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17
DrawGame.lua
17
DrawGame.lua
@ -1,10 +1,20 @@
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function drawFPS()
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love.graphics.setColor(1, 1, 1) -- RGB values for white are (1, 1, 1)
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--love.graphics.setFont(DebugFont)
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love.graphics.print("FPS: " .. love.timer.getFPS(), 1550, 10)
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love.graphics.setFont(DebugFont)
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love.graphics.print("FPS: " .. love.timer.getFPS(), 1520, 10)
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end
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function drawHealth()
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love.graphics.setFont(GameFont)
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local height = love.graphics.getHeight()
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local width = love.graphics.getWidth()
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love.graphics.print("" .. UserPlayer1.health, 5, 5)
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love.graphics.print("" .. UserPlayer2.health, width - 70, height - 95)
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end
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function DrawGame()
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--STI
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GameMap:draw()
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-- WindField
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if DebugFlag then
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World:draw()
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@ -19,4 +29,7 @@ function DrawGame()
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end
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UserPlayer1:draw()
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UserPlayer2:draw()
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--Draw Health
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drawHealth()
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end
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@ -1,5 +1,9 @@
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function UpdateGame(dt)
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--WindField
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World:update(dt)
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local max = math.max
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KeyPressTime1 = max(0, KeyPressTime1 - dt)
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if KeyPressTime1 <= 0 then
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EnableKeyPress1 = true
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@ -19,9 +23,21 @@ function UpdateGame(dt)
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v.collider:destroy()
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end
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if v.collider:enter("Player2") then
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print("Player 2 hit")
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print("Player1 hit Player2!")
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table.remove(Bullets1, i)
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v.collider:destroy()
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if UserPlayer1.health > 0 then
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UserPlayer1.health = UserPlayer1.health - 1
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end
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end
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if v.collider:enter("Player1") then
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print("Player 1 hit themselves!")
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table.remove(Bullets1, i)
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v.collider:destroy()
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if UserPlayer1.health > 0 then
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UserPlayer1.health = UserPlayer1.health - 1
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end
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end
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end
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@ -36,15 +52,24 @@ function UpdateGame(dt)
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end
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if v.collider:enter("Player1") then
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print("Player 1 hit")
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print("Player2 hit Player1!")
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table.remove(Bullets2, i)
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v.collider:destroy()
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if UserPlayer2.health > 0 then
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UserPlayer2.health = UserPlayer2.health - 1
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end
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end
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if v.collider:enter("Player2") then
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print("Player 2 hit themselves!")
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table.remove(Bullets2, i)
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v.collider:destroy()
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if UserPlayer2.health > 0 then
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UserPlayer2.health = UserPlayer2.health - 1
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end
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end
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end
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UserPlayer1:update(dt)
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UserPlayer2:update(dt)
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--WindField
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World:update(dt)
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end
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BIN
assets/Daydream.ttf
Normal file
BIN
assets/Daydream.ttf
Normal file
Binary file not shown.
BIN
assets/tileset.png
Normal file
BIN
assets/tileset.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 18 KiB |
45
bullet.lua
45
bullet.lua
@ -1,4 +1,6 @@
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Bullet = Object:extend()
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cos = math.cos
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sin = math.sin --optimisation
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function Bullet:new(x, y, p, speed, rotation)
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self.image = love.graphics.newImage("assets/bullet.png")
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@ -16,35 +18,43 @@ function Bullet:new(x, y, p, speed, rotation)
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self.originX = self.width / 2
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self.originY = self.height / 2
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self.collider = World:newRectangleCollider(x, y, 10, 15)
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self.collider = World:newCircleCollider(x, y, 10)
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self.collider:setPosition(self.x, self.y)
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end
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function Bullet:update(dt)
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--New bullets are set to New Collision Class
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--this is to make sure the bullet doesn't collide with the player that shot it
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if self.p == 1 or self.p == 2 then
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self.collider:setCollisionClass("New")
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end
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if self.p == 1 then
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self.collider:setCollisionClass("Bullet1")
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elseif self.p == 2 then
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self.collider:setCollisionClass("Bullet2")
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end
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--TODO: find out a way to check the direction of a bullet
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end
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function Bullet:update(dt)
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local cos = math.cos
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local sin = math.sin --optimisation
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local atan2 = math.atan2 --optimisation
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if self.p == 1 then
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local dx = math.cos(self.rotation) * self.speed * dt
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local dy = math.sin(self.rotation) * self.speed * dt
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self.x = self.x + dx
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self.y = self.y + dy
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self.collider:setPosition(self.x, self.y)
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local dx = cos(self.rotation) * self.speed * dt
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local dy = sin(self.rotation) * self.speed * dt
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self.collider:setLinearVelocity(dx, dy)
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self.x = self.collider:getX()
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self.y = self.collider:getY()
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--If a bullet hits a wall, make it bounce off the wall and change its rotation
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if self.collider:enter("Wall") then
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self.rotation = self.rotation + math.pi
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self.collider:setAngle(self.rotation)
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end
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end
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if self.p == 2 then
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local dx = math.cos(self.rotation) * self.speed * dt
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local dy = math.sin(self.rotation) * self.speed * dt
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self.x = self.x + dx
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self.y = self.y + dy
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self.collider:setPosition(self.x, self.y)
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local dx = cos(self.rotation) * self.speed * dt
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local dy = sin(self.rotation) * self.speed * dt
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self.collider:setLinearVelocity(dx, dy)
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self.x = self.collider:getX()
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self.y = self.collider:getY()
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end
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end
