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37 Commits

Author SHA1 Message Date
lustlion
9a20b172af fix fix
last commit
2022-03-17 11:53:48 +01:00
lustlion
a01599c001 fix last commit 2022-03-17 11:52:58 +01:00
lustlion
410c00dcd4 Replaced the id system with a simple flag for deletion 2022-03-17 11:46:10 +01:00
binarycat
8edcbe2d9b use class() in more places 2022-03-16 21:01:04 -04:00
lustlion
fa62e1428b swapped obsolete supertype for getAncestors() 2022-03-17 01:40:35 +01:00
binarycat
9be52e2b5f real real bugfix 2022-03-16 20:38:57 -04:00
binarycat
a3074acb3c real bugfix 2022-03-16 20:36:45 -04:00
binarycat
59726dc2b7 bugfix 2022-03-16 20:34:23 -04:00
lustlion
f0a9c1acf9 added getAncestors() 2022-03-17 01:26:59 +01:00
binarycat
1549976382 add class() for easy definition of classes 2022-03-16 19:59:42 -04:00
lustlion
d20e5392f8 Decoration now acts as parent for specific decorations better.
added candelabra decoration.
2022-03-17 00:39:47 +01:00
lustlion
d359afaf97 fixed all entities instanced an entity when grabbing functions from parent Entity. now it just sets metatable 2022-03-17 00:39:18 +01:00
lustlion
11a46e6227 spawns now also display archetype* on drawing the data
*to be replaced with actual parent once the class thing is implemented?
2022-03-17 00:38:08 +01:00
lustlion
f670f6bc87 Changes on Lights
- adjusted lights so they are called to do something, instead of it 
being handled on game world 
- lights has only coordinate arguments + a table with all other optional 
ones.
- renamed a lot of lights components to radius instaed of range, as it 
was agreed before elsewhere
2022-03-17 00:37:14 +01:00
lustlion
0486787b98 changed particle png to be white so it can be tinted 2022-03-17 00:33:52 +01:00
lustlion
6ba4f4d1c9 animations now have a flag for when they update their img frame 2022-03-17 00:33:36 +01:00
binarycat
918c63c535 removed file on the wrong branch 2022-03-16 14:37:19 -04:00
binarycat
6fa7dcbeef add missing file 2022-03-16 14:33:35 -04:00
lustlion
236e23177d function to improve entities moving on collisions and fixed accordingly
made math.round()
changed vector() and fixed accordingly
2022-03-16 18:50:10 +01:00
binarycat
4d94cc805d serialization function 2022-03-15 20:16:35 -04:00
lustlion
9c4b5431ee fix adjusting select to camera 2022-03-13 10:47:17 +01:00
lustlion
ba1c0f0c89 getPoints and getCoords 2022-03-13 10:43:07 +01:00
lustlion
ef632d50ee multiselecting entities! 2022-03-13 10:38:20 +01:00
lustlion
5bcf25a461 fix typos and functions 2022-03-13 10:36:19 +01:00
lustlion
1039479c47 Keybinds can be occupied (when being checked down) 2022-03-13 09:57:44 +01:00
lustlion
62555b4526 improvement to moveSpawns so it can move multiple spawns correctly 2022-03-13 09:42:35 +01:00
lustlion
a4af57ca6c cleanup useless function 2022-03-13 09:34:34 +01:00
binarycat
5189bef537 cleanup 2022-03-12 14:06:55 -05:00
binarycat
eab4cbbcdc use Rect:containsPoint in isThereObjectAt 2022-03-12 13:56:16 -05:00
binarycat
829963e080 add Rect, begin work on multiselect 2022-03-12 13:17:52 -05:00
binarycat
82246dc0c6 multiselect region can be drawn with the right mouse button 2022-03-12 13:16:39 -05:00
lustlion
3a5e0b395b fix indentation and cleaning 2022-03-12 18:28:35 +01:00
lustlion
feed65cf6d floored coords when adding or moving entity spawns 2022-03-12 18:20:25 +01:00
lustlion
1883bcd78b drawTextBox to use style table instead of a lot of arguments 2022-03-12 18:20:06 +01:00
lustlion
3c1746d914 particles time to be handled in frames instead of seconds optionally 2022-03-12 18:19:07 +01:00
binarycat
f091fba9f7 change editor_mode to editor.active, minor refactor, and start work on multiselect 2022-03-12 11:46:45 -05:00
binarycat
27f1dc71c0 added Rect class 2022-03-12 11:12:29 -05:00
34 changed files with 738 additions and 336 deletions

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@@ -10,6 +10,8 @@ function Animation:new(anim_data,speed)
o.frame = 1
o.speed = speed or 1
o.was_updated = false
setmetatable(o, self)
self.__index = self
return o
@@ -49,6 +51,9 @@ end
-- to linearly animate
function Animation:animate()
if self.was_updated then
self.was_updated = false
end
if self.frames[self.frame] ~= 0 then
-- try to animate
self.subframe = self.subframe + self.speed
@@ -56,6 +61,7 @@ function Animation:animate()
if self.subframe > self.frames[self.frame]*game.framerate then
self.subframe = self.subframe - self.frames[self.frame]*game.framerate
self.frame = self.frame + 1
self.was_updated = true
end
-- cycle

View File

@@ -77,3 +77,16 @@ function Camera:positionAt(x,y)
self.pos.y = math.floor((y/self.height)*self.height)
end
-- translate screen coordinates to game coordinates
function Camera:ptScreenToGame(pt)
return self.pos + pt
end
function Camera:mouseScreenPos()
return Point:new(love.mouse.getX(),love.mouse.getY()) / game.scale
end
-- return the mouse position as game coordinates
function Camera:mouseGamePos()
return self:ptScreenToGame(self:mouseScreenPos())
end

17
code/class.lua Normal file
View File

@@ -0,0 +1,17 @@
function class(super, self)
assert(super == nil or super.__index == super)
self = self or {}
self.__index = self
setmetatable(self, super)
return self
end
function getAncestors(self)
local family = self
local list = {}
while family ~= nil do
family = getmetatable(family)
table.insert(list,family)
end
return list
end

View File

@@ -1,4 +1,4 @@
Collision = {}
Collision = class()
LoadedObjects.Collisions = {}
LoadedObjects.Platforms = {}
@@ -48,7 +48,6 @@ function Collision:new(ox,oy,tx,ty)
end
setmetatable(o, self)
self.__index = self
return o
end
@@ -88,3 +87,7 @@ function Collision:draw(color)
love.graphics.setColor(0,1,90,0.5)
love.graphics.rectangle("line",self.from.x-Camera.pos.x, self.from.y-Camera.pos.y, self.width, self.height)
end
function Collision:asRect()
return Rect:fromCoords(self.from.x, self.from.y, self.to.x, self.to.y)
end

