uh, a lot happened, i murdered physics code, redesigned tiles & levels, now i need to make another level editor. I'm sorry game. I'm sorry git.
This commit is contained in:
@@ -6,7 +6,7 @@ for _, light in pairs(Lights) do
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love.graphics.print(light.pos.x,light.pos.x,light.pos.y+40)
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end
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love.graphics.print("time: "..fps_total..", fps: "..fps_draw..", frametime: "..math.floor(current_dt* 1000).."ms", 10*textScale, 0*textScale, 0, textScale)
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love.graphics.print("time: "..fps_total..", fps: "..fps_draw..", frametime: "..math.floor(current_dt* 1000).."ms", 10*textScale, 0*textScale, 0, textScale)
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love.graphics.setColor(1,1,1)
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-- lots of variables
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@@ -25,9 +25,24 @@ love.graphics.print("time: "..fps_total..", fps: "..fps_draw..", frametime: "..m
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-- player isOnGroundCheck
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love.graphics.setColor(1,0,0)
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love.graphics.points(-Camera.pos.x + main_Player.pos.x, -Camera.pos.y + main_Player.pos.y)
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end
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function DebugColisions()
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objects.DrawCollisions()
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end
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function DebugEntities()
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for _, enty in pairs(LoadedEntities) do
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-- draw center GREEN
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love.graphics.setColor(0,1,0)
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love.graphics.circle("fill", -Camera.pos.x + enty.pos.x, -Camera.pos.y + enty.pos.y, 1)
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-- draw collision box PURPLE
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love.graphics.setColor(0,1,1)
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love.graphics.points(
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-Camera.pos.x + enty.pos.x + enty.boxCollision.from.x, -Camera.pos.y + enty.pos.y + enty.boxCollision.from.y,
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-Camera.pos.x + enty.pos.x + enty.boxCollision.from.x, -Camera.pos.y + enty.pos.y + enty.boxCollision.to.y,
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-Camera.pos.x + enty.pos.x + enty.boxCollision.to.x, -Camera.pos.y + enty.pos.y + enty.boxCollision.from.y,
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-Camera.pos.x + enty.pos.x + enty.boxCollision.to.x, -Camera.pos.y + enty.pos.y + enty.boxCollision.to.y
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)
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end
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end
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@@ -39,19 +39,33 @@ end
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function Arrow:DoPhysics()
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-- horizontal collisions
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if not isThereAnyCollisionAt(self.pos.x + self.vel.x, self.pos.y) then
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if not isThereAnyCollisionAt(
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self.pos.x + self.vel.x,
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self.pos.y
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) then
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self.pos.x = self.pos.x + self.vel.x
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else
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while not isThereCollisionAt(self.pos.x + math.sign(self.vel.x), self.pos.y) do
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while not isThereObjectAt(
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self.pos.x + math.sign(self.vel.x),
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self.pos.y,
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objects.collisions
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) do
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self.pos.x = self.pos.x + math.sign(self.vel.x)
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end
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self.stuck = true
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end
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-- vertical collision
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if not isThereAnyCollisionAt(self.pos.x, self.pos.y + self.vel.y) then
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if not isThereAnyCollisionAt(
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self.pos.x,
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self.pos.y + self.vel.y
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) then
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self.pos.y = self.pos.y + self.vel.y
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else
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while not isThereCollisionAt(self.pos.x, self.pos.y + math.sign(self.vel.y)) do
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while not isThereObjectAt(
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self.pos.x,
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self.pos.y + math.sign(self.vel.y),
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objects.collisions
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) do
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self.pos.y = self.pos.y + math.sign(self.vel.y)
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end
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self.stuck = true
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@@ -3,26 +3,18 @@
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function Player:New(x,y)
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local o = Entity:New(x,y)
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Player.health = 3
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Player.health = 3
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Player.coins = 0
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-- physics
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o.vel = {
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x = 0,
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y = 0
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}
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o.moveSpeed = 1.5
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-- constants
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o.acc = 45
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o.friction = 20
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o.gravity = 9.81
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o.climbHeight = 4
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o.jumpForce = 5
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o.maxSpeed = 600
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o.jumpMaxSpeed = 9.5
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o.zeroSpeed = 0.001
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o.lightRange = 20
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o.boxCollision = {
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from = {x = -8, y = -16},
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to = {x = 8, y = 0}
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}
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o.lightRange = 32
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-- status
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o.isJumping = false
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o.isOnGround = 0
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@@ -31,14 +23,16 @@
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o.canJump = true
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o.canFall = true