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@ -63,7 +73,6 @@ function Bullet:draw()
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end
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for _, _ in ipairs(Bullets2) do
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-- love.graphics.draw(self.image, self.x, self.y)
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love.graphics.draw(
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self.image,
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self.x,
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2
conf.lua
2
conf.lua
@ -1,6 +1,6 @@
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--Config file for the game
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function love.conf(t)
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t.window.width = 1600
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t.window.height = 900
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t.window.height = 960
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t.window.title = "Game"
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end
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159
libs/sti/atlas.lua
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159
libs/sti/atlas.lua
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@ -0,0 +1,159 @@
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---- Texture atlas complement for the Simple Tiled Implementation
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-- @copyright 2022
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-- @author Eduardo Hernández coz.eduardo.hernandez@gmail.com
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-- @license MIT/X11
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local module = {}
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--- Create a texture atlas
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-- @param files Array with filenames
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-- @param sort If "size" will sort by size, or if "id" will sort by id
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-- @param ids Array with ids of each file
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-- @param pow2 If true, will force a power of 2 size
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function module.Atlas( files, sort, ids, pow2 )
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local function Node(x, y, w, h)
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return {x = x, y = y, w = w, h = h}
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end
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local function nextpow2( n )
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local res = 1
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while res <= n do
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res = res * 2
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end
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return res
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end
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local function loadImgs()
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local images = {}
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for i = 1, #files do
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images[i] = {}
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--images[i].name = files[i]
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if ids then images[i].id = ids[i] end
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images[i].img = love.graphics.newImage( files[i] )
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images[i].w = images[i].img:getWidth()
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images[i].h = images[i].img:getHeight()
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images[i].area = images[i].w * images[i].h
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end
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if sort == "size" or sort == "id" then
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table.sort( images, function( a, b ) return ( a.area > b.area ) end )
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end
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return images
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end
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--TODO: understand this func
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local function add(root, id, w, h)
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if root.left or root.right then
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if root.left then
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local node = add(root.left, id, w, h)
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if node then return node end
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end
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if root.right then
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local node = add(root.right, id, w, h)
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if node then return node end
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end
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return nil
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end
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if w > root.w or h > root.h then return nil end
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local _w, _h = root.w - w, root.h - h
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if _w <= _h then
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root.left = Node(root.x + w, root.y, _w, h)
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root.right = Node(root.x, root.y + h, root.w, _h)
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else
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root.left = Node(root.x, root.y + h, w, _h)
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root.right = Node(root.x + w, root.y, _w, root.h)
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end
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root.w = w
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root.h = h
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root.id = id
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return root
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end
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local function unmap(root)
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if not root then return {} end
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local tree = {}
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if root.id then
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tree[root.id] = {}
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tree[root.id].x, tree[root.id].y = root.x, root.y
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end
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local left = unmap(root.left)
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local right = unmap(root.right)
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for k, v in pairs(left) do
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tree[k] = {}
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tree[k].x, tree[k].y = v.x, v.y
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end
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for k, v in pairs(right) do
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tree[k] = {}
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tree[k].x, tree[k].y = v.x, v.y
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end
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return tree
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end
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local function bake()
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local images = loadImgs()
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local root = {}
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local w, h = images[1].w, images[1].h
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if pow2 then
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if w % 1 == 0 then w = nextpow2(w) end
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if h % 1 == 0 then h = nextpow2(h) end
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end
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repeat
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local node
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root = Node(0, 0, w, h)
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for i = 1, #images do
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node = add(root, i, images[i].w, images[i].h)
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if not node then break end
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end
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if not node then
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if h <= w then
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if pow2 then h = h * 2 else h = h + 1 end
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else
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if pow2 then w = w * 2 else w = w + 1 end
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end
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else
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break
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end
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until false
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local limits = love.graphics.getSystemLimits()
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if w > limits.texturesize or h > limits.texturesize then
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return "Resulting texture is too large for this system"
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end
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local coords = unmap(root)
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local map = love.graphics.newCanvas(w, h)
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love.graphics.setCanvas( map )
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-- love.graphics.clear()
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for i = 1, #images do
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love.graphics.draw(images[i].img, coords[i].x, coords[i].y)
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if ids then coords[i].id = images[i].id end
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end
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love.graphics.setCanvas()
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if sort == "ids" then
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table.sort( coords, function( a, b ) return ( a.id < b.id ) end )
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end
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return { image = map, coords = coords }
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end
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return bake()
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end
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return module
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132
libs/sti/graphics.lua
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132
libs/sti/graphics.lua
Normal file
@ -0,0 +1,132 @@
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local lg = _G.love.graphics
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local graphics = { isCreated = lg and true or false }
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function graphics.newSpriteBatch(...)