View File

@@ -1,17 +1,37 @@
assert(editor == nil)
editor = {
active = false,
room_mode = false,
--palette_mode = false,
palette = {
active = false,
scroll = Point:new(0, 0),
},
multiselect = {
active = false,
sweeping = false,
box = nil,
},
pan = { fixed = false, speed = 3 },
}
function stepEditor()
animateTiles()
local osweep = editor.multiselect.sweeping
editor.multiselect.sweeping = Keybind:checkDown(Keybind.editor.entity_select)
frameDebug("sweeping: "..tostring(editor.multiselect.sweeping))
if editor.multiselect.sweeping and not editor.multiselect.active then
print("multiselect enabled")
editor.multiselect.active = true
end
if not osweep and osweep ~= editor.multiselect.sweeping then
editor.multiselect.box = nil
end
if editor.multiselect.active then
doEditorMultiselect()
end
if Keybind:checkPressed(Keybind.editor.room_mode) then
if love.keyboard.isDown("lshift") then
editor.room_mode = "delete"
@@ -89,13 +109,6 @@ function stepEditor()
end,
}):activate()
end
if Keybind:checkPressed(Keybind.debug.editor) then
editor_mode = not editor_mode
deselectSpawns()
createTileObjects()
restartGame()
end
end
function scrollEditor(y)
@@ -128,6 +141,10 @@ function drawEditor()
if editor.palette.active then
doEditorPalette()
end
if editor.multiselect.box ~= nil then
frameDebug("drawing multiselect "..tostring(editor.multiselect.box))
drawEditorMultiselect()
end
end
function doEditorEdit()
@@ -204,7 +221,9 @@ function doEditorEdit()
else
if Keybind:checkDown(Keybind.editor.entity_select) then
deselectSpawns()
selectSpawns(mouse_x,mouse_y)
if editor.multiselect.box then
selectSpawns(editor.multiselect.box)
end
end
if Keybind:checkDown(Keybind.editor.entity_move) then
moveSpawns(mouse_x,mouse_y)
@@ -353,7 +372,21 @@ end
function drawEditorRooms()
for _, room in pairs(LoadedObjects.Rooms) do
love.graphics.setColor(0,0,100,1)
love.graphics.rectangle("line",room.from.x-Camera.pos.x, room.from.y-Camera.pos.y, room.width, room.height)
love.graphics.setColor(0,0,1,1)
room:asRect():draw("line")
end
end
function drawEditorMultiselect()
love.graphics.setColor(0,1,1,1)
editor.multiselect.box:draw("line")
end
function doEditorMultiselect()
local mousept = Camera:mouseGamePos()
if editor.multiselect.box == nil then
editor.multiselect.box = Rect:fromPoints(mousept, mousept)
elseif editor.multiselect.sweeping then
editor.multiselect.box.max = mousept
end
end

View File

@@ -1,5 +1,7 @@
Arrow = Entity:new()
Arrow.type = "Arrow"
Arrow = class(Entity, {
type = "Arrow",
display = Animation:new(animation.kupo.arrow),
})
function Arrow:new(x,y,rotation,speed)
@@ -36,20 +38,30 @@ function Arrow:drawBackground()
end
function Arrow:doPhysics()
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
else
self.stuck = true
end
if not self:isCollidingAt(self.pos.x, self.pos.y + self.vel.y, LoadedObjects.Collisions) then
self.pos.y = self.pos.y + self.vel.y
else
self.stuck = true
-- horizontal collision
self:moveX(
self.vel.x,
function()
self.stuck = true
end
)
if not self.stuck then
-- vertical collision
self:moveY(
self.vel.y,
function()
self.stuck = true
end
)
end
if self.stuck then
self.pos.x = self.pos.x + self.vel.x * (2/3)
self.pos.y = self.pos.y + self.vel.y * (2/3)
self.vel.x = 0
self.vel.y = 0
end
self:adjustLight()
end

View File

@@ -1,6 +1,7 @@
CursedBook = Entity:new()
CursedBook.type = "CursedBook"
CursedBook.display = Animation:new(animation.cursed_book.flying)
CursedBook = class(Entity, {
type = "CursedBook",
display = Animation:new(animation.cursed_book.flying),
})
function CursedBook:new(x,y)
local o = Entity:new(x,y)
@@ -28,10 +29,12 @@ function CursedBook:new(x,y)
o:createBox(o.body)
-- light
o.light_range = 500
--o.light = Light:new(o.pos.x,o.pos.y,o.light_range,2,hex2rgb("#fe00d1"))
o:id()
local light_data = {}
light_data.radius = 500
light_data.shine_radius = 0
light_data.flicker = nil
light_data.color = nil
o.light = Light:new(o.pos.x,o.pos.y,light_data)
setmetatable(o, self)
self.__index = self
@@ -67,6 +70,13 @@ function CursedBook:doLogic()
elseif self.status == 4 then
end
if self.isFlying then
local random_x = math.random(-4, 4)/100
local random_y = math.random(-4, 4)/100
self.vel.x = self.vel.x + random_x
self.vel.y = self.vel.y + random_y
end
end
function CursedBook:handleAnimation()
@@ -101,15 +111,21 @@ function CursedBook:handleAnimation()
end
function CursedBook:doPhysics()
if self.isFlying then
local random_x = math.random(-4, 4)/100
local random_y = math.random(-4, 4)/100
self.vel.x = self.vel.x + random_x
self.vel.y = self.vel.y + random_y
end
-- move
self:moveWithCollision()
-- horizontal collision
self:moveX(
self.vel.x,
function()
self.vel.x = 0
end
)
-- vertical collision
self:moveY(
self.vel.y,
function()
self.vel.y = 0
end
)
-- final position
self:adjustLight()
end

