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love2d-tank/main.lua

184 lines
4.1 KiB

require 'constants'
function love.run()
if love.load then love.load(love.arg.parseGameArguments(arg), arg) end
-- We don't want the first frame's dt to include time taken by love.load.
if love.timer then love.timer.step() end
local dt = 0
-- Main loop time.
return function()
-- Process events.
if love.event then
love.event.pump()
for name, a,b,c,d,e,f in love.event.poll() do
if name == "quit" then
if not love.quit or not love.quit() then
return a or 0
end
end
love.handlers[name](a,b,c,d,e,f)
end
end
-- Update dt, as we'll be passing it to update
if love.timer then dt = love.timer.step() end
-- Call update and draw
if love.update then love.update(dt) end -- will pass 0 if love.timer is disabled
if love.graphics and love.graphics.isActive() then
love.graphics.origin()
love.graphics.clear(love.graphics.getBackgroundColor())
if love.draw then love.draw() end
love.graphics.present()
end
if love.timer then love.timer.sleep(0.001) end
end
end
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function love.load()
Object = require("libs/classic")
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require("player")
require("bullet")
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WF = require("libs/windfield")
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STI = require("libs/sti")
require("Game/UpdateGame")
require("Menu/UpdateMenu")
require("Pause/UpdatePause")
require("Game/DrawGame")
require("Menu/DrawMenu")
require("Pause/DrawPause")
require("Game/GameKeyPressed")
require("Menu/MenuKeyPressed")
require("Pause/PauseKeyPressed")
require("mapsloader")
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--WindField
World = WF.newWorld(0, 0) --no gravity
World:setQueryDebugDrawing(true) -- Draws the area of a query for 10 frames
World:addCollisionClass("Player1")
World:addCollisionClass("Bullet1")
World:addCollisionClass("Player2")
World:addCollisionClass("Bullet2")
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World:addCollisionClass("Wall")
World:addCollisionClass("New") -- Used to make sure the bullet doesn't collide with the player that shot it
--STI Map
loadMap(1)
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--Fonts used in the game
GameFont = love.graphics.newFont("assets/Daydream.ttf", 60)
DebugFont = love.graphics.newFont("assets/Daydream.ttf", 12)
MenuFont = love.graphics.newFont("assets/Daydream.ttf", 45)
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--Game consts
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HEALTH = 3
DELAY = 0.5
MAX = 6 --MAX number of bullets|
--Bullet lists
Bullets1 = {}
Bullets2 = {}
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DebugFlag = false
EnableKeyPress1 = true
KeyPressTime1 = 0
KeyDelay1 = DELAY
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EnableKeyPress2 = true
KeyPressTime2 = 0
KeyDelay2 = DELAY
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local playerSpeed = 12000
UserPlayer1 = Player(1, 1000, 100, HEALTH, "assets/player1.png", playerSpeed)
UserPlayer2 = Player(2, 200, 300, HEALTH, "assets/player2.png", playerSpeed)
-- Music streaming
musicMenu = love.audio.newSource("music/menu.mp3", "stream")
musicBattle = love.audio.newSource("music/battle.mp3", "stream")
musicStory = love.audio.newSource("music/story.mp3", "stream")
musicPause = musicBattle:clone()
musicPause:setFilter{
type = 'lowpass',
volume = 0.3,
highgain = 0.4,
}
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end
function love.keypressed(key)
if _G.GAMESTATE == "MENU" then
MenuKeyPressed(key)
end
if _G.GAMESTATE == "PAUSE" then
PauseKeyPressed(key)
end
if _G.GAMESTATE == "GAME" then
GameKeyPressed(key)
end
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end
function love.update(dt)
if _G.GAMESTATE == "MENU" then
UpdateMenu(dt)
-- Handle music
if not musicMenu:isPlaying() then
musicMenu:setVolume(0.5)
love.audio.play(musicMenu)
end
end
if _G.GAMESTATE == "PAUSE" then
UpdatePause(dt)
-- Handle music
if not musicPause:isPlaying() then
--musicBattle:setVolume(0)
--musicPause:setVolume(0.5)
love.audio.play(musicBattle)
love.audio.play(musicPause)
end
end
if _G.GAMESTATE == "GAME" then
UpdateGame(dt)
-- Handle music
if not musicBattle:isPlaying() then
--musicBattle:setVolume(0.5)
--musicPause:setVolume(0)
love.audio.play(musicBattle)
love.audio.play(musicPause)
end
end
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end
function love.draw()
if _G.GAMESTATE == "MENU" then
DrawMenu()
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end
if _G.GAMESTATE == "PAUSE" then
DrawPause()
end
if _G.GAMESTATE == "GAME" then
DrawGame()
if DebugFlag then
love.graphics.setFont(DebugFont)
love.graphics.print("Debug Mode", 1200, 850)
love.graphics.print("" .. GAMESTATE, 200, 200)
end
end
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end