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o.canFriction = true
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o.mask_type = animation.moth_mask
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-- sprite
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o.sprite_offset = {x = 8, y = 16}
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o.target_offset = {x = 0, y = 12}
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o.body = Animation:New(animation.nancy.idle)
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o.mask = Animation:New(animation.moth_mask.idle)
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-- lights
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o.maskType = animation.moth_mask
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-- sprite
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o.sprite_offset = {x = 8, y = 16}
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o.target_offset = {x = 0, y = 12}
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o.body = Animation:New(animation.nancy.idle)
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o.mask = Animation:New(animation.moth_mask.idle)
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-- lights
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o.light = CreateLight(o.pos.x,o.pos.y,o.lightRange)
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setmetatable(o, self)
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self.__index = self
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@@ -47,64 +41,39 @@
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end
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function Player:Smart()
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-- PLATFORMER INPUT
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if self.isOnGround > 0 then
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-- apply friction
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if love.keyboard.isDown("a") then self.vel.x = -self.moveSpeed
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elseif love.keyboard.isDown("d") then self.vel.x = self.moveSpeed
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else self.vel.x = 0 end
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if love.keyboard.isDown("w") then self.vel.y = -self.moveSpeed
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elseif love.keyboard.isDown("s") then self.vel.y = self.moveSpeed
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else self.vel.y = 0 end
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end
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-- horizontal input (slide~~)
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if love.keyboard.isDown('a',"left") then
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self.vel.x = self.vel.x - self.acc*current_dt
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end
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if love.keyboard.isDown('d',"right") then
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self.vel.x = self.vel.x + self.acc*current_dt
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end
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if self.canJump then
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-- vertical input (jump!)
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if love.keyboard.isDown("up", "w") and self.isJumping ~= true then
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self.vel.y = self.vel.y - self.jumpForce
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self.isOnGround = 0
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self.isJumping = true
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end
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end
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end
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-- fall if down input on platforms
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if not isThereCollisionAt(
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self.pos.x,
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self.pos.y + self.vel.y
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) and not isThereLadderAt(
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self.pos.x,
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self.pos.y + self.vel.y
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) and isTherePlatformAt(
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self.pos.x,
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self.pos.y + self.vel.y
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) and love.keyboard.isDown("down", "s")
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then
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self.pos.y = self.pos.y + tileProperties.height/3
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self.isOnGround = 0
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end
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function Player:DoPhysics()
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self.pos.x = self.pos.x + self.vel.x
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self.pos.y = self.pos.y + self.vel.y
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end
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function Player:HandleAnimation()
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self.light.pos.x = self.pos.x-self.target_offset.x
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self.light.pos.y = self.pos.y-self.target_offset.y
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-- flip sprite to look in the direction is moving
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if self.vel.x ~= 0 then self.sprite_flip.x = math.sign(self.vel.x) end
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-- animation manager
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if self.isOnLadder then
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self.body = self.body:ChangeTo(animation.nancy.jump)
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self.mask = self.mask:ChangeTo(self.mask_type.jump)
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elseif self.isOnGround == 0 and self.isJumping and self.vel.y > 1.25 then
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-- animation priority
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if self.vel.y > 1.25 then
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self.body = self.body:ChangeTo(animation.nancy.fall)
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self.mask = self.mask:ChangeTo(self.mask_type.fall)
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elseif self.isOnGround == 0 and self.vel.y < 0 then
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self.mask = self.mask:ChangeTo(self.maskType.fall)
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elseif self.vel.y < 0 then
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self.body = self.body:ChangeTo(animation.nancy.jump)
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self.mask = self.mask:ChangeTo(self.mask_type.jump)
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self.mask = self.mask:ChangeTo(self.maskType.jump)
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elseif self.vel.x ~= 0 then
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self.body = self.body:ChangeTo(animation.nancy.run)
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self.mask = self.mask:ChangeTo(self.mask_type.run)
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self.mask = self.mask:ChangeTo(self.maskType.run)
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else
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self.body = self.body:ChangeTo(animation.nancy.idle)
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self.mask = self.mask:ChangeTo(self.mask_type.idle)
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self.mask = self.mask:ChangeTo(self.maskType.idle)
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end
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-- special case: idle animation gets slower by time
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@@ -114,124 +83,17 @@ function Player:HandleAnimation()
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self.body:Animate()