View File

@@ -1,23 +1,23 @@
Decoration = Entity:new()
Decoration.type = "Decoration"
Decoration.display = nil
Decoration = class(Entity, {
type = "Decoration",
supertype = Entity.type,
display = Animation:new(animation.particle.simple),
})
function Decoration:new(x,y,animation,light_radius)
function Decoration:new(x,y,animation,light_data)
local o = Entity:new(x,y)
o.pos = {x = x, y = y}
-- animations
o.body = Animation:new(animation)
o:centerOffset(o.body)
o:createBox(o.body)
if light_radius ~= nil then
o.light_radius = light_radius
o.light = Light:new(o.pos.x,o.pos.y,o.light_radius)
if animation then
o.body = Animation:new(animation)
o:centerOffset(o.body)
o:createBox(o.body)
end
o:id()
if light_data then
o.light = Light:new(o.pos.x,o.pos.y,light_data)
end
setmetatable(o, self)
self.__index = self
@@ -29,5 +29,4 @@ function Decoration:handleAnimation()
self:draw(self.body)
end
function Decoration:doPhysics()
end
require "code/entities/decorations/candelabra"

View File

@@ -0,0 +1,54 @@
Candelabra = class(Decoration, {
type = "Candelabra",
display = Animation:new(animation.decoration.candelabra),
})
function Candelabra:new(x,y)
local light_data = {}
light_data.radius = 100
light_data.color = hex2rgb("#fed100")
local o = Decoration:new(x,y,animation.decoration.candelabra,light_data)
o.particle_rate = 5
o.particle_count = 0
setmetatable(o, self)
self.__index = self
return o
end
function Candelabra:handleAnimation()
if self.body.was_updated then
self.particle_count = self.particle_count + 1
while self.particle_count >= self.particle_rate do
local pos = math.floor(math.random(1,3))-2
local particle_data = {}
particle_data.animation = animation.particle.simple
particle_data.sprite_tint = hex2rgb("#ffffff")
particle_data.sprite_alpha_fade = true
particle_data.direction = -math.rad(90)
particle_data.speed = 0.5 + math.random(2)*0.005
particle_data.time = 0.5+math.random(0.5)
particle_data.animation_speed = 1/particle_data.time
particle_data.func = function(self)
--COSINE WAVE FUNCTION
--init variables and constants
self.t = self.t or 0
self.phase = self.phase or math.random(2*math.pi)
local dt = 0.5
local amplitude = 0.5
local frequency = 0.5/game.framerate
--calc
self.t = self.t + dt
self:moveX(amplitude*math.cos(2*math.pi*frequency*self.t+self.phase))
end
Particle:new(self.pos.x+pos*5,self.pos.y-3,particle_data)
self.particle_count = self.particle_count - self.particle_rate
end
end
Decoration.handleAnimation(self)
end

View File

@@ -1,6 +1,7 @@
Fairy = Entity:new()
Fairy.type = "Fairy"
Fairy.display = Animation:new(animation.fairy.flying)
Fairy = class(Entity, {
type = "Fairy",
display = Animation:new(animation.fairy.flying),
})
function Fairy:new(x,y)
local o = Entity:new(x,y)
@@ -19,22 +20,23 @@ function Fairy:new(x,y)
o:createBox(o.body)
-- light
o.light_radius = 80
o.light = Light:new(o.pos.x,o.pos.y,o.light_radius,nil,hex2rgb("#fed100"))
local light_data = {}
light_data.radius = 80
light_data.shine_radius = 80
light_data.flicker = nil
light_data.color = hex2rgb("#fed100")
o.light = Light:new(o.pos.x,o.pos.y,light_data)
-- timer
o.particle_timer = 0
o.particle_time = 5
o:id()
setmetatable(o, self)
self.__index = self
return o
end
function Fairy:doLogic()
if self:checkVisionLine(main_player,self.vision_range) then
self.target.x = main_player.pos.x + main_player.target_offset.x
@@ -63,31 +65,19 @@ function Fairy:doLogic()
local distance_x = self.target.x - self.pos.x
local distance_y = self.target.y - self.pos.y
local angle = getAngleFromVector(distance_x,distance_y)
local angle = getAngleFromVector(vector(distance_x,distance_y))
local distance = math.sqrt(distance_x ^ 2 + distance_y ^ 2)
if distance < self.range then
self.vel.x = self.vel.x * 0.9
self.vel.y = self.vel.y * 0.9
local random_x = math.random(-1, 1)
local random_y = math.random(-1, 1)
self.vel.x = self.vel.x * 0.9 + random_x/10
self.vel.y = self.vel.y * 0.9 + random_y/10
else
self.vel.x = math.cos(angle)*self.speed
self.vel.y = math.sin(angle)*self.speed
end
self.particle_timer = self.particle_timer + 1
if self.particle_timer >= self.particle_time then
self.particle_timer = 0
local particle_data = {
animation = animation.particle.simple,
animation_speed = 1,
sprite_tint = hex2rgb("#fed100"),
sprite_alpha_fade = true,
direction = angle-math.rad(180+math.random(60)-30),
speed = 0.8*(distance/50),
speed_increase = -0.01,
time = 0.75
}
Particle:new(self.pos.x,self.pos.y,particle_data)
local random_x = math.random(-6, 6)
local random_y = math.random(-6, 6)
self.vel.x = math.cos(angle)*self.speed + random_x/10
self.vel.y = math.sin(angle)*self.speed + random_y/10
end
end
@@ -95,19 +85,45 @@ 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.particle_timer = self.particle_timer + 1
if self.particle_timer >= self.particle_time then
local vector = vector(self.vel.x,self.vel.y)
local angle = getAngleFromVector(vector)
self.particle_timer = 0
local particle_data = {}
particle_data.animation = animation.particle.simple
particle_data.animation_speed = 1
particle_data.sprite_tint = hex2rgb("#fed100")
particle_data.sprite_alpha_fade = true
particle_data.direction = angle-math.rad(180+math.random(60)-30)
particle_data.speed = 1
particle_data.time = 0.75
particle_data.func = function(self)
self.speed = self.speed - 0.01
self.vel.x = self.speed * math.cos(self.direction)
self.vel.y = self.speed * math.sin(self.direction)
end
Particle:new(self.pos.x,self.pos.y,particle_data)
end
end
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:moveWithCollision()
self.vel.x = 0
self.vel.y = 0
-- horizontal collision
self:moveX(
self.vel.x,
function()
self.vel.x = 0
end
)
-- vertical collision
self:moveY(
self.vel.y,
function()
self.vel.y = 0
end
)
-- final position
self:adjustLight()
end

