug()
|
||||
Entity.debug(self)
|
||||
self:checkVisionLineDebug(main_Player,self.vision_range)
|
||||
end
|
||||
|
@ -1,16 +1,16 @@
|
||||
HookAnchor = Entity:New()
|
||||
HookAnchor = Entity:new()
|
||||
|
||||
function HookAnchor:New(x,y,hookDistance)
|
||||
local o = Entity:New(x,y)
|
||||
function HookAnchor:new(x,y,hookDistance)
|
||||
local o = Entity:new(x,y)
|
||||
|
||||
o.type = "hook_anchor"
|
||||
|
||||
o.pos = {x = x, y = y}
|
||||
o.hookDistance = hookDistance or 100
|
||||
-- animations
|
||||
o.body = Animation:New(animation.fairy.flying)
|
||||
o.body = Animation:new(animation.fairy.flying)
|
||||
o:centerOffset(o.body)
|
||||
o:getBoundingBox(o.body)
|
||||
o:createBox(o.body)
|
||||
|
||||
|
||||
table.insert(LoadedObjects.Entities,o)
|
||||
@ -21,13 +21,13 @@ function HookAnchor:New(x,y,hookDistance)
|
||||
return o
|
||||
end
|
||||
|
||||
function HookAnchor:HandleAnimation()
|
||||
self.body:Animate()
|
||||
self:Draw(self.body)
|
||||
function HookAnchor:handleAnimation()
|
||||
self.body:animate()
|
||||
self:draw(self.body)
|
||||
end
|
||||
|
||||
function HookAnchor:DrawBackground()
|
||||
Entity.DrawBackground(self)
|
||||
function HookAnchor:drawBackground()
|
||||
Entity.drawBackground(self)
|
||||
love.graphics.setColor(1,1,1,0)
|
||||
love.graphics.circle(
|
||||
"fill",
|
||||
@ -37,10 +37,10 @@ function HookAnchor:DrawBackground()
|
||||
)
|
||||
end
|
||||
|
||||
function HookAnchor:DoPhysics()
|
||||
function HookAnchor:doPhysics()
|
||||
end
|
||||
|
||||
|
||||
function Fairy:Debug()
|
||||
Entity.Debug(self)
|
||||
function Fairy:debug()
|
||||
Entity.debug(self)
|
||||
end
|
||||
|
@ -1,7 +1,7 @@
|
||||
Kupo = Entity:New()
|
||||
Kupo = Entity:new()
|
||||
|
||||
function Kupo:New(x,y)
|
||||
local o = Entity:New(x,y)
|
||||
function Kupo:new(x,y)
|
||||
local o = Entity:new(x,y)
|
||||
|
||||
o.type = "kupo"
|
||||
|
||||
@ -12,8 +12,8 @@ function Kupo:New(x,y)
|
||||
o.sprite_offset = {x = 8, y = 5}
|
||||
|
||||
-- animations
|
||||
o.body = Animation:New(animation.kupo.body)
|
||||
o.bow = Animation:New(animation.kupo.bow)
|
||||
o.body = Animation:new(animation.kupo.body)
|
||||
o.bow = Animation:new(animation.kupo.bow)
|
||||
|
||||
-- bow
|
||||
o.bow_flip = 1
|
||||
@ -27,8 +27,8 @@ function Kupo:New(x,y)
|
||||
o.bow_aim_frames = 8
|
||||
o.hostile = true
|
||||
|
||||
o.lightRange = o.range/2
|
||||
o.light = Light:New(o.pos.x,o.pos.y,o.lightRange)
|
||||
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
|
||||
@ -38,9 +38,8 @@ function Kupo:New(x,y)
|
||||
return o
|
||||
end
|
||||
|
||||
function Kupo:Smart()
|
||||
self.light.pos.x = self.pos.x-self.target_offset.x
|
||||
self.light.pos.y = self.pos.y-self.target_offset.y
|
||||
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
|
||||
@ -89,7 +88,7 @@ function Kupo:Smart()
|
||||
if self.bow_aim_frame > self.bow_aim_frames then
|
||||
self.bow_aim_frame = self.bow_aim_frame - self.bow_aim_frames
|
||||
self.bow_frame = self.bow_frame + 1
|
||||
Arrow:New(self.pos.x,self.pos.y,self.bow_rotation,10)
|
||||
Arrow:new(self.pos.x,self.pos.y,self.bow_rotation,10)
|
||||
end
|
||||
else
|
||||
self.bow_frame = self.bow_frame + 1
|
||||
@ -130,7 +129,7 @@ function Kupo:Smart()
|
||||
self.angle = angle
|
||||
end
|
||||
|
||||
function Kupo:HandleAnimation()
|
||||
function Kupo:handleAnimation()
|
||||
local distance_x = self.target.x - self.pos.x
|
||||
local distance_y = self.target.y - self.pos.y
|
||||
|
||||
@ -143,11 +142,11 @@ function Kupo:HandleAnimation()
|
||||
-- flip sprite to look in the direction is moving
|
||||
if self.vel.x ~= 0 then self.sprite_flip.x = math.sign(self.vel.x) end
|
||||
|
||||
self.body:Animate()
|
||||
self.body:animate()
|
||||
self:Draw(self.body)
|
||||
|
||||
if self.draw_bow == true then
|
||||
self.bow:DrawFrame(
|
||||
self.bow:drawFrame(
|
||||
math.min(self.bow_frame,self.bow_frames),
|
||||
self.pos.x + ( 8 * math.sin(self.bow_rotation)),
|
||||
self.pos.y + (2 - 6 * math.cos(self.bow_rotation)),
|
||||
@ -156,6 +155,6 @@ function Kupo:HandleAnimation()
|
||||
end
|
||||
end
|
||||
|
||||
function Kupo:DoPhysics()
|
||||
self:CollisionMove()
|
||||
function Kupo:doPhysics()
|
||||
self:moveWithCollision()
|
||||
end
|
||||
|
@ -1,8 +1,8 @@
|
||||
Particle = Entity:New()
|
||||
Particle = Entity:new()
|
||||
LoadedObjects.Particles = {}
|
||||
|
||||
function Particle:New(x,y,particle_data)
|
||||
local o = Entity:New(x,y)
|
||||
function Particle:new(x,y,particle_data)
|
||||
local o = Entity:new(x,y)
|
||||
|
||||
o.pos = {x = x, y = y}
|
||||
|
||||
@ -29,17 +29,17 @@ function Particle:New(x,y,particle_data)
|
||||
o.speed_increase = particle_data.speed_increase or 0
|
||||
|
||||
if particle_data.light ~= nil then
|
||||
o.lightRange = particle_data.light
|
||||
o.light_range = particle_data.light
|
||||
local flicker = particle_data.light_flicker or nil
|
||||
local color = particle_data.light_color or nil
|
||||
o.light = Light:New(o.pos.x,o.pos.y,o.lightRange,flicker,color)
|
||||
o.light = Light:new(o.pos.x,o.pos.y,o.light_range,flicker,color)
|
||||
end
|
||||
|
||||
-- animations
|
||||
if particle_data.animation ~= nil then
|
||||
o.body = Animation:New(particle_data.animation)
|
||||
o.body = Animation:new(particle_data.animation)
|
||||
o:centerOffset(o.body)
|
||||
o:getBoundingBox(o.body)
|
||||
o:createBox(o.body)
|
||||
if not o.animation_active then
|
||||
o.body.speed = 0
|
||||
end
|
||||
@ -53,9 +53,9 @@ function Particle:New(x,y,particle_data)
|
||||
return o
|
||||
end
|
||||
|
||||
function Particle:Kill()
|
||||
function Particle:kill()
|
||||
if self.light ~= nil then