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self.body:Draw(
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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,
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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,
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math.floor(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,
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math.floor(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,
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self.sprite_rotation,
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self.sprite_scale.x * self.sprite_flip.x,
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self.sprite_scale.y * self.sprite_flip.y
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)
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self.mask:Draw(
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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,
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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,
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math.floor(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,
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math.floor(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,
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self.sprite_rotation,
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self.sprite_scale.x * self.sprite_flip.x,
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self.sprite_scale.y * self.sprite_flip.y
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)
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--[[
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love.graphics.print(self.body.frame .. "/".. self.body.frames.." - "..self.body.subframe.."/"..self.body.speed.." ("..current_dt..")")
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love.graphics.print(animation.nancy.idle.path,0,20)
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love.graphics.print(self.body.path,0,30)
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]]
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end
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function Player:DoPhysics()
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-- reset physics resolution
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self.canFall = true
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self.canJump = true
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self.canFriction = true
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-- reset flags
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self.isOnLadder = false
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-- truncate to max & min values
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if math.abs(self.vel.x) > self.maxSpeed then
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self.vel.x = self.maxSpeed * math.sign(self.vel.x)
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end
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if math.abs(self.vel.y) > self.maxSpeed then
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self.vel.y = self.maxSpeed * math.sign(self.vel.y)
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end
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if math.abs(self.vel.x) < self.zeroSpeed then
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self.vel.x = 0
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end
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if math.abs(self.vel.y) < self.zeroSpeed then
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self.vel.y = 0
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end
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-- if on air, say so!
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if self.vel.y > 5 then
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self.isJumping = true
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end
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-- if its on ground, then say so.
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if self.vel.y > 0 then
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if isThereAnyCollisionAt(
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self.pos.x,
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self.pos.y + self.vel.y
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) then
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self.isOnGround = self.coyoteValue
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self.isJumping = false
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end
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end
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-- horizontal collisions
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if isThereAnyCollisionAt(self.pos.x + self.vel.x, self.pos.y) then
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-- checks for ladders
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if isThereLadderAt(self.pos.x + self.vel.x, self.pos.y)
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and self.vel.x ~= 0
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and not isThereLadderAt(self.pos.x, self.pos.y)
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then
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self.vel.y = 0
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self.vel.x = 0
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self.pos.y = self.pos.y - 4 * current_dt
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self.canFall = false
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self.canJump = false
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self.canFriction = false
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self.isOnLadder = true
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self.isOnGround = self.coyoteValue
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end
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-- checks for slopes
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for i = 1, self.climbHeight do
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if not isThereCollisionAt(self.pos.x + self.vel.x, self.pos.y - i)
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and self.isOnGround > 0 then
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self.pos.x = self.pos.x + self.vel.x * 4/5
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self.pos.y = self.pos.y - i
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self.canFriction = false
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break
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end
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end
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-- hey, you arent permanently stopped while collisioning, just lose a bit of force!
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if self.canFriction then
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self.vel.x = self.vel.x * (1 - math.min(current_dt * self.friction/15, 1))
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end
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else
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self.pos.x = self.pos.x + self.vel.x
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end
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-- vertical collision
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if self.vel.y > 0
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and isThereAnyCollisionAt(self.pos.x, self.pos.y + self.vel.y) then
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self.isOnGround = self.coyoteValue
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self.isJumping = false
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self.vel.y = 0
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else
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self.pos.y = self.pos.y + self.vel.y
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self.isOnGround = math.max(self.isOnGround - 1, 0)
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end
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-- drop.