View File

@@ -1,6 +1,7 @@
HookAnchor = Entity:new()
HookAnchor.type = "HookAnchor"
HookAnchor.display = Animation:new(animation.fairy.flying)
HookAnchor = class(Entity, {
type = "HookAnchor",
display = Animation:new(animation.fairy.flying),
})
function HookAnchor:new(x,y,hook_distance)
local o = Entity:new(x,y)
@@ -13,8 +14,6 @@ function HookAnchor:new(x,y,hook_distance)
o:centerOffset(o.body)
o:createBox(o.body)
o:id()
setmetatable(o, self)
self.__index = self
return o
@@ -36,10 +35,6 @@ function HookAnchor:drawBackground()
)
end
function HookAnchor:doPhysics()
end
function Fairy:debug()
Entity.debug(self)
end

View File

@@ -1,6 +1,7 @@
Kupo = Entity:new()
Kupo.type = "Kupo"
Kupo.display = Animation:new(animation.kupo.body)
Kupo = class(Entity, {
type = "Kupo",
display = Animation:new(animation.kupo.body),
})
function Kupo:new(x,y)
local o = Entity:new(x,y)
@@ -27,10 +28,13 @@ function Kupo:new(x,y)
o.bow_aim_frames = 8
o.hostile = true
o.light_radius = o.range/2
o.light = Light:new(o.pos.x,o.pos.y,o.light_radius)
o:id()
-- light values
local light_data = {}
light_data.radius = 100
light_data.shine_radius = 20
light_data.flicker = nil
light_data.color = nil
o.light = Light:new(o.pos.x,o.pos.y,light_data)
setmetatable(o, self)
self.__index = self
@@ -44,8 +48,9 @@ function Kupo:doLogic()
self.target.y = main_player.pos.y - main_player.target_offset.y
local distance_x = self.target.x - self.pos.x
local distance_y = self.target.y - self.pos.y
local distance = math.sqrt(distance_x ^ 2 + distance_y ^ 2)
local angle = getAngleFromVector(distance_x,distance_y)
local angle = getAngleFromVector(vector(distance_x,distance_y))
self.draw_bow = false
if distance <= self.range then
if self.hostile == true then
@@ -153,7 +158,3 @@ function Kupo:handleAnimation()
)
end
end
function Kupo:doPhysics()
self:moveWithCollision()
end

View File

@@ -1,8 +1,8 @@
LoadedObjects.Particles = {}
Particle = Entity:new()
Particle.type = "Particle"
Particle.display = Animation:new(animation.particle.simple)
Particle = class(Entity, {
type = "Particle",
display = Animation:new(animation.particle.simple),
})
function Particle:new(x,y,particle_data)
local o = Entity:new(x,y)
@@ -10,19 +10,26 @@ function Particle:new(x,y,particle_data)
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.direction = particle_data.direction or 0
o.sprite_rotation = particle_data.sprite_rotation or 0
o.sprite_offset = particle_data.sprite_offset or vector(0,0)
o.sprite_scale = particle_data.sprite_scale or vector(1,1)
o.sprite_tint = particle_data.sprite_tint or {1,1,1}
o.sprite_alpha = particle_data.sprite_alpha or 1
o.sprite_alpha_fade = particle_data.sprite_alpha_fade or false
o.sprite_alpha_base = o.sprite_alpha
o.sprite_flip = particle_data.sprite_flip or o.sprite_flip
o.sprite_flip = particle_data.sprite_flip or vector(1,1)
o.func = particle_data.func or nil
o.time = particle_data.time or nil
if o.time ~= nil then o.time = o.time * game.framerate end
if o.time then
if particle_data.time_unit ~= nil
and particle_data.time_unit == "frames" then
o.time = o.time
else
o.time = o.time * game.framerate
end
end
o.timer = 0
o.vel = {
@@ -30,44 +37,34 @@ function Particle:new(x,y,particle_data)
y = o.speed * math.sin(o.direction)
}
o.speed_increase = particle_data.speed_increase or 0
if particle_data.light ~= nil then
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.light_range,flicker,color)
if particle_data.light then
local light_data = {}
light_data.radius = particle_data.light
light_data.shine_radius = particle_data.light_shine or nil
light_data.flicker = particle_data.light_flicer or nil
light_data.color = particle_data.light_color or nil
o.light = Light:new(o.pos.x,o.pos.y,light_data)
end
-- animations
if particle_data.animation ~= nil then
if particle_data.animation then
o.body = Animation:new(particle_data.animation,particle_data.animation_speed)
o:centerOffset(o.body)
o:createBox(o.body)
end
-- particle id handled differently from other entities
table.remove(LoadedObjects.Entities,#LoadedObjects.Entities)
table.insert(LoadedObjects.Particles,o)
o.id = #LoadedObjects.Particles
setmetatable(o, self)
self.__index = self
return o
end
function Particle:kill()
if self.light ~= nil then
if self.light then
self.light:kill()
end
if self.id ~= nil then
for _, e in pairs(LoadedObjects.Particles) do
if e.id > self.id then
e.id = e.id - 1
end
end
table.remove(LoadedObjects.Particles,self.id)
end
self = nil
self.dead = true
end
function Particle:handleAnimation()
@@ -77,34 +74,59 @@ function Particle:handleAnimation()
self.sprite_alpha = self.sprite_alpha_base*(self.time-self.timer)/self.time
end
if self.body ~= nil then
if self.body then
self.body:animate()
self:draw(self.body)
end
end
function Particle:doPhysics()
-- adjust speed
if self.speed_increase ~= 0 then
self.speed = self.speed + self.speed_increase
self.vel.x = self.speed * math.cos(self.direction)
self.vel.y = self.speed * math.sin(self.direction)
end
-- move
self:moveWithCollision()
if self.light ~= nil then
self:adjustLight()
self.light.range = self.light_range * self.sprite_alpha/2
function Particle:doLogic()
if self.func then
self:func()
end
if self.time ~= nil then
if self.time then
if self.timer >= self.time then self:kill() end
end
end
function cleanDeadParticles()
for i=1, #LoadedObjects.Particles do
part = LoadedObjects.Particles[i]
if part.kill then
table.remove(LoadedObjects.Particles,i)
end
end
end
function Particle:doPhysics()
-- horizontal collision
self:moveX(
self.vel.x
)
-- vertical collision
self:moveY(
self.vel.y
)
-- final position
self:adjustLight()
end
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)
end
---------------
function cleanDeadParticles()
for i=1, #LoadedObjects.Particles do
part = LoadedObjects.Particles[i]
if part and part.dead then
table.remove(LoadedObjects.Particles,i)
end
end
end
---------------