|
||||
self.light:Kill()
|
||||
self.light:kill()
|
||||
end
|
||||
if self.id ~= nil then
|
||||
for _, e in pairs(LoadedObjects.Particles) do
|
||||
@ -68,21 +68,21 @@ function Particle:Kill()
|
||||
self = nil
|
||||
end
|
||||
|
||||
function Particle:HandleAnimation()
|
||||
function Particle:handleAnimation()
|
||||
self.timer = self.timer + current_dt
|
||||
self.sprite_alpha = self.sprite_alpha_base*(self.time-self.timer)/self.time
|
||||
if self.light ~= nil then
|
||||
self:LightAdjust()
|
||||
self.light.range = self.lightRange * self.sprite_alpha/2
|
||||
self:adjustLight()
|
||||
self.light.range = self.light_range * self.sprite_alpha/2
|
||||
end
|
||||
if self.sprite_alpha < 0 then self:Kill() end
|
||||
if self.sprite_alpha < 0 then self:kill() end
|
||||
if self.body ~= nil then
|
||||
self.body:Animate()
|
||||
self:Draw(self.body)
|
||||
self.body:animate()
|
||||
self:draw(self.body)
|
||||
end
|
||||
end
|
||||
|
||||
function Particle:DoPhysics()
|
||||
function Particle:doPhysics()
|
||||
-- adjust speed
|
||||
if self.speed_increase ~= 0 then
|
||||
self.speed = self.speed + self.speed_increase
|
||||
@ -90,10 +90,10 @@ function Particle:DoPhysics()
|
||||
self.vel.y = self.speed * math.sin(self.direction)
|
||||
end
|
||||
-- move
|
||||
self:CollisionMove()
|
||||
self:moveWithCollision()
|
||||
end
|
||||
|
||||
function Particle:Debug()
|
||||
function Particle:debug()
|
||||
-- draw center CYAN
|
||||
love.graphics.setColor(0,1,1)
|
||||
love.graphics.circle("fill", -Camera.pos.x + self.pos.x, -Camera.pos.y + self.pos.y, 1)
|
||||
|
@ -1,7 +1,7 @@
|
||||
Player = Entity:New()
|
||||
Player = Entity:new()
|
||||
|
||||
function Player:New(x,y)
|
||||
local o = Entity:New(x,y)
|
||||
function Player:new(x,y)
|
||||
local o = Entity:new(x,y)
|
||||
|
||||
o.type = "player"
|
||||
-- physics
|
||||
@ -43,7 +43,7 @@ function Player:New(x,y)
|
||||
o.walljumpFriction = 0.3 -- gameworld pixels
|
||||
|
||||
-- light values
|
||||
o.lightRange = 40 -- screen pixels
|
||||
o.light_radius = 40 -- screen pixels
|
||||
|
||||
-- status
|
||||
o.canJump = true
|
||||
@ -69,13 +69,13 @@ function Player:New(x,y)
|
||||
|
||||
-- sprite
|
||||
o.target_offset = {x = 0, y = 0}
|
||||
o.body = Animation:New(animation.nancy.idle)
|
||||
o.mask = Animation:New(animation.moth_mask.idle)
|
||||
o.body = Animation:new(animation.nancy.idle)
|
||||
o.mask = Animation:new(animation.moth_mask.idle)
|
||||
o:centerOffset(o.body)
|
||||
o:getBoundingBox(o.body,0,3,-1,-3)
|
||||
o:createBox(o.body,0,3,-1,-3)
|
||||
|
||||
-- lights
|
||||
o.light = Light:New(o.pos.x,o.pos.y,o.lightRange)
|
||||
o.light = Light:new(o.pos.x,o.pos.y,o.light_radius)
|
||||
|
||||
table.insert(LoadedObjects.Entities,o)
|
||||
o.id = #LoadedObjects.Entities
|
||||
@ -85,8 +85,8 @@ function Player:New(x,y)
|
||||
return o
|
||||
end
|
||||
|
||||
function Player:Smart()
|
||||
self:LightAdjust(self.target_offset.x,self.target_offset.y)
|
||||
function Player:doLogic()
|
||||
self:adjustLight(self.target_offset.x,self.target_offset.y)
|
||||
|
||||
-- reset coyoteValue
|
||||
if self.isOnGround then
|
||||
@ -134,7 +134,7 @@ function Player:Smart()
|
||||
if self.dashCooldownTimer == 0
|
||||
and not self.isDashing
|
||||
and self.dashCount > 0 then
|
||||
self:Unhook()
|
||||
self:unhook()
|
||||
|
||||
-- state player
|
||||
self.isDashing = true
|
||||
@ -164,9 +164,9 @@ function Player:Smart()
|
||||
|
||||
if self.canHook and Keybind:CheckPressed(Keybind.move.hook) then
|
||||
if self.isHooked then
|
||||
self:Unhook()
|
||||
self:unhook()
|
||||
else
|
||||
local anchor = self:CheckNearest("hook_anchor",self.hookDistance)
|
||||
local anchor = self:checkNearest("hook_anchor",self.hookDistance)
|
||||
if anchor then
|
||||
self.isHooked = true
|
||||
self.hookDistance = anchor.hookDistance
|
||||
@ -179,7 +179,7 @@ function Player:Smart()
|
||||
end
|
||||
end
|
||||
|
||||
function Player:DoPhysics()
|
||||
function Player:doPhysics()
|
||||
if self.dashTimer <= 0 then
|
||||
if self.isOnGround then
|
||||
self.vel.x = self.vel.x * (1-self.groundFriction)
|
||||
@ -219,7 +219,7 @@ function Player:DoPhysics()
|
||||
y = self.sprite_flip.y
|
||||
}
|
||||
}
|
||||
Particle:New(self.pos.x,self.pos.y,particle_data)
|
||||
Particle:new(self.pos.x,self.pos.y,particle_data)
|
||||
self.dashCooldownTimer = self.dashCooldownTime
|
||||
-- dash movement
|
||||
self.vel.x = self.dashSpeed * math.cos(self.dashDirection)
|
||||
@ -252,7 +252,7 @@ function Player:DoPhysics()
|
||||
y = self.sprite_flip.y
|
||||
}
|
||||
}
|
||||
Particle:New(self.pos.x,self.pos.y,particle_data)
|
||||
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)
|
||||
@ -291,16 +291,16 @@ function Player:DoPhysics()
|
||||
|
||||
-- if u collision w hazard, respawn
|
||||
if self:isCollidingAt(self.pos.x, self.pos.y, LoadedObjects.Hazards) then
|
||||
self:Respawn()
|
||||
self:respawn()
|
||||
end
|
||||
end
|
||||
|
||||
function Player:Respawn()
|
||||
function Player:respawn()
|
||||
self.pos.x = self.anchorRespawn.x
|
||||
self.pos.y = self.anchorRespawn.y
|
||||
end
|
||||
|
||||
function Player:HandleAnimation()
|
||||
function Player:handleAnimation()
|
||||
-- flip sprite to look in the direction is moving
|
||||
if self.isHooked then
|
||||
if self.vel.x ~= 0 then
|
||||
@ -312,17 +312,17 @@ function Player:HandleAnimation()
|
||||
|
||||
-- animation priority
|
||||
if self.vel.y > 1.25 or self.isSliding then
|
||||
self.body = self.body:ChangeTo(animation.nancy.fall)
|
||||
self.mask = self.mask:ChangeTo(self.maskType.fall)
|
||||
self.body = self.body:change(animation.nancy.fall)
|
||||