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if self.canFall then
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self.vel.y = self.vel.y + 2*self.gravity * current_dt
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end
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-- friction hard in ground, soft in air
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if self.isOnGround > 0 then
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self.vel.x = self.vel.x * (1 - math.min(current_dt * self.friction, 1))
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else
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self.vel.x = self.vel.x * (1 - math.min(current_dt * self.friction/20, 1))
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end
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end
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@@ -5,6 +5,12 @@ function Entity:New(x,y)
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o = {}
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o.pos = {x = x, y = y}
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o.vel = {x = 0, y = 0}
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o.boxCollision = {
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from = {x = x, y = y},
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to = {x = x, y = y}
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}
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o.class = "Entity"
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o.sprite_offset = {x = 0, y = 0}
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@@ -12,13 +18,44 @@ function Entity:New(x,y)
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o.sprite_rotation = math.rad(0)
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o.sprite_flip = { x = 1, y = 1}
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o.illuminated = false
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setmetatable(o, self)
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self.__index = self
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return o
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end
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function Entity:Move(target, speed) -- target = {tx int, ty int} / speed = int
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-- returns true if theres a collision at that point. also marks collisioned tile as collision true
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function Entity:isCollidingAt(x,y,object)
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local result = false
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for _, col in pairs(object) do
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result = self.pos.x + self.boxCollision.from.x < col.to.x
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and self.pos.x + self.boxCollision.to.x > col.from.x
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and self.pos.y + self.boxCollision.from.y < col.to.y
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and self.pos.y + self.boxCollision.to.y > col.from.y
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if result == true then break end
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end
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return result
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end
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function Entity:isCollidingWith(entity)
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return self.pos.x + self.boxCollision.from.x < entity.pos.x + entity.boxCollision.to.x
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and self.pos.x + self.boxCollision.to.x > entity.pos.x + entity.boxCollision.from.x