View File

@@ -1,6 +1,7 @@
Player = Entity:new()
Player.type = "Player"
Player.display = Animation:new(animation.nancy.idle)
Player = class(Entity, {
type = "Player",
display = Animation:new(animation.nancy.idle),
})
function Player:new(x,y)
local o = Entity:new(x,y)
@@ -41,9 +42,6 @@ function Player:new(x,y)
o.walljump_nodrift_amount = 12
o.walljump_impulse = { x = 2.5, y = 3.5 }
-- light values
o.light_radius = 40 -- screen pixels
-- status
o.can_jump = true
o.can_fall = true
@@ -75,9 +73,12 @@ function Player:new(x,y)
o:createBox(o.body,0,4,-1,-5)
-- lights
o.light = Light:new(o.pos.x,o.pos.y,o.light_radius)
o:id()
local light_data = {}
light_data.radius = 40
light_data.shine_radius = 20
light_data.flicker = nil
light_data.color = nil
o.light = Light:new(o.pos.x,o.pos.y,light_data)
setmetatable(o, self)
self.__index = self
@@ -155,7 +156,7 @@ function Player:doLogic()
end
-- set dash values
self.dashDirection = getAngleFromVector(horizontal, vertical)
self.dashDirection = getAngleFromVector(vector(horizontal, vertical))
self.dash_timer = math.floor(self.dash_time * game.framerate)
end
else
@@ -232,10 +233,10 @@ function Player:doPhysics()
-- hook state
if self.is_hooked then
self.move_x = 0
local hook = vector(self.pos.x, self.pos.y, self.hook_anchor.x, self.hook_anchor.y)
local hook = vector(self.hook_anchor.x - self.pos.x, self.hook_anchor.y - self.pos.y)
local dist = math.min(getVectorValue(hook), self.hook_distance)
local hook_angle = getAngleFromVector(hook[1],hook[2])-math.rad(180)
local hook_angle = getAngleFromVector(hook)-math.rad(180)
if Keybind:checkDown(Keybind.move.right) then
hook_angle = hook_angle - self.hook_swing_speed
@@ -251,7 +252,8 @@ function Player:doPhysics()
animation_speed = 0,
sprite_tint = hex2rgb("#fed100"),
sprite_alpha = 0.5,
time = 0.05,
time = 4,
time_unit = "frames",
sprite_flip = {
x = self.sprite_flip.x,
y = self.sprite_flip.y
@@ -263,8 +265,13 @@ function Player:doPhysics()
local pos_y = self.hook_anchor.y + dist * math.sin(hook_angle)
self.vel.x = self.vel.x + pos_x - self.pos.x
self.vel.y = self.vel.y + pos_y - self.pos.y
self.pos.x = pos_x
self.pos.y = pos_y
self:moveX(
pos_x - self.pos.x
)
self:moveY(
pos_y - self.pos.y
)
end
@@ -275,24 +282,26 @@ function Player:doPhysics()
end
-- horizontal collision
if not self:isCollidingAt(self.pos.x + self.vel.x, self.pos.y, LoadedObjects.Collisions) then
self.pos.x = self.pos.x + self.vel.x
self.wall_hit = 0
else
self.wall_hit = math.sign(self.vel.x)
self.vel.x = 0
end
self.wall_hit = 0
self:moveX(
self.vel.x,
function()
self.wall_hit = math.sign(self.vel.x)
self.vel.x = 0
end
)
-- vertical collision
if not self:isCollidingAt(self.pos.x, self.pos.y + self.vel.y, LoadedObjects.Collisions) then
self.pos.y = self.pos.y + self.vel.y
else
if self.vel.y > 0 then
self.is_on_ground = true
self.dash_count = self.dash_amount
self:moveY(
self.vel.y,
function()
if self.vel.y > 0 then
self.is_on_ground = true
self.dash_count = self.dash_amount
end
self.vel.y = 0
end
self.vel.y = 0
end
)
-- if u collision w hazard, respawn
if self:isCollidingAt(self.pos.x, self.pos.y, LoadedObjects.Hazards) then
@@ -326,10 +335,10 @@ function Player:handleAnimation()
elseif self.vel.y < 0 then
self.body = self.body:change(animation.nancy.jump)
self.mask = self.mask:change(self.mask_type.jump)
elseif self.vel.x + self.move_x ~= 0 then
elseif self.vel.x + self.move_x ~= 0 and not self.is_hooked then
self.body = self.body:change(animation.nancy.run)
self.mask = self.mask:change(self.mask_type.run)
else
elseif not self.is_hooked then
self.body = self.body:change(animation.nancy.idle)
self.mask = self.mask:change(self.mask_type.idle)
end