self.mask = self.mask:change(self.maskType.fall)
|
||||
elseif self.vel.y < 0 then
|
||||
self.body = self.body:ChangeTo(animation.nancy.jump)
|
||||
self.mask = self.mask:ChangeTo(self.maskType.jump)
|
||||
self.body = self.body:change(animation.nancy.jump)
|
||||
self.mask = self.mask:change(self.maskType.jump)
|
||||
elseif self.vel.x + self.move_x ~= 0 then
|
||||
self.body = self.body:ChangeTo(animation.nancy.run)
|
||||
self.mask = self.mask:ChangeTo(self.maskType.run)
|
||||
self.body = self.body:change(animation.nancy.run)
|
||||
self.mask = self.mask:change(self.maskType.run)
|
||||
else
|
||||
self.body = self.body:ChangeTo(animation.nancy.idle)
|
||||
self.mask = self.mask:ChangeTo(self.maskType.idle)
|
||||
self.body = self.body:change(animation.nancy.idle)
|
||||
self.mask = self.mask:change(self.maskType.idle)
|
||||
end
|
||||
|
||||
-- special case: idle animation gets slower by time
|
||||
@ -341,21 +341,21 @@ function Player:HandleAnimation()
|
||||
)
|
||||
end
|
||||
|
||||
self.body:Animate()
|
||||
self:Draw(self.body)
|
||||
self.body:animate()
|
||||
self:draw(self.body)
|
||||
|
||||
if self.dashCount > 0 then
|
||||
self:Draw(self.mask)
|
||||
self:draw(self.mask)
|
||||
end
|
||||
self.move_x = 0
|
||||
end
|
||||
|
||||
function Player:Unhook()
|
||||
function Player:unhook()
|
||||
self.isHooked = false
|
||||
self.hookAnchor = nil
|
||||
end
|
||||
|
||||
function Player:Debug()
|
||||
Entity.Debug(self)
|
||||
function Player:debug()
|
||||
Entity.debug(self)
|
||||
love.graphics.print("wallHit: "..self.wallHit)
|
||||
end
|
||||
|
@ -1,7 +1,7 @@
|
||||
Entity = {class = "Entity"}
|
||||
LoadedObjects.Entities = {}
|
||||
|
||||
function Entity:New(x,y)
|
||||
function Entity:new(x,y)
|
||||
local o = {}
|
||||
|
||||
o.pos = {x = x, y = y}
|
||||
@ -9,7 +9,7 @@ function Entity:New(x,y)
|
||||
|
||||
o.direction = 0
|
||||
|
||||
o.boxCollision = {
|
||||
o.box = {
|
||||
from = {x = x, y = y},
|
||||
to = {x = x, y = y},
|
||||
}
|
||||
@ -30,7 +30,7 @@ function Entity:New(x,y)
|
||||
return o
|
||||
end
|
||||
|
||||
function Entity:CheckNearest(type,maxdistance)
|
||||
function Entity:checkNearest(type,maxdistance)
|
||||
local return_entity = nil
|
||||
local shortest = -1
|
||||
for _, entity in pairs(LoadedObjects.Entities) do
|
||||
@ -51,15 +51,15 @@ function Entity:CheckNearest(type,maxdistance)
|
||||
return return_entity
|
||||
end
|
||||
|
||||
function Entity:Smart()
|
||||
function Entity:doLogic()
|
||||
end
|
||||
|
||||
function Entity:Move()
|
||||
function Entity:move()
|
||||
self.pos.x = self.pos.x + self.vel.x
|
||||
self.pos.y = self.pos.y + self.vel.y
|
||||
end
|
||||
|
||||
function Entity:CollisionMove()
|
||||
function Entity:moveWithCollision()
|
||||
local r = false
|
||||
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
|
||||
@ -76,7 +76,7 @@ function Entity:CollisionMove()
|
||||
return r
|
||||
end
|
||||
|
||||
function Entity:LightAdjust(x,y)
|
||||
function Entity:adjustLight(x,y)
|
||||
if self.light ~= nil then
|
||||
local x = x or 0
|
||||
local y = y or 0
|
||||
@ -85,9 +85,9 @@ function Entity:LightAdjust(x,y)
|
||||
end
|
||||
end
|
||||
|
||||
function Entity:Kill()
|
||||
function Entity:kill()
|
||||
if self.light ~= nil then
|
||||
self.light:Kill()
|
||||
self.light:kill()
|
||||
end
|
||||
if self.id ~= nil then
|
||||
for _, e in pairs(LoadedObjects.Entities) do
|
||||
@ -100,7 +100,7 @@ function Entity:Kill()
|
||||
self = nil
|
||||
end
|
||||
|
||||
function Entity:CheckVisionLine(entity,range)
|
||||
function Entity:checkVisionLine(entity,range)
|
||||
local target_x = entity.pos.x + entity.target_offset.x
|
||||
local target_y = entity.pos.y + entity.target_offset.y
|
||||
|
||||
@ -128,10 +128,10 @@ function Entity:CheckVisionLine(entity,range)
|
||||
return not is_colliding
|
||||
end
|
||||
|
||||
function Entity:Draw(animation)
|
||||
function Entity:draw(animation)
|
||||
local c1, c2, c3, a = love.graphics.getColor()
|
||||
love.graphics.setColor(self.sprite_tint[1],self.sprite_tint[2],self.sprite_tint[3],self.sprite_alpha)
|
||||
animation:Draw(
|
||||
animation:draw(
|
||||
self.pos.x - Camera.pos.x - ( (self.sprite_offset.x) * math.cos(self.sprite_rotation) - (self.sprite_offset.y) * math.sin(self.sprite_rotation)) * self.sprite_scale.x * self.sprite_flip.x,
|
||||
self.pos.y - Camera.pos.y - ( (self.sprite_offset.x) * math.sin(self.sprite_rotation) + (self.sprite_offset.y) * math.cos(self.sprite_rotation)) * self.sprite_scale.y * self.sprite_flip.y,
|
||||
self.sprite_rotation,
|
||||
@ -148,15 +148,15 @@ function Entity:centerOffset(animation,x,y)
|
||||
self.sprite_offset.y = animation.imgs[1]:getHeight()/2 + y
|
||||
end
|
||||
|
||||
function Entity:getBoundingBox(animation,top,left,bottom,right)
|
||||
function Entity:createBox(animation,top,left,bottom,right)
|
||||
local left = left or 0
|
||||
local right = right or 0
|
||||
local top = top or 0
|
||||
local bottom = bottom or 0
|
||||
self.boxCollision.from.x = -animation.imgs[1]:getWidth()/2 + left
|
||||
self.boxCollision.to.x = animation.imgs[1]:getWidth()/2 + right
|
||||
self.boxCollision.from.y = -animation.imgs[1]:getHeight()/2 + top
|
||||
self.boxCollision.to.y = animation.imgs[1]:getHeight()/2 + bottom
|
||||
self.box.from.x = -animation.imgs[1]:getWidth()/2 + left
|
||||
self.box.to.x = animation.imgs[1]:getWidth()/2 + right
|
||||
self.box.from.y = -animation.imgs[1]:getHeight()/2 + top
|
||||
self.box.to.y = animation.imgs[1]:getHeight()/2 + bottom
|
||||
end
|
||||
|
||||
-- checks if the the reciever would collide with an object if it was positioned at the given point.