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and self.pos.y + self.boxCollision.from.y < entity.pos.y + entity.boxCollision.to.y
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and self.pos.y + self.boxCollision.to.y > entity.pos.y + entity.boxCollision.from.y
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end
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function Entity:isCollidingAtAll(x,y)
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local result = false
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||||
if not result then
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result = self:isCollidingAt(x,y,objects.collisions)
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end
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if not result then
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result = self:isCollidingAt(x,y,objects.ladders)
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end
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||||
if not result then
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result = self:isCollidingAt(x,y,objects.platforms)
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end
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return result
|
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end
|
||||
|
||||
--[[function Entity:Draw()
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||||
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||||
@@ -1,4 +1,5 @@
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||||
-- animations
|
||||
-- animationsç
|
||||
-- all these are linear animations, maybe in the future make proper animations?
|
||||
animation = {
|
||||
kupo = {
|
||||
body = {
|
||||
@@ -63,6 +64,9 @@ animation = {
|
||||
}
|
||||
}
|
||||
|
||||
-- animation loader
|
||||
-- im unsure if this is too memory expensive (probably)
|
||||
-- this should go elsewhere, maybe
|
||||
for _, object in pairs(animation) do
|
||||
for _, anim in pairs(object) do
|
||||
anim.imgs = {}
|
||||
@@ -77,15 +81,21 @@ levelProperties = {
|
||||
x = 0,
|
||||
y = 0
|
||||
},
|
||||
-- im unsure why there's offset at all, here
|
||||
offset = {
|
||||
x = 0,
|
||||
y = 0
|
||||
}
|
||||
}
|
||||
|
||||
tileset = {
|
||||
bricks = love.graphics.newImage("assets/tileset/bricks.png"),
|
||||
books = love.graphics.newImage("assets/tileset/bricks.png"),
|
||||
library = love.graphics.newImage("assets/tileset/library.png")
|
||||
}
|
||||
|
||||
tileProperties = {
|
||||
width = 16,
|
||||
height = 16,
|
||||
scale = 1,
|
||||
tileset = love.graphics.newImage("assets/terrain/tileset.png")
|
||||
}
|
||||
|
||||
@@ -1,20 +1,22 @@
|
||||
function LevelLoadTiles()
|
||||
LevelInfo = {}
|
||||
Tiles = dofile("Mothback/data/tiles.lua")
|
||||
--[[
|
||||
on level format:
|
||||
|
||||
id = tile identifier
|
||||
depth = order in the render
|
||||
force = rendering other tile instead of the one in this position
|
||||
overlay = render another tile id
|
||||
overlay = render another tile id or, if multiple tiles {id, id, id,} or
|
||||
overlay_depth = foreground/background overlay depth
|
||||
type = collision type
|
||||
|
||||
|
||||
]]
|
||||
LevelTiles = json.decode(getInput("Mothback/data/levels/"..currLevel..".json"))
|
||||
LevelInfo.Width = LevelGetWidth()
|
||||
LevelInfo.Height = LevelGetHeight()
|
||||
|
||||
LevelData = dofile("Mothback/data/levels/"..currLevel..".lua")
|
||||
Tiles = dofile("Mothback/data/tileset/library.lua")
|
||||
LevelTiles = LevelData.tiles
|
||||
LevelData.Width = LevelGetWidth()
|
||||
LevelData.Height = LevelGetHeight()
|
||||
LevelIndexTiles()
|
||||
TileCreateObjects()
|
||||
end
|
||||
@@ -35,8 +37,8 @@ function LevelIndexTiles()
|
||||
TileIndex = {}
|
||||
|
||||
-- number of tiles in tileset!
|
||||
local width = tileProperties.tileset:getPixelWidth()/tileProperties.width