View File

@@ -1,10 +1,11 @@
Entity = {class = "Entity"}
LoadedObjects.Entities = {}
Entity = class(nil, {type = "Entity"})
function Entity:new(x,y)
local o = {}
o.pos = {x = x, y = y}
o.move_remainder = {x = 0, y = 0}
o.vel = {x = 0, y = 0}
o.direction = 0
@@ -22,19 +23,13 @@ function Entity:new(x,y)
o.sprite_tint = {1,1,1}
o.sprite_alpha = 1
o.sprite_flip = { x = 1, y = 1}
o.illuminated = false
table.insert(LoadedObjects.Entities,o)
setmetatable(o, self)
self.__index = self
return o
end
function Entity:id()
table.insert(LoadedObjects.Entities,self)
self.id = #LoadedObjects.Entities
end
function Entity:checkNearest(type,maxdistance)
local return_entity = nil
local shortest = -1
@@ -66,27 +61,53 @@ function Entity:checkNearest(type,maxdistance)
return return_entity
end
function Entity:doLogic()
end
function Entity:move()
self.pos.x = self.pos.x + self.vel.x
self.pos.y = self.pos.y + self.vel.y
end
function Entity:moveWithCollision()
-- horizontal collision
if not self:isCollidingAt(self.pos.x + self.vel.x, self.pos.y, LoadedObjects.Collisions) then
self.pos.x = self.pos.x + self.vel.x
else
self.vel.x = 0
function Entity:moveX(amount, func)
self.move_remainder.x = self.move_remainder.x + amount
local move = math.round(self.move_remainder.x)
if move ~= 0 then
self.move_remainder.x = self.move_remainder.x - move
local sign = math.sign(move)
while math.round(move) ~= 0 do
if not self:isCollidingAt(
self.pos.x + sign,
self.pos.y,
LoadedObjects.Collisions
) then
self.pos.x = self.pos.x + sign
move = move - sign
if tostring(move) == "nan" then error() end
else
if func then
func()
end
break
end
end
end
end
-- vertical collision
if not self:isCollidingAt(self.pos.x, self.pos.y + self.vel.y, LoadedObjects.Collisions) then
self.pos.y = self.pos.y + self.vel.y
else
self.vel.y = 0
function Entity:moveY(amount, func)
self.move_remainder.y = self.move_remainder.y + amount
local move = math.round(self.move_remainder.y)
if move ~= 0 then
self.move_remainder.y = self.move_remainder.y - move
local sign = math.sign(move)
while math.round(move) ~= 0 do
if not self:isCollidingAt(
self.pos.x,
self.pos.y + sign,
LoadedObjects.Collisions
) then
self.pos.y = self.pos.y + sign
move = move - sign
if tostring(move) == "nan" then error() end
else
if func then
func()
end
break
end
end
end
end
@@ -103,15 +124,7 @@ function Entity:kill()
if self.light ~= nil then
self.light:kill()
end
if self.id ~= nil then
table.remove(LoadedObjects.Entities,self.id)
for _, e in pairs(LoadedObjects.Entities) do
if e.id > self.id then
e.id = e.id - 1
end
end
end
self = nil
self.dead = true
end
function Entity:checkVisionLine(entity,range)
@@ -120,8 +133,9 @@ function Entity:checkVisionLine(entity,range)
local distance_x = target_x - self.pos.x
local distance_y = target_y - self.pos.y
local distance = vector(distance_x,distance_y)
local angle = getAngleFromVector(distance_x,distance_y)
local angle = getAngleFromVector(distance)
local distance = math.sqrt(distance_x ^ 2 + distance_y ^ 2)
local is_colliding = true
@@ -227,8 +241,9 @@ function Entity:checkVisionLineDebug(entity,range)
local distance_x = target_x - self.pos.x
local distance_y = target_y - self.pos.y
local distance = vector(distance_x,distance_y)
local angle = getAngleFromVector(distance_x,distance_y)
local angle = getAngleFromVector(distance)
local distance = math.sqrt(distance_x ^ 2 + distance_y ^ 2)
if distance < range then
@@ -277,12 +292,31 @@ function Entity:debug()
end
end
function Entity:doLogic()
end
function Entity:doPhysics()
end
function Entity:handleAnimation()
end
function Entity:drawBackground()
end
---------------
function cleanDeadEntities()
for i=1, #LoadedObjects.Entities do
enty = LoadedObjects.Entities[i]
if enty and enty.dead then
table.remove(LoadedObjects.Entities,i)
end
end
end
---------------
require "code/entities/kupo"
require "code/entities/arrow"
require "code/entities/decoration"

View File

@@ -53,10 +53,6 @@ function stepGame()
initMenu("dialog",dialog_sequence.example)
end
if Keybind:checkPressed(Keybind.debug.editor) then
editor_mode = true
end
if Keybind:checkPressed(Keybind.debug.recording) then
if DemoRecording then
Demo:endRecord()
@@ -72,6 +68,10 @@ function stepGame()
Demo:startPlayback()
end
end
cleanDeadParticles()
cleanDeadEntities()
cleanDeadLights()
end
function drawGame()

View File

@@ -79,19 +79,7 @@ function drawGameworldDarkness()
love.graphics.setBlendMode("replace")
love.graphics.setColor(0,0,0,0)
for _, light in pairs(LoadedObjects.Lights) do
if light.range ~= 0 then
local position = {
x = (light.pos.x - Camera.pos.x) / game.scale,
y = (light.pos.y - Camera.pos.y) / game.scale
}
local range = (light.range + light.flicker_value) / game.scale
love.graphics.circle(
"fill",
position.x,
position.y,
range
)
end
light:drawClear()
end
Canvas.Darkness:endDrawing()
Canvas.Darkness:draw()
@@ -99,23 +87,7 @@ end
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)
shader.circle_gradient:send("pos_x",- Camera.pos.x + light.pos.x)
shader.circle_gradient:send("pos_y",- Camera.pos.y + light.pos.y)
shader.circle_gradient:send("range",light.range)
shader.circle_gradient:send("scale",game.scale)
love.graphics.setShader(shader.circle_gradient)
love.graphics.circle(
"fill",
- Camera.pos.x + light.pos.x,
- Camera.pos.y + light.pos.y,
light.range
)
love.graphics.setShader()
end
light:drawShine()
end
end

View File

@@ -17,6 +17,10 @@ Keybind.debug = {}
Keybind.editor = {}
Keybind.generic = {}
function Keybind:isAvailable(action)
return not action.occupied
end
function Keybind:checkDown(action)
if DemoPlayback then
for _, demo_action in pairs(DemoAction[CurrentDemoFrame]) do
@@ -37,9 +41,11 @@ function Keybind:checkDown(action)
if action.demo ~= nil then
Demo:recordAction(action.demo)
end
action.occupied = true
return true
end
end
action.occupied = false
return false
end
end

View File

@@ -1,41 +1,30 @@
Light = {}
Light = class(nil, {
type = "Light"
})
LoadedObjects.Lights = {}
function Light:new(x,y,range,flicker,color,lum)
function Light:new(x,y,data)
local o = {}
o.pos = {
x = x,
y = y
}
o.range = range
o.lum = lum or 1
o.color = color or {1,1,1}
o.flicker_amount = flicker or 2
o.radius = data.radius
o.shine_radius = data.shine_radius or 0
o.lum = data.lum or 1
o.color = data.color or {1,1,1}
o.flicker_amount = data.flicker or 2
o.flicker_value = 0
o.dim = 0
o.flicker_time = 60/12
o.flicker_timer = 0
table.insert(LoadedObjects.Lights,o)
o.id = #LoadedObjects.Lights
setmetatable(o, self)
self.__index = self
table.insert(LoadedObjects.Lights,o)
return o
end
function Light:kill()
if self.id ~= nil then
table.remove(LoadedObjects.Lights,self.id)
for _, e in pairs(LoadedObjects.Lights) do
if e.id > self.id then
e.id = e.id - 1
end
end
end
self = nil
end
function Light:flicker()
self.flicker_timer = self.flicker_timer + 1
@@ -45,3 +34,56 @@ function Light:flicker()
self.flicker_value = math.min(math.max(self.flicker_value, -self.flicker_amount), self.flicker_amount)
end
end
function Light:drawClear()
if self.radius ~= 0 then
local position = {
x = (self.pos.x - Camera.pos.x) / game.scale,
y = (self.pos.y - Camera.pos.y) / game.scale
}
local radius = (self.radius + self.flicker_value) / game.scale
love.graphics.circle(
"fill",
position.x,
position.y,
radius
)
end
end
function Light:drawShine()
if self.radius ~= 0 then
love.graphics.setColor(self.color[1],self.color[2],self.color[3],1)
shader.circle_gradient:send("pos_x",- Camera.pos.x + self.pos.x)
shader.circle_gradient:send("pos_y",- Camera.pos.y + self.pos.y)
shader.circle_gradient:send("radius",self.shine_radius)
shader.circle_gradient:send("scale",game.scale)
love.graphics.setShader(shader.circle_gradient)
love.graphics.circle(
"fill",
- Camera.pos.x + self.pos.x,
- Camera.pos.y + self.pos.y,
self.radius
)
love.graphics.setShader()
end
end
function Light:kill()
self.dead = true
end
---------------
function cleanDeadLights()
for i=1, #LoadedObjects.Lights do
light = LoadedObjects.Lights[i]
if light and light.dead then
table.remove(LoadedObjects.Lights,i)
end
end
end
---------------