|
||||
@ -169,10 +169,10 @@ function Entity:getCollidingAt(x,y,object)
|
||||
for _, collision in pairs(object) do
|
||||
if collision.disable then
|
||||
-- Dont calculate if disabled
|
||||
elseif x + self.boxCollision.from.x < collision.to.x
|
||||
and x + self.boxCollision.to.x > collision.from.x
|
||||
and y + self.boxCollision.from.y < collision.to.y
|
||||
and y + self.boxCollision.to.y > collision.from.y
|
||||
elseif x + self.box.from.x < collision.to.x
|
||||
and x + self.box.to.x > collision.from.x
|
||||
and y + self.box.from.y < collision.to.y
|
||||
and y + self.box.to.y > collision.from.y
|
||||
then
|
||||
collision.isColliding = true
|
||||
return collision
|
||||
@ -182,10 +182,10 @@ function Entity:getCollidingAt(x,y,object)
|
||||
end
|
||||
|
||||
function Entity:isCollidingWith(entity)
|
||||
return self.pos.x + self.boxCollision.from.x < entity.pos.x + entity.boxCollision.to.x
|
||||
and entity.pos.x + entity.boxCollision.from.x < self.pos.x + self.boxCollision.to.x
|
||||
and self.pos.y + self.boxCollision.from.y < entity.pos.y + entity.boxCollision.to.y
|
||||
and entity.pos.y + entity.boxCollision.from.y < self.pos.y + self.boxCollision.to.y
|
||||
return self.pos.x + self.box.from.x < entity.pos.x + entity.box.to.x
|
||||
and entity.pos.x + entity.box.from.x < self.pos.x + self.box.to.x
|
||||
and self.pos.y + self.box.from.y < entity.pos.y + entity.box.to.y
|
||||
and entity.pos.y + entity.box.from.y < self.pos.y + self.box.to.y
|
||||
end
|
||||
|
||||
function Entity:isCollidingAtAll(x,y)
|
||||
@ -202,7 +202,7 @@ function Entity:isCollidingAtAll(x,y)
|
||||
return result
|
||||
end
|
||||
|
||||
function Entity:CheckVisionLineDebug(entity,range)
|
||||
function Entity:checkVisionLineDebug(entity,range)
|
||||
local c1, c2, c3, a = love.graphics.getColor()
|
||||
|
||||
local target_x = entity.pos.x + entity.target_offset.x
|
||||
@ -237,7 +237,7 @@ function Entity:CheckVisionLineDebug(entity,range)
|
||||
love.graphics.setColor(c1,c2,c3,a)
|
||||
end
|
||||
|
||||
function Entity:Debug()
|
||||
function Entity:debug()
|
||||
-- draw center GREEN
|
||||
love.graphics.setColor(0,1,0)
|
||||
love.graphics.circle("fill", -Camera.pos.x + self.pos.x, -Camera.pos.y + self.pos.y, 1)
|
||||
@ -245,10 +245,10 @@ function Entity:Debug()
|
||||
love.graphics.setColor(1,0,1)
|
||||
love.graphics.rectangle(
|
||||
"line",
|
||||
-Camera.pos.x + self.pos.x + self.boxCollision.from.x,
|
||||
-Camera.pos.y + self.pos.y + self.boxCollision.from.y,
|
||||
-Camera.pos.x + self.pos.x + self.boxCollision.to.x -(-Camera.pos.x + self.pos.x + self.boxCollision.from.x),
|
||||
-Camera.pos.y + self.pos.y + self.boxCollision.to.y -(-Camera.pos.y + self.pos.y + self.boxCollision.from.y)
|
||||
-Camera.pos.x + self.pos.x + self.box.from.x,
|
||||
-Camera.pos.y + self.pos.y + self.box.from.y,
|
||||
-Camera.pos.x + self.pos.x + self.box.to.x -(-Camera.pos.x + self.pos.x + self.box.from.x),
|
||||
-Camera.pos.y + self.pos.y + self.box.to.y -(-Camera.pos.y + self.pos.y + self.box.from.y)
|
||||
)
|
||||
if self.target ~= nil then
|
||||
love.graphics.line(
|
||||
@ -260,10 +260,10 @@ function Entity:Debug()
|
||||
end
|
||||
end
|
||||
|
||||
function Entity:HandleAnimation()
|
||||
function Entity:handleAnimation()
|
||||
end
|
||||
|
||||
function Entity:DrawBackground()
|
||||
function Entity:drawBackground()
|
||||
end
|
||||
|
||||
require "code/entities/kupo"
|
||||
|
@ -1,19 +1,19 @@
|
||||
function GameStep()
|
||||
SetCollisionFlags()
|
||||
function stepGame()
|
||||
setCollisionFlags()
|
||||
if menu_type == "no" then
|
||||
for _, particle in pairs(LoadedParticles) do
|
||||
particle:Smart()
|
||||
particle:doLogic()
|
||||
end
|
||||
for _, enty in pairs(LoadedObjects.Entities) do
|
||||
enty:Smart()
|
||||
enty:doLogic()
|
||||
end
|
||||
end
|
||||
|
||||
for _, particle in pairs(LoadedObjects.Particles) do
|
||||
particle:DoPhysics()
|
||||
particle:doPhysics()
|
||||
end
|
||||
for _, enty in pairs(LoadedObjects.Entities) do
|
||||
enty:DoPhysics()
|
||||
enty:doPhysics()
|
||||
end
|
||||
|
||||
AnimateTiles()
|
||||
@ -50,50 +50,50 @@ function GameStep()
|
||||
|
||||
if Keybind:CheckPressed(Keybind.debug.recording) then
|
||||
if DemoRecording then
|
||||
Demo:RecordEnd()
|
||||
Demo:endRecord()
|
||||
else
|
||||
Demo:RecordStart()
|
||||
Demo:startRecord()
|
||||
end
|
||||
end
|
||||
|
||||
if Keybind:CheckPressed(Keybind.debug.playback) then
|
||||
if DemoPlayback then
|
||||
Demo:PlaybackEnd()
|
||||
Demo:endPlayback()
|
||||
else
|
||||
Demo:PlaybackStart()
|
||||
Demo:startPlayback()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function GameDraw()
|
||||
function drawGame()
|
||||
|
||||
-- prepare
|
||||
GameworldDrawPrepare()
|
||||
GameWorldUpdateLights()
|
||||
startGameworldDraw()
|
||||
updateGameWorldLights()
|
||||
|
||||
-- background
|
||||
GameworldDrawBackground()
|
||||
GameworldDrawLights()
|
||||
GameworldDrawEntitiesBackground()
|
||||
drawGameworldBackground()
|
||||
drawGameworldLights()
|
||||
drawGameworldEntitiesBackground()
|
||||
|
||||
-- foreground
|
||||
GameworldDrawForeground()
|
||||
GameworldDrawParticles()
|
||||
GameworldDrawEntities()
|
||||
drawGameworldForeground()
|
||||
drawGameworldParticles()
|
||||
drawGameworldEntities()
|
||||
|
||||
if LevelData.properties.darkness then
|
||||
GameworldDrawDarkness()
|
||||
drawGameworldDarkness()
|
||||
end
|
||||
-- end
|
||||
GameworldDrawEnd()
|
||||
endGameworldDraw()
|
||||
|
||||
-- hud
|
||||
textScale = 1
|
||||
|
||||
-- debug
|
||||
if debug then DebugUI() end
|
||||
if debug then debugUI() end
|
||||
if debug_collision then
|
||||
DebugColisions()