|
||||
local height = tileProperties.tileset:getPixelHeight()/tileProperties.height
|
||||
local width = LevelData.tileset:getPixelWidth()/tileProperties.width
|
||||
local height = LevelData.tileset:getPixelHeight()/tileProperties.height
|
||||
for i = 0, height do
|
||||
for j = 0, width do
|
||||
TileIndex[i*width+j+1] = love.graphics.newQuad(
|
||||
@@ -44,12 +46,12 @@ function LevelIndexTiles()
|
||||
i*tileProperties.height,
|
||||
tileProperties.width,
|
||||
tileProperties.height,
|
||||
tileProperties.tileset:getDimensions()
|
||||
LevelData.tileset:getDimensions()
|
||||
)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- init animated tile properties
|
||||
for _, properties in pairs(Tiles) do
|
||||
if properties.animation ~= nil then
|
||||
properties.tileset = love.graphics.newImage("assets/terrain/"..properties.animation..".png")
|
||||
@@ -75,18 +77,44 @@ function LevelIndexTiles()
|
||||
image_count = image_count + 1
|
||||
|
||||
table.insert(properties.imgs,quad)
|
||||
|
||||
end
|
||||
end
|
||||
properties.image_count = image_count
|
||||
end
|
||||
end
|
||||
|
||||
-- instance level tiles according to the properties
|
||||
for i = 1, #LevelTiles do
|
||||
for j = 1, #LevelTiles[i] do
|
||||
local id = LevelTiles[i][j]
|
||||
LevelTiles[i][j] = {}
|
||||
local tile = LevelTiles[i][j]
|
||||
tile.id = id
|
||||
|
||||
for _, properties in pairs(Tiles) do
|
||||
if properties.id == tile.id then
|
||||
if type(properties.overlay) == "table" then
|
||||
tile.display_overlay = properties.overlay[math.random(#properties.overlay)]
|
||||
else
|
||||
tile.display_overlay = properties.overlay
|
||||
end
|
||||
|
||||
if type(properties.force) == "table" then
|
||||
tile.display = properties.force[math.random(#properties.force)]
|
||||
else
|
||||
tile.display = properties.force
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function LevelDisplayForeground()
|
||||
for i = 1, #LevelTiles do
|
||||
for j = 1, #LevelTiles[i] do
|
||||
if LevelTiles[i][j] ~= 0 then
|
||||
if LevelTiles[i][j].id ~= 0 then
|
||||
|
||||
local depth = TileGetDepth(LevelTiles[i][j])
|
||||
DrawTile(
|
||||
@@ -102,9 +130,10 @@ function LevelDisplayForeground()
|
||||
end
|
||||
|
||||
function LevelDisplayBackground()
|
||||
love.graphics.setColor(0.7,0.7,0.7)
|
||||
for i = 1, #LevelTiles do
|
||||
for j = 1, #LevelTiles[i] do
|
||||
if LevelTiles[i][j] ~= 0 then
|
||||
if LevelTiles[i][j].id ~= 0 then
|
||||
|
||||
local depth = TileGetDepth(LevelTiles[i][j])
|
||||
DrawTile(
|
||||
@@ -117,28 +146,28 @@ function LevelDisplayBackground()
|
||||
end
|
||||
end
|
||||
end
|
||||
love.graphics.setColor(1,1,1)
|
||||
end
|
||||
|
||||
|
||||
function TileGetType(tile_id)
|
||||
function TileGetType(tile)
|
||||
for _, properties in ipairs(Tiles) do
|
||||
if properties.id == tile_id then
|
||||
if properties.id == tile.id then
|
||||
return properties.type
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function TileGetDepth(tile_id)
|
||||
function TileGetDepth(tile)
|
||||
for _, properties in ipairs(Tiles) do
|
||||
if properties.id == tile_id then
|
||||
if properties.id == tile.id then
|
||||
return properties.depth
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function TileGetLight(tile_id)
|
||||
function TileGetLight(tile)
|
||||
for _, properties in ipairs(Tiles) do
|
||||
if properties.id == tile_id then
|
||||
if properties.id == tile.id then
|
||||
return properties.light
|
||||
end
|
||||
end
|
||||
@@ -165,7 +194,7 @@ function TileCreateObjects()
|
||||
|
||||
for i = 1, #LevelTiles do
|
||||
for j = 1, #LevelTiles[i] do
|
||||
if LevelTiles[i][j] ~= 0 then
|
||||
if LevelTiles[i][j].id ~= 0 then
|
||||
|
||||
local type = TileGetType(LevelTiles[i][j])
|
||||
local light = TileGetLight(LevelTiles[i][j])