View File

@@ -8,20 +8,22 @@ function math.sign(x)
end
end
function vector(init_x, init_y, final_x, final_y)
local distance_x = final_x - init_x
local distance_y = final_y - init_y
return {distance_x, distance_y}
function math.round(x)
return math.floor(x+0.5)
end
function vector(x, y)
return {x = x, y = y}
end
function getVectorValue(vector)
return math.sqrt(vector[1] ^ 2 + vector[2] ^ 2)
return math.sqrt(vector.x ^ 2 + vector.y ^ 2)
end
function getAngleFromVector(x,y)
function getAngleFromVector(vector)
local reduce = 0
if x < 0 then
if vector.x < 0 then
reduce = math.rad(180)
end
return math.atan(y/x) - reduce
return math.atan(vector.y/vector.x) - reduce
end

View File

@@ -25,10 +25,7 @@ function isThereObjectAt(x,y,objectType)
for _, object in pairs(objectType) do
if object.is_disabled then
-- Dont calculate if dissabled
elseif x >= object.from.x
and x <= object.to.x
and y >= object.from.y
and y <= object.to.y then
elseif object:asRect():containsPoint(Point:new(x, y)) then
object.is_colliding = true
return true
end
@@ -36,14 +33,6 @@ function isThereObjectAt(x,y,objectType)
return false
end
function isThereCollisionAt(x,y)
if x >= 0 and x < #CollisionTable
and y >= 0 and y < #CollisionTable[0] then
return CollisionTable[math.floor(y)][math.floor(x)]
end
return false
end
-- flags
function setCollisionFlags()
local Check = {

86
code/rect.lua Normal file
View File

@@ -0,0 +1,86 @@
-- based of of plan9's Rectangle struct
-- rect.max is not counted as "in" the rectangle
Rect = {}
Rect.__index = Rect
function Rect:fromPoints(pt1, pt2)
local o = { min = pt1, max = pt2 }
setmetatable(o, self)
return o
end
function Rect:getPoints()
return self.min, self.max
end
function Rect:fromCoords(x1, y1, x2, y2)
return Rect:fromPoints(Point:new(x1, y1), Point:new(x2, y2))
end
function Rect:getCoords()
return self.min.x, self.min.y, self.max.x, self.max.y
end
-- clone refers to a deep copy
function Rect:clone()
return Rect:fromCoords(self.min.x, self.min.y, self.max.x, self.max.y)
end
-- make sure min and max refer to the correct corners
-- acts in place, returns self
function Rect:fix()
if self.min.x > self.max.x then
self.min.x, self.max.x = self.max.x, self.min.x
end
if self.min.y > self.max.y then
self.min.y, self.max.y = self.max.y, self.min.y
end
end
function Rect:width()
return self.max.x - self.min.x
end
function Rect:height()
return self.max.y - self.min.y
end
function Rect:size()
return Point:new(self:width(), self:height())
end
function Rect:__add(pt)
return Rect:fromPoints(self.min + pt, self.max + pt)
end
function Rect:corners()
return {
self.min:copy(), -- top left
Point:new(self.max.x, self.min.y), -- top right
Point:new(self.min.x, self.max.y), -- bottom left
self.max:copy(), -- bottom right
}
end
function Rect:containsPoint(pt)
return pt.x >= self.min.x
and pt.y >= self.min.y
and pt.x <= self.max.x
and pt.y <= self.max.y
end
function Rect:overlapsRect(other)
return self.min.x < other.max.x
and self.max.x > other.min.x
and self.min.y < other.max.y
and self.max.y > other.min.y
end
function Rect:draw(style)
love.graphics.rectangle(style, self.min.x - Camera.pos.x, self.min.y - Camera.pos.y, self:width(), self:height())
end
function Rect:__tostring()
return "Rect["..tostring(self.min).." "..tostring(self.max).."]"
end

View File

@@ -7,6 +7,7 @@ require "data/sfx"
require "code/locale"
-- support functions
require "code/class"
require "code/math"
require "code/draw"
require "code/hex"
@@ -14,6 +15,7 @@ require "code/in_out"
-- classes
require "code/point"
require "code/rect"
require "code/objects"
require "code/level"
require "code/camera"

31
code/serialize.lua Normal file
View File

@@ -0,0 +1,31 @@
local function quote(str, lvl)
--lvl = lvl or
local rp = "]"..(lvl or "").."]"
if string.match(str, rp) then
return quote(str, (lvl or "") .. "=")
end
return "["..(lvl or "").."["..str..rp
end
function serialize_lua_value(val)
if type(val) == "number" then
return tostring(val)
elseif type(val) == "string" then
-- TODO: use different quotes if ']]' appears in the value
return quote(val)
elseif type(val) == "table" then
local r = "{"
for k, v in pairs(val) do
r = r .. "[ "..serialize_lua_value(k).." ]="..serialize_lua_value(v)..","
end
return r .. "}"
elseif val == nil then
return "nil"
elseif val == false then
return "false"
elseif val == true then
return "true"
end
error("serialization failed")
end