|
||||
DebugEntities()
|
||||
debugColisions()
|
||||
debugEntities()
|
||||
end
|
||||
end
|
||||
|
@ -1,20 +1,20 @@
|
||||
function GameworldDrawPrepare()
|
||||
function startGameworldDraw()
|
||||
if game_resize then
|
||||
Camera.height = game.height
|
||||
Camera.width = game.width
|
||||
Canvas.Darkness:Recreate()
|
||||
Canvas.Darkness:recreate()
|
||||
end
|
||||
pcr, pcg, pcb, pca = love.graphics.getColor()
|
||||
love.graphics.setScale(game.scale,game.scale)
|
||||
love.graphics.setColor(1,1,1,1)
|
||||
end
|
||||
|
||||
function GameworldDrawEnd()
|
||||
function endGameworldDraw()
|
||||
love.graphics.setColor(pcr, pcg, pcb, pca)
|
||||
pcr, pcg, pcb, pca = nil, nil, nil, nil
|
||||
end
|
||||
|
||||
function GameworldDrawBackground()
|
||||
function drawGameworldBackground()
|
||||
-- obscure a bit
|
||||
love.graphics.setColor(0.7,0.7,0.7)
|
||||
for i = 1, #LevelTiles do
|
||||
@ -34,27 +34,27 @@ function GameworldDrawBackground()
|
||||
end
|
||||
end
|
||||
|
||||
function GameworldDrawParticles()
|
||||
function drawGameworldParticles()
|
||||
love.graphics.setColor(0.7,0.7,0.7)
|
||||
for _, particle in pairs(LoadedObjects.Particles) do
|
||||
particle:HandleAnimation()
|
||||
particle:handleAnimation()
|
||||
end
|
||||
end
|
||||
|
||||
function GameworldDrawEntitiesBackground()
|
||||
function drawGameworldEntitiesBackground()
|
||||
for _, enty in pairs(LoadedObjects.Entities) do
|
||||
enty:DrawBackground()
|
||||
enty:drawBackground()
|
||||
end
|
||||
end
|
||||
|
||||
function GameworldDrawEntities()
|
||||
function drawGameworldEntities()
|
||||
love.graphics.setColor(0.7,0.7,0.7)
|
||||
for _, enty in pairs(LoadedObjects.Entities) do
|
||||
enty:HandleAnimation()
|
||||
enty:handleAnimation()
|
||||
end
|
||||
end
|
||||
|
||||
function GameworldDrawForeground()
|
||||
function drawGameworldForeground()
|
||||
love.graphics.setColor(1,1,1)
|
||||
for i = 1, #LevelTiles do
|
||||
for j = 1, #LevelTiles[i] do
|
||||
@ -73,9 +73,9 @@ function GameworldDrawForeground()
|
||||
end
|
||||
end
|
||||
|
||||
function GameworldDrawDarkness()
|
||||
Canvas.Darkness:Reset()
|
||||
Canvas.Darkness:DrawingStart()
|
||||
function drawGameworldDarkness()
|
||||
Canvas.Darkness:reset()
|
||||
Canvas.Darkness:startDrawing()
|
||||
love.graphics.setBlendMode("replace")
|
||||
love.graphics.setColor(0,0,0,0)
|
||||
for _, light in pairs(LoadedObjects.Lights) do
|
||||
@ -84,7 +84,7 @@ function GameworldDrawDarkness()
|
||||
x = (light.pos.x - Camera.pos.x) / game.scale,
|
||||
y = (light.pos.y - Camera.pos.y) / game.scale
|
||||
}
|
||||
local range = (light.range + light.flicker) / game.scale
|
||||
local range = (light.range + light.flicker_value) / game.scale
|
||||
love.graphics.circle(
|
||||
"fill",
|
||||
position.x,
|
||||
@ -93,11 +93,11 @@ function GameworldDrawDarkness()
|
||||
)
|
||||
end
|
||||
end
|
||||
Canvas.Darkness:DrawingEnd()
|
||||
Canvas.Darkness:Draw()
|
||||
Canvas.Darkness:endDrawing()
|
||||
Canvas.Darkness:draw()
|
||||
end
|
||||
|
||||
function GameworldDrawLights()
|
||||
function drawGameworldLights()
|
||||
for _, light in pairs(LoadedObjects.Lights) do
|
||||
if light.range ~= 0 then
|
||||
love.graphics.setColor(light.color[1],light.color[2],light.color[3],1)
|
||||
@ -119,8 +119,8 @@ function GameworldDrawLights()
|
||||
end
|
||||
end
|
||||
|
||||
function GameWorldUpdateLights()
|
||||
function updateGameWorldLights()
|
||||
for _, light in pairs(LoadedObjects.Lights) do
|
||||
light:Flicker()
|
||||
light:flicker()
|
||||
end
|
||||
end
|
||||
|
@ -35,7 +35,7 @@ function Keybind:CheckDown(action)
|
||||
end
|
||||
if check then
|
||||
if action.demo ~= nil then
|
||||
Demo:RecordAction(action.demo)
|
||||
Demo:recordAction(action.demo)
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
@ -229,7 +229,7 @@ function SetTile(i,j,id)
|
||||
LevelTiles[i][j] = InstanceTile(id)
|
||||
end
|
||||
|
||||
function GridDisplay()
|
||||
function drawGridDisplay()
|
||||
for i = 1, #LevelTiles do
|
||||
for j = 1, #LevelTiles[i] do
|
||||
love.graphics.rectangle(
|
||||
@ -316,7 +316,7 @@ function TileOptimizeObjects()
|
||||
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 col = Collision:New(
|
||||
local col = Collision:new(
|
||||
base_x,
|
||||
base_y,
|
||||
base_x + tileProperties.width * tileProperties.scale * n,
|
||||
@ -359,7 +359,7 @@ function TileCreateObjects()
|
||||
|
||||
-- wholes are handled in optimization now
|
||||
--[[if type == "whole" then
|
||||
local col = Collision:New(
|
||||
local col = Collision:new(
|
||||
base_x,
|
||||
base_y,
|
||||
base_x + tileProperties.width * tileProperties.scale,
|
||||
@ -368,7 +368,7 @@ function TileCreateObjects()
|
||||
table.insert(LoadedObjects.Collisions,col)
|
||||
else]]if type == "half_bottom" then
|
||||
|
||||
local col = Collision:New(
|
||||
local col = Collision:new(
|
||||
base_x,
|
||||
base_y + tileProperties.height/2 * tileProperties.scale,
|
||||
base_x + tileProperties.width * tileProperties.scale,
|
||||
@ -378,7 +378,7 @@ function TileCreateObjects()
|
||||
|
||||
elseif type == "half_top" then
|
||||
|
||||
local col = Collision:New(
|
||||
local col = Collision:new(
|
||||
base_x,
|
||||
base_y ,
|
||||
base_x + tileProperties.width * tileProperties.scale,
|
||||
@ -388,7 +388,7 @@ function TileCreateObjects()
|
||||
|
||||
elseif type == "half_right" then
|
||||
|
||||
local col = Collision:New(
|
||||
local col = Collision:new(
|
||||
base_x + tileProperties.height/2 * tileProperties.scale,
|
||||
base_y,
|
||||
base_x + tileProperties.width * tileProperties.scale,
|
||||
@ -398,7 +398,7 @@ function TileCreateObjects()
|