|
||||
@@ -180,7 +209,7 @@ function TileCreateObjects()
|
||||
light
|
||||
)
|
||||
end
|
||||
|
||||
|
||||
if type == "whole" then
|
||||
local col = Collision:New(
|
||||
base_x,
|
||||
@@ -471,9 +500,10 @@ function AnimateTiles()
|
||||
end
|
||||
end
|
||||
|
||||
function DrawTile(tile_id,x,y,depth)
|
||||
function DrawTile(tile,x,y,depth)
|
||||
for _, properties in pairs(Tiles) do
|
||||
if tile_id == properties.id then
|
||||
if tile.id == properties.id then
|
||||
|
||||
if properties.animation ~= nil then
|
||||
if properties.imgs[properties.current_image] ~= nil
|
||||
and properties.depth == depth
|
||||
@@ -488,18 +518,20 @@ function DrawTile(tile_id,x,y,depth)
|
||||
) end
|
||||
elseif properties.depth == depth then
|
||||
if properties.force ~= nil then
|
||||
if properties.force ~= 0 then
|
||||
love.graphics.draw(
|
||||
tileProperties.tileset,
|
||||
TileIndex[properties.force],
|
||||
LevelData.tileset,
|
||||
TileIndex[tile.display],
|
||||
x,
|
||||
y,
|
||||
0,
|
||||
tileProperties.scale,
|
||||
tileProperties.scale
|
||||
)
|
||||
end
|
||||
else
|
||||
love.graphics.draw(
|
||||
tileProperties.tileset,
|
||||
LevelData.tileset,
|
||||
TileIndex[properties.id],
|
||||
x,
|
||||
y,
|
||||
@@ -528,8 +560,8 @@ function DrawTile(tile_id,x,y,depth)
|
||||
end
|
||||
else
|
||||
love.graphics.draw(
|
||||
tileProperties.tileset,
|
||||
TileIndex[properties.overlay],
|
||||
LevelData.tileset,
|
||||
TileIndex[tile.display_overlay],
|
||||
x,
|
||||
y,
|
||||
0,
|
||||
@@ -539,6 +571,11 @@ function DrawTile(tile_id,x,y,depth)
|
||||
end
|
||||
end
|
||||
end
|
||||
--[[
|
||||
love.graphics.setColor(0,0,1)
|
||||
love.graphics.print(tostring(tile.display),x+16,y)
|
||||
love.graphics.setColor(1,1,1)
|
||||
]]
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
@@ -5,15 +5,19 @@ function CreateDarkness()
|
||||
return love.graphics.newCanvas(game.width, game.height)
|
||||
end
|
||||
|
||||
function CreateLight(x,y,range)
|
||||
function CreateLight(x,y,range,lum,flicker)
|
||||
local o = {}
|
||||
o.pos = {
|
||||
x = x,
|
||||
y = y
|
||||
}
|
||||
o.range = range
|
||||
o.lum = lum or 1
|
||||
o.flicker_value = flicker or 1
|
||||
o.flicker = 0
|
||||
o.dim = 0
|
||||
o.flicker_speed = flicker_speed or 10
|
||||
o.flicker_time = 0
|
||||
table.insert(Lights,o)
|
||||
return o
|
||||
end
|
||||
@@ -23,54 +27,46 @@ function SetDarkness()
|
||||
love.graphics.rectangle("fill",0,0,game.width,game.height)
|
||||
end
|
||||
|
||||
function DoDarkness()
|
||||
love.graphics.setColor(0,0,0,1)
|
||||
love.graphics.rectangle("fill",0,0,game.width,game.height)
|
||||
end
|
||||
|
||||
function DoLights()
|
||||
LightTimer = LightTimer + 1
|
||||
|
||||
if LightTimer >= 3 then
|
||||
LightTimer = LightTimer - 3
|
||||
for _, light in pairs(Lights) do
|
||||
light.flicker = math.random(-1,1)
|
||||
light.dim = (light.range+light.flicker)/2
|
||||
for _, light in pairs(Lights) do
|
||||
light.flicker_time = light.flicker_time + 1
|
||||
|
||||
if light.flicker_time >= light.flicker_speed then
|
||||
light.flicker_time = light.flicker_time - light.flicker_speed
|
||||
light.flicker = 0 + math.random(-1,1)
|
||||
light.flicker = math.min(math.max(light.flicker, -light.flicker_value),light.flicker_value)
|
||||
end
|
||||
end
|
||||
|
||||
love.graphics.setBlendMode("replace")
|
||||
--[[
|
||||
-- first, border
|
||||
love.graphics.setColor(1,1,1)
|
||||
for _, light in pairs(Lights) do
|
||||
|
||||
--[[love.graphics.circle(
|
||||
"fill",
|
||||
light.pos.x - Camera.pos.x,
|
||||
light.pos.y - Camera.pos.y,
|
||||
light.range + light.flicker + 1
|
||||
)]]
|
||||
love.graphics.circle(
|
||||
"fill",
|
||||
light.pos.x - Camera.pos.x,
|
||||
light.pos.y - Camera.pos.y,
|
||||
light.range + light.flicker + 1
|
||||
)
|
||||
end