View File

@@ -20,7 +20,11 @@ function deselectSpawns()
end
end
function selectSpawns(x,y)
function selectSpawns(rect)
local x, y = rect:getPoints()
local select_rect = Rect:fromPoints(x-{x=Camera.pos.x,y=Camera.pos.y},y-{x=Camera.pos.x,y=Camera.pos.y})
select_rect:fix()
for _, spawn in pairs(LoadedObjects.Spawns) do
local offset_x, offset_y = spawn.archetype.display:getCenteredOffset()
@@ -28,9 +32,9 @@ function selectSpawns(x,y)
local top = spawn.args[2] - Camera.pos.y - offset_y
local right = spawn.args[1] - Camera.pos.x + offset_x
local bottom = spawn.args[2] - Camera.pos.y + offset_y
local x = (x / game.scale)
local y = (y / game.scale)
if x >= left and y >= top and x <= right and y <= bottom then
local spawn_rect = Rect:fromCoords(left, top, right, bottom)
if spawn_rect:overlapsRect(select_rect) then
spawn.selected = true
end
@@ -47,10 +51,22 @@ function selectSpawns(x,y)
end
function moveSpawns(x,y)
local move_x = nil
local move_y = nil
for _, spawn in pairs(LoadedObjects.Spawns) do
if spawn.selected then
spawn.args[1] = math.floor(x/game.scale)+Camera.pos.x
spawn.args[2] = math.floor(y/game.scale)+Camera.pos.y
local difference_x = math.floor((x/game.scale)+Camera.pos.x) - spawn.args[1]
local difference_y = math.floor((y/game.scale)+Camera.pos.y) - spawn.args[2]
if move_x == nil or Point.abs({x=difference_x,y=difference_y}) < Point.abs({x=move_x,y=move_y}) then
move_x = difference_x
move_y = difference_y
end
end
end
for _, spawn in pairs(LoadedObjects.Spawns) do
if spawn.selected then
spawn.args[1] = spawn.args[1] + move_x
spawn.args[2] = spawn.args[2] + move_y
end
end
end
@@ -72,6 +88,9 @@ function promptSpawnNew()
for i=2, #result+1 do
print("arg #"..i-1)
args[i-1] = result[i]
if i < 4 then
args[i-1] = math.floor(args[i-1])
end
end
else
args = {0,0}
@@ -225,7 +244,13 @@ function drawSpawns()
)
if spawn.selected then
local text = spawn.archetype.type.."\n---\nPosition\n["..spawn.args[1]..","..spawn.args[2].."]"
local text = spawn.archetype.type .."\n("
local ancestors = getAncestors(spawn.archetype)
for i=1, #ancestors do
if i > 1 then text = text .. ", " end
text = text .. ancestors[i].type
end
text = text ..")\n---\nPosition\n["..spawn.args[1]..","..spawn.args[2].."]"
if #spawn.args > 2 then
text = text .. "\n---\nData:\n"
for i=3, #spawn.args do

View File

@@ -5,16 +5,19 @@ function addElement(self)
self.id = #UIElement
end
function drawTextBox(text,x,y,color,background_color)
local color = color or {1,1,1,1}
local background_color = background_color or {0,0,0,1}
function drawTextBox(text,x,y,style)
local style = style or {}
local c1, c2, c3, a = love.graphics.getColor()
local width = locale_font:getWidth(text)
local height = locale_font:getHeight(text)
local margin = 5
local color = style.color or {1,1,1,1}
local background_color = style.background_color or {0,0,0,1}
local margin = style.margin or 5
local lines = 1
for i in text:gmatch("\n") do
lines = lines + 1
lines = lines + 1
end
love.graphics.setColor(unpack(color))

View File

@@ -13,7 +13,7 @@ local function backspace(text)
return ""
end
Prompt = {
Prompt = class(nil, {
-- defaults for instance variables
pos = { x = 10, y = 10 },
input = "",
@@ -23,7 +23,7 @@ Prompt = {
color = {1,1,1,1},
background_color = {0,0,0,1},
active_prompt = nil,
}
})
function Prompt:cancelActive()
if Prompt.active_prompt then
Prompt.active_prompt.canceled = true
@@ -33,7 +33,6 @@ end
function Prompt:new(o)
o = o or {}
setmetatable(o, self)
self.__index = self
return o
end
@@ -62,8 +61,10 @@ function Prompt:draw()
self.name .. ": " .. self.input,
self.pos.x,
self.pos.y,
self.color,
self.background_color
{
color = self.color,
background_color = self.background_color
}
)
end

View File

@@ -2,7 +2,7 @@ return {
name = "Dev Level",
tileset = tileset.library,
properties = {
darkness = false
darkness = true
},
tiles = {
{ 1, 4, 0, 0, 0, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
@@ -32,7 +32,8 @@ return {
spawns = {
{Fairy,{100,88}},
{HookAnchor,{200,89,100}},
{HookAnchor,{400,89,120}}
{HookAnchor,{400,89,120}},
{Candelabra,{328,297}}
},
rooms = {
{{96,64},{544,320}},

View File

@@ -2,7 +2,7 @@ shader = {}
shader.circle_gradient = love.graphics.newShader[[
uniform float pos_x;
uniform float pos_y;
uniform float range;
uniform float radius;
uniform float scale;
vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 screen_coords ){
@@ -12,11 +12,13 @@ shader.circle_gradient = love.graphics.newShader[[
float distance_x = pos_x - screen_coords.x / scale;
float distance_y = pos_y - screen_coords.y / scale;
float distance = sqrt( pow(distance_x,2) + pow(distance_y,2) ) ;
if (distance < range){
float alpha = 1-(5*distance/range);
if (distance < radius){
float alpha = 1-(5*distance/radius);
if (pixel.a > alpha){
pixel.a = alpha;
}
} else {
pixel.a = 0;
}
return pixel * color * color;
}

View File

@@ -6,9 +6,10 @@ function love.load()
secs = 0
menu_type = "no"
-- FIXME: this overrides a standard library!
debug = false
debug_collision = false
editor_mode = false
--editor_mode = false
text_size = 1
@@ -103,6 +104,15 @@ function love.update(dt)
return
end
if Keybind:checkPressed(Keybind.debug.editor) then
if editor.active then
deselectSpawns()
createTileObjects()
restartGame()
end
editor.active = not editor.active
end
if love.keyboard.isDown("f7") then
local test_prompt = Prompt:new({
name = "test prompt",
@@ -127,7 +137,7 @@ function love.update(dt)
if menu_type ~= nil then stepMenu(menu_type) end
--editor
if editor_mode then
if editor.active then
stepEditor()
else
stepGame()
@@ -136,7 +146,7 @@ end
function love.wheelmoved(_, y)
if editor_mode then
if editor.active then
scrollEditor(y)
end
end
@@ -150,7 +160,7 @@ function love.draw()
game_resize = false
end
if editor_mode then
if editor.active then
drawEditor()
else
drawGame()