||||
|
||||
elseif type == "half_left" then
|
||||
|
||||
local col = Collision:New(
|
||||
local col = Collision:new(
|
||||
base_x,
|
||||
base_y,
|
||||
base_x + tileProperties.height/2 * tileProperties.scale,
|
||||
@ -407,7 +407,7 @@ function TileCreateObjects()
|
||||
table.insert(LoadedObjects.Collisions,col)
|
||||
|
||||
elseif type == "platform" then
|
||||
local plat = Collision:New(
|
||||
local plat = Collision:new(
|
||||
base_x,
|
||||
base_y + tileProperties.scale * 2,
|
||||
base_x + tileProperties.width * tileProperties.scale,
|
||||
@ -418,7 +418,7 @@ function TileCreateObjects()
|
||||
elseif type == "ramp2_bot_left_whole" then
|
||||
for k = 1, 8 do
|
||||
-- do ramp owo
|
||||
local slope = Collision:New(
|
||||
local slope = Collision:new(
|
||||
base_x,
|
||||
base_y + k * tileProperties.scale - tileProperties.scale,
|
||||
base_x + k * 2 * tileProperties.scale,
|
||||
@ -428,7 +428,7 @@ function TileCreateObjects()
|
||||
|
||||
end
|
||||
-- fill lower half
|
||||
local col = Collision:New(
|
||||
local col = Collision:new(
|
||||
base_x,
|
||||
base_y + tileProperties.height/2 * tileProperties.scale,
|
||||
base_x + tileProperties.width * tileProperties.scale,
|
||||
@ -439,7 +439,7 @@ function TileCreateObjects()
|
||||
elseif type == "ramp2_bot_left_half" then
|
||||
for k = 1, 8 do
|
||||
-- do ramp owo
|
||||
local slope = Collision:New(
|
||||
local slope = Collision:new(
|
||||
base_x,
|
||||
base_y + tileProperties.height/2 * tileProperties.scale + k * tileProperties.scale - tileProperties.scale,
|
||||
base_x + k * 2 * tileProperties.scale,
|
||||
@ -452,7 +452,7 @@ function TileCreateObjects()
|
||||
elseif type == "ramp2_top_left_whole" then
|
||||
for k = 1, 8 do
|
||||
-- do ramp owo
|
||||
local slope = Collision:New(
|
||||
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,
|
||||
@ -462,7 +462,7 @@ function TileCreateObjects()
|
||||
|
||||
end
|
||||
-- fill higher half
|
||||
local col = Collision:New(
|
||||
local col = Collision:new(
|
||||
base_x,
|
||||
base_y,
|
||||
base_x + tileProperties.width * tileProperties.scale,
|
||||
@ -473,7 +473,7 @@ function TileCreateObjects()
|
||||
elseif type == "ramp2_top_left_half" then
|
||||
for k = 1, 8 do
|
||||
-- do ramp owo
|
||||
local slope = Collision:New(
|
||||
local slope = Collision:new(
|
||||
base_x,
|
||||
base_y - tileProperties.scale + k * tileProperties.scale,
|
||||
base_x + tileProperties.width * tileProperties.scale - (k-1) * 2 * tileProperties.scale,
|
||||
@ -486,7 +486,7 @@ function TileCreateObjects()
|
||||
elseif type == "ramp2_bot_right_whole" then
|
||||
for k = 1, 8 do
|
||||
-- do ramp owo
|
||||
local slope = Collision:New(
|
||||
local slope = Collision:new(
|
||||
base_x + (k-8) * -2 * tileProperties.scale,
|
||||
base_y - tileProperties.scale + k * tileProperties.scale,
|
||||
base_x + tileProperties.width * tileProperties.scale,
|
||||
@ -496,7 +496,7 @@ function TileCreateObjects()
|
||||
|
||||
end
|
||||
-- fill lower half
|
||||
local col = Collision:New(
|
||||
local col = Collision:new(
|
||||
base_x,
|
||||
base_y + tileProperties.height/2 * tileProperties.scale,
|
||||
base_x + tileProperties.width * tileProperties.scale,
|
||||
@ -507,7 +507,7 @@ function TileCreateObjects()
|
||||
elseif type == "ramp2_bot_right_half" then
|
||||
for k = 1, 8 do
|
||||
-- do ramp owo
|
||||
local slope = Collision:New(
|
||||
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,
|
||||
@ -520,7 +520,7 @@ function TileCreateObjects()
|
||||
elseif type == "ramp2_top_right_half" then
|
||||
for k = 1, 8 do
|
||||
-- do ramp owo
|
||||
local slope = Collision:New(
|
||||
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,
|
||||
@ -533,7 +533,7 @@ function TileCreateObjects()
|
||||
elseif type == "ramp2_top_right_whole" then
|
||||
for k = 1, 8 do
|
||||
-- do ramp owo
|
||||
local slope = Collision:New(
|
||||
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,
|
||||
@ -543,7 +543,7 @@ function TileCreateObjects()
|
||||
|
||||
end
|
||||
-- fill higher half
|
||||
local col = Collision:New(
|
||||
local col = Collision:new(
|
||||
base_x,
|
||||
base_y,
|
||||
base_x + tileProperties.width * tileProperties.scale,
|
||||
@ -555,7 +555,7 @@ function TileCreateObjects()
|
||||
|
||||
for k = 1, 16 do
|
||||
-- do ramp owo
|
||||
local slope = Collision:New(
|
||||
local slope = Collision:new(
|
||||
base_x,
|
||||
base_y + k * tileProperties.scale - tileProperties.scale,
|
||||
base_x + k * tileProperties.scale,
|
||||
@ -567,7 +567,7 @@ function TileCreateObjects()
|
||||
|
||||
elseif type == "ladder_right" then
|
||||
|
||||
local ladder = Collision:New(
|
||||
local ladder = Collision:new(
|
||||
base_x + (tileProperties.width-4)* tileProperties.scale,
|
||||
base_y,
|
||||
base_x + tileProperties.width * tileProperties.scale,
|
||||
@ -577,7 +577,7 @@ function TileCreateObjects()
|
||||
|
||||
elseif type == "ladder_platform_right" then
|
||||
|
||||
local ladder = Collision:New(
|
||||
local ladder = Collision:new(
|
||||
base_x + (tileProperties.width-4)* tileProperties.scale,
|
||||
base_y + tileProperties.scale * 2,
|
||||
base_x + tileProperties.width * tileProperties.scale,
|
||||
@ -585,7 +585,7 @@ function TileCreateObjects()
|
||||
)
|
||||
table.insert(LoadedObjects.Ladders,ladder)
|
||||
|
||||
local plat = Collision:New(
|
||||
local plat = Collision:new(
|
||||
base_x,
|
||||
base_y + tileProperties.scale * 2,
|
||||
base_x + tileProperties.width * tileProperties.scale,
|
||||
@ -596,7 +596,7 @@ function TileCreateObjects()
|
||||
elseif type == "ladder_left" then
|
||||
|
||||
|
||||
local ladder = Collision:New(
|
||||