|
||||
]]
|
||||
love.graphics.setBlendMode("replace")
|
||||
for _, enty in pairs(LoadedEntities) do
|
||||
end
|
||||
love.graphics.setColor(0,0,0,0.5)
|
||||
for _, light in pairs(Lights) do
|
||||
love.graphics.circle(
|
||||
"fill",
|
||||
light.pos.x - Camera.pos.x,
|
||||
light.pos.y - Camera.pos.y,
|
||||
light.range + light.flicker
|
||||
)
|
||||
end
|
||||
-- then, light
|
||||
love.graphics.setColor(0,0,0,0)
|
||||
for _, light in pairs(Lights) do
|
||||
love.graphics.circle(
|
||||
"fill",
|
||||
light.pos.x - Camera.pos.x,
|
||||
light.pos.y - Camera.pos.y,
|
||||
light.range + light.flicker - light.dim
|
||||
)
|
||||
|
||||
local shades = 200
|
||||
for i=1, shades do
|
||||
for _, light in pairs(Lights) do
|
||||
local luminosity = shades*light.lum/100
|
||||
love.graphics.setColor(0,0,0,math.min(1,math.max(0,(shades-i-luminosity+1)/(shades-luminosity+1))))
|
||||
love.graphics.circle(
|
||||
"fill",
|
||||
light.pos.x - Camera.pos.x,
|
||||
light.pos.y - Camera.pos.y,
|
||||
(light.range + light.flicker)*(shades-i+1)/shades
|
||||
)
|
||||
end
|
||||
end
|
||||
love.graphics.setBlendMode("alpha")
|
||||
end
|
||||
|
||||
@@ -6,7 +6,6 @@ objects = {
|
||||
ladders = {}
|
||||
}
|
||||
|
||||
|
||||
-- level functions
|
||||
function objects.DrawCollisions()
|
||||
for _, col in pairs(objects.collisions) do
|
||||
@@ -24,32 +23,14 @@ function objects.DrawCollisions()
|
||||
end
|
||||
|
||||
-- returns true if theres a collision at that point. also marks collisioned tile as collision true
|
||||
function isThereCollisionAt(x,y)
|
||||
function isThereObjectAt(x,y,objectType)
|
||||
local result = false
|
||||
for _, col in pairs(objects.collisions) do
|
||||
if x >= col.from.x and x <= col.to.x and y >= col.from.y and y <= col.to.y then
|
||||
result = true
|
||||
col.collision = true
|
||||
end
|
||||
end
|
||||
return result
|
||||
end
|
||||
|
||||
function isTherePlatformAt(x,y)
|
||||
local result = false
|
||||
for _, col in pairs(objects.platforms) do
|
||||
if x >= col.from.x and x <= col.to.x and y >= col.from.y and y <= col.to.y and col.disable ~= true then
|
||||
result = true
|
||||
col.collision = true
|
||||
end
|
||||
end
|
||||
return result
|
||||
end
|
||||
|
||||
function isThereLadderAt(x,y)
|
||||
local result = false
|
||||
for _, col in pairs(objects.ladders) do
|
||||
if x >= col.from.x and x <= col.to.x and y >= col.from.y and y <= col.to.y and col.disable ~= true then
|
||||
for _, col in pairs(objectType) do
|
||||
if x >= col.from.x
|
||||
and x <= col.to.x
|
||||
and y >= col.from.y
|
||||
and y <= col.to.y
|
||||
and col.disable ~= true then
|
||||
result = true
|
||||
col.collision = true
|
||||
end
|
||||
@@ -60,28 +41,13 @@ end
|
||||
function isThereAnyCollisionAt(x,y)
|
||||
local result = false
|
||||
if not result then
|
||||
for _, col in pairs(objects.collisions) do
|
||||
if x >= col.from.x and x <= col.to.x and y >= col.from.y and y <= col.to.y then
|
||||
result = true
|
||||
col.collision = true
|
||||
end
|
||||
end
|
||||
result = isThereObjectAt(x,y,objects.collisions)
|
||||
end
|
||||
if not result then
|
||||
for _, col in pairs(objects.ladders) do
|
||||
if x >= col.from.x and x <= col.to.x and y >= col.from.y and y <= col.to.y and col.disable ~= true then
|
||||
result = true
|
||||
col.collision = true
|
||||
end
|
||||
end
|
||||
result = isThereObjectAt(x,y,objects.ladders)
|
||||
end
|
||||
if not result then
|
||||
for _, col in pairs(objects.platforms) do
|
||||
if x >= col.from.x and x <= col.to.x and y >= col.from.y and y <= col.to.y and col.disable ~= true then
|
||||
result = true
|
||||
col.collision = true
|
||||
end
|
||||
end
|
||||
result = isThereObjectAt(x,y,objects.platforms)
|
||||
end
|
||||
return result
|
||||
end
|
||||
|
||||
Reference in New Issue
Block a user