local ladder = Collision:new(
|
||||
base_x,
|
||||
base_y,
|
||||
base_x + tileProperties.scale * 4,
|
||||
@ -607,7 +607,7 @@ function TileCreateObjects()
|
||||
elseif type == "ladder_platform_left" then
|
||||
|
||||
|
||||
local ladder = Collision:New(
|
||||
local ladder = Collision:new(
|
||||
base_x,
|
||||
base_y + tileProperties.scale * 2,
|
||||
base_x + tileProperties.scale * 4,
|
||||
@ -615,7 +615,7 @@ function TileCreateObjects()
|
||||
)
|
||||
table.insert(LoadedObjects.Ladders,ladder)
|
||||
|
||||
local plat = Collision:New(
|
||||
local plat = Collision:new(
|
||||
base_x,
|
||||
base_y + tileProperties.scale * 2,
|
||||
base_x + tileProperties.width * tileProperties.scale,
|
||||
@ -626,7 +626,7 @@ function TileCreateObjects()
|
||||
elseif type == "bottom_hazard" then
|
||||
|
||||
|
||||
local hazard = Collision:New(
|
||||
local hazard = Collision:new(
|
||||
base_x,
|
||||
base_y + tileProperties.height * 12/16 * tileProperties.scale,
|
||||
base_x + tileProperties.width * tileProperties.scale,
|
||||
|
@ -1,7 +1,7 @@
|
||||
Light = {}
|
||||
LoadedObjects.Lights = {}
|
||||
|
||||
function Light:New(x,y,range,flicker,color,lum)
|
||||
function Light:new(x,y,range,flicker,color,lum)
|
||||
local o = {}
|
||||
o.pos = {
|
||||
x = x,
|
||||
@ -10,8 +10,8 @@ function Light:New(x,y,range,flicker,color,lum)
|
||||
o.range = range
|
||||
o.lum = lum or 1
|
||||
o.color = color or {1,1,1}
|
||||
o.flicker_value = flicker or 2
|
||||
o.flicker = 0
|
||||
o.flicker_amount = flicker or 2
|
||||
o.flicker_value = 0
|
||||
o.dim = 0
|
||||
o.flicker_time = 60/12
|
||||
o.flicker_timer = 0
|
||||
@ -24,7 +24,7 @@ function Light:New(x,y,range,flicker,color,lum)
|
||||
return o
|
||||
end
|
||||
|
||||
function Light:Kill()
|
||||
function Light:kill()
|
||||
if self.id ~= nil then
|
||||
for _, e in pairs(LoadedObjects.Lights) do
|
||||
if e.id > self.id then
|
||||
@ -36,12 +36,12 @@ function Light:Kill()
|
||||
self = nil
|
||||
end
|
||||
|
||||
function Light:Flicker()
|
||||
function Light:flicker()
|
||||
self.flicker_timer = self.flicker_timer + 1
|
||||
|
||||
if self.flicker_timer >= self.flicker_time then
|
||||
self.flicker_timer = self.flicker_timer - self.flicker_time
|
||||
self.flicker = math.random(0,1)
|
||||
self.flicker = math.min(math.max(self.flicker, -self.flicker_value), self.flicker_value)
|
||||
self.flicker_value = math.random(0,1)
|
||||
self.flicker_value = math.min(math.max(self.flicker_value, -self.flicker_amount), self.flicker_amount)
|
||||
end
|
||||
end
|
||||
|
@ -97,14 +97,14 @@ function MenuInit(menu,parameter)
|
||||
end
|
||||
|
||||
function MenuInitDialog(parameter)
|
||||
DialogContainer = interfaceDialog:New()
|
||||
DialogContainer = interfaceDialog:new()
|
||||
DialogContainer:loadSequence(parameter)
|
||||
end
|
||||
|
||||
function MenuInitPauseScreen()
|
||||
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,
|
||||
|
@ -1,9 +1,9 @@
|
||||
LoadedObjects = {}
|
||||
|
||||
-- level functions
|
||||
function LoadedObjects.DrawCollisions()
|
||||
function LoadedObjects.drawCollisions()
|
||||
for _, ladder in pairs(LoadedObjects.Collisions) do
|
||||
ladder:Draw(1)
|
||||
ladder:draw(1)
|
||||
end
|
||||
|
||||
for _, platform in pairs(LoadedObjects.Platforms) do
|
||||
@ -12,11 +12,11 @@ function LoadedObjects.DrawCollisions()
|
||||
end
|
||||
|
||||
for _, ladder in pairs(LoadedObjects.Ladders) do
|
||||
ladder:Draw(2)
|
||||
ladder:draw(2)
|
||||
end
|
||||
|
||||
for _, hazard in pairs(LoadedObjects.Hazards) do
|
||||
hazard:Draw(1)
|
||||
hazard:draw(1)
|
||||
end
|
||||
end
|
||||
|
||||
@ -45,7 +45,7 @@ function isThereCollisionAt(x,y)
|
||||
end
|
||||
|
||||
-- flags
|
||||
function SetCollisionFlags()
|
||||
function setCollisionFlags()
|
||||
local Check = {
|
||||
LoadedObjects.Collisions,
|
||||
LoadedObjects.Ladders,
|
||||
|
@ -1,82 +0,0 @@
|
||||
Particle = Entity:New(x,y)
|
||||
|
||||
function Particle:New(x,y,particle_data)
|
||||
local o = Entity:New(x,y)
|
||||
|
||||
o.pos = {x = x, y = y}
|
||||
|
||||
|
||||
o.speed = particle_data.speed or 0
|
||||
o.direction = particle_data.direction or o.direction
|
||||
o.sprite_rotation = particle_data.sprite_rotation or o.sprite_rotation
|
||||
o.sprite_offset = particle_data.sprite_offset or o.sprite_offset
|
||||
o.sprite_scale = particle_data.sprite_scale or o.sprite_scale
|
||||
o.sprite_tint = particle_data.sprite_tint or o.sprite_tint
|
||||
o.sprite_alpha = particle_data.sprite_alpha or o.sprite_alpha
|
||||
o.sprite_alpha_base = o.sprite_alpha
|
||||
|
||||
o.sprite_flip = particle_data.sprite_flip or o.sprite_flip
|
||||
o.animation_active = particle_data.animation_active or false
|
||||
|
||||
o.time = 0.5
|
||||
o.timer = 0
|
||||
|
||||
o.vel = {
|
||||
x = o.speed * math.cos(o.direction),
|
||||
y = o.speed * math.sin(o.direction)
|
||||
}
|
||||
|
||||
if particle_data.light ~= nil then
|
||||
o.lightRange = particle_data.light
|
||||
o.light = CreateLight(o.pos.x,o.pos.y,o.lightRange)
|
||||
end
|
||||
|
||||
-- animations
|
||||
o.body = Animation:New(particle_data.animation)
|
||||
o:centerOffset(o.body)
|
||||
if not o.animation_active then
|
||||
o.body.speed = 0
|
||||
end
|
||||
|
||||
table.insert(LoadedParticles,o)
|
||||
o.id = #LoadedParticles
|
||||
|
||||
setmetatable(o, self)
|
||||
self.__index = self
|
||||
return o
|
||||
end
|
||||
|
||||
function Particle:Kill()
|
||||
if self.light ~= nil then
|
||||
KillLight(self.light)
|
||||
end
|
||||
if self.id ~= nil then
|
||||
for _, e in pairs(LoadedParticles) do
|
||||
if e.id > self.id then
|
||||
e.id = e.id - 1
|
||||
end
|
||||
end
|
||||
table.remove(LoadedParticles,self.id)
|
||||
end
|
||||
self = nil
|
||||
end
|
||||
|
||||
function Particle:HandleAnimation()
|
||||
self.body:Animate()
|
||||
self.timer = self.timer + current_dt
|
||||
self.sprite_alpha = self.sprite_alpha_base*(self.time-self.timer)/self.time
|
||||
if self.light ~= nil then
|
||||
self.light.range = self.lightRange * self.sprite_alpha/2
|
||||
end
|
||||
if self.sprite_alpha < 0 then self:Kill() end
|
||||
self:Draw(self.body)
|
||||
end
|
||||
|
||||
function Particle:DoPhysics()
|
||||
if not self:isCollidingAt(self.pos.x + self.vel.x, self.pos.y, objects.collisions) then
|
||||
self.pos.x = self.pos.x + self.vel.x
|
||||
end
|
||||
if not self:isCollidingAt(self.pos.x, self.pos.y + self.vel.y, objects.collisions) then
|
||||
self.pos.y = self.pos.y + self.vel.y
|
||||
end
|
||||
end
|
@ -1,6 +1,6 @@
|
||||
Queue = {}
|
||||
|
||||
function Queue:New()
|
||||
function Queue:new()
|
||||
local o = {head = nil, tail = nil}
|
||||
|
||||
setmetatable(o, self)
|
||||
@ -40,7 +40,7 @@ function Queue:Dequeue()
|
||||
return item
|
||||
end
|
||||
|
||||
local tq1 = Queue:New()
|
||||
local tq1 = Queue:new()
|
||||
tq1:Enqueue(5)
|
||||
assert(tq1.head.item == 5)
|
||||
assert(tq1:Dequeue() == 5)
|
||||
@ -48,11 +48,11 @@ assert(tq1:Dequeue() == 5)
|
||||
-- queue that keeps a rolling tally of its arguments
|
||||
AvgQueue = {}
|
||||
|
||||
function AvgQueue:New(n, initial)
|
||||
function AvgQueue:new(n, initial)
|
||||
local o = {}
|
||||
|
||||
o.n = n
|
||||
o.queue = Queue:New()
|
||||
o.queue = Queue:new()
|
||||
o.avg = initial
|
||||
|
||||
|
||||
|
@ -1,7 +1,7 @@
|
||||
interfaceButton = {type = "Button"}
|
||||
InterfaceButton = {type = "Button"}
|
||||
|
||||
-- centered buttons
|
||||
function interfaceButton:New(x,y,w,h,table_values,value,style)
|
||||
function InterfaceButton:new(x,y,w,h,table_values,value,style)
|
||||
local o = {}
|
||||
|
||||
o.pos = {
|
||||
@ -46,11 +46,11 @@ function interfaceButton:New(x,y,w,h,table_values,value,style)
|
||||
return o
|
||||
end
|
||||
|
||||
function interfaceButton:getVariable()
|
||||
function InterfaceButton:getVariable()
|
||||
return self.target_variable
|
||||
end
|
||||
|
||||
function interfaceButton:checkMouse(mouse_x, mouse_y)
|
||||
function InterfaceButton:checkMouse(mouse_x, mouse_y)
|
||||
if not self.clicked
|
||||
and mouse_x < self.pos.x + self.size.w/2
|
||||
and mouse_x > self.pos.x - self.size.w/2
|
||||
@ -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)
|
||||
|
@ -1,6 +1,6 @@
|
||||
interfaceDialog = {type = "Dialog"}
|
||||
InterfaceDialog = {type = "Dialog"}
|
||||
-- dialog boxes
|
||||
function interfaceDialog:New(style)
|
||||
function InterfaceDialog:new(style)
|
||||
local o = {}
|
||||
|
||||
o.pos = {
|
||||
@ -36,7 +36,7 @@ function interfaceDialog:New(style)
|
||||
return o
|
||||
end
|
||||
|
||||
function interfaceDialog:updateContents()
|
||||
function InterfaceDialog:updateContents()
|
||||
if self.value < self.target_value then
|
||||
self.contents = self.sequence[self.value]
|
||||
if self.contents[1] == nil then self.contents[1] = "" end
|
||||
@ -45,14 +45,14 @@ function interfaceDialog:updateContents()
|
||||
end
|
||||
end
|
||||
|
||||
function interfaceDialog:loadSequence(sequence)
|
||||
function InterfaceDialog:loadSequence(sequence)
|
||||
self.sequence = sequence
|
||||
self.value = 1
|
||||
self.target_value = 1+#sequence
|
||||
self:updateContents()
|
||||
end
|
||||
|
||||
function interfaceDialog:checkConfirm()
|
||||
function InterfaceDialog:checkConfirm()
|
||||
if not self.clicked then
|
||||
if love.mouse.isDown(1) then
|
||||
self.clicked = true
|
||||
@ -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)
|
||||
|
30
main.lua
30
main.lua
@ -26,7 +26,7 @@ function love.load()
|
||||
|
||||
require "code/require"
|
||||
|
||||
fps_history = AvgQueue:New(30,60)
|
||||
fps_history = AvgQueue:new(30,60)
|
||||
|
||||
|
||||
logPrint(loveInitLog)
|
||||
@ -50,14 +50,14 @@ function love.load()
|
||||
memoryUsage, 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)
|
||||
HookAnchor:New(200,89)
|
||||
HookAnchor:New(400,89)
|
||||
Fairy:New(200,88)
|
||||
--CursedBook:New(180,68)
|
||||
--Kupo:new(100,150)
|
||||
--Kupo:new(300,150)
|
||||
HookAnchor:new(200,89)
|
||||
HookAnchor:new(400,89)
|
||||
Fairy:new(200,88)
|
||||
--CursedBook:new(180,68)
|
||||
|
||||
--love.audio.play(music.placeholder)
|
||||
end
|
||||
@ -71,7 +71,7 @@ function love.update(dt)
|
||||
current_dt = dt
|
||||
game.secondsSinceStart = game.secondsSinceStart + dt
|
||||
|
||||
if DemoRecording or DemoPlayback then Demo:Step() end
|
||||
if DemoRecording or DemoPlayback then Demo:step() end
|
||||
|
||||
-- things per second
|
||||
dtcount = dtcount + dt
|
||||
@ -100,16 +100,16 @@ function love.update(dt)
|
||||
|
||||
--editor
|
||||
if editor_mode then
|
||||
EditorStep()
|
||||
stepEditor()
|
||||
else
|
||||
GameStep()
|
||||
stepGame()
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function love.wheelmoved(_, y)
|
||||
if editor_mode then
|
||||
EditorScroll(y)
|
||||
scrollEditor(y)
|
||||
end
|
||||
end
|
||||
|
||||
@ -123,16 +123,16 @@ function love.draw()
|
||||
end
|
||||
|
||||
if editor_mode then
|
||||
EditorDraw()
|
||||
drawEditor()
|
||||
else
|
||||
GameDraw()
|
||||
drawGame()
|
||||
end
|
||||
|
||||
if menu_type ~= nil then MenuDraw(menu_type) end
|
||||
|
||||
love.graphics.print(game.scale,10,40)
|
||||
|
||||
if DemoRecording or DemoPlayback then Demo:Draw() end
|
||||
if DemoRecording or DemoPlayback then Demo:draw() end
|
||||
|
||||
frameDebugFlush()
|
||||
end
|
||||
|
Loading…
Reference in New Issue
Block a user