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if graphics.isCreated then
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return lg.newSpriteBatch(...)
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end
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end
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function graphics.newCanvas(...)
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if graphics.isCreated then
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return lg.newCanvas(...)
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end
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end
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function graphics.newImage(...)
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if graphics.isCreated then
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return lg.newImage(...)
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end
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end
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function graphics.newQuad(...)
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if graphics.isCreated then
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return lg.newQuad(...)
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end
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end
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function graphics.getCanvas(...)
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if graphics.isCreated then
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return lg.getCanvas(...)
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end
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end
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function graphics.setCanvas(...)
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if graphics.isCreated then
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return lg.setCanvas(...)
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end
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end
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function graphics.clear(...)
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if graphics.isCreated then
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return lg.clear(...)
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end
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end
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function graphics.push(...)
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if graphics.isCreated then
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return lg.push(...)
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end
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end
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function graphics.origin(...)
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if graphics.isCreated then
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return lg.origin(...)
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end
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end
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function graphics.scale(...)
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if graphics.isCreated then
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return lg.scale(...)
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end
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end
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function graphics.translate(...)
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if graphics.isCreated then
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return lg.translate(...)
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end
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end
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function graphics.pop(...)
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if graphics.isCreated then
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return lg.pop(...)
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end
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end
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function graphics.draw(...)
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if graphics.isCreated then
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return lg.draw(...)
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end
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end
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function graphics.rectangle(...)
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if graphics.isCreated then
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return lg.rectangle(...)
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end
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end
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function graphics.getColor(...)
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if graphics.isCreated then
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return lg.getColor(...)
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end
|
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end
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|
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function graphics.setColor(...)
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if graphics.isCreated then
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return lg.setColor(...)
|
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end
|
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end
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|
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function graphics.line(...)
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if graphics.isCreated then
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return lg.line(...)
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end
|
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end
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|
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function graphics.polygon(...)
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if graphics.isCreated then
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return lg.polygon(...)
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end
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end
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|
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function graphics.points(...)
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if graphics.isCreated then
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return lg.points(...)
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end
|
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end
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function graphics.getWidth()
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if graphics.isCreated then
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return lg.getWidth()
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end
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return 0
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end
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function graphics.getHeight()
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if graphics.isCreated then
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return lg.getHeight()
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||||
end
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return 0
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end
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return graphics
|
1748
libs/sti/init.lua
Normal file
1748
libs/sti/init.lua
Normal file
File diff suppressed because it is too large
Load Diff
323
libs/sti/plugins/box2d.lua
Normal file
323
libs/sti/plugins/box2d.lua
Normal file
@ -0,0 +1,323 @@
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--- Box2D plugin for STI
|
||||
-- @module box2d
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-- @author Landon Manning
|
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-- @copyright 2019
|
||||
-- @license MIT/X11
|
||||
|
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local love = _G.love
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local utils = require((...):gsub('plugins.box2d', 'utils'))
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local lg = require((...):gsub('plugins.box2d', 'graphics'))
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|
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return {
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box2d_LICENSE = "MIT/X11",
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box2d_URL = "https://github.com/karai17/Simple-Tiled-Implementation",
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box2d_VERSION = "2.3.2.7",
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box2d_DESCRIPTION = "Box2D hooks for STI.",
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--- Initialize Box2D physics world.
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-- @param world The Box2D world to add objects to.
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box2d_init = function(map, world)
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assert(love.physics, "To use the Box2D plugin, please enable the love.physics module.")
|
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local body = love.physics.newBody(world, map.offsetx, map.offsety)
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local collision = {
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body = body,
|
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}
|
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|
||||
local function addObjectToWorld(objshape, vertices, userdata, object)
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local shape
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||||
|
||||
if objshape == "polyline" then
|
||||
if #vertices == 4 then
|
||||
shape = love.physics.newEdgeShape(unpack(vertices))
|
||||
else
|
||||
shape = love.physics.newChainShape(false, unpack(vertices))
|
||||
end
|
||||
else
|
||||
shape = love.physics.newPolygonShape(unpack(vertices))
|
||||
end
|
||||
|
||||
local currentBody = body
|
||||
--dynamic are objects/players etc.
|
||||
if userdata.properties.dynamic == true then
|
||||
currentBody = love.physics.newBody(world, map.offsetx, map.offsety, 'dynamic')
|
||||
-- static means it shouldn't move. Things like walls/ground.
|
||||
elseif userdata.properties.static == true then
|
||||
currentBody = love.physics.newBody(world, map.offsetx, map.offsety, 'static')
|
||||
-- kinematic means that the object is static in the game world but effects other bodies
|
||||
elseif userdata.properties.kinematic == true then
|
||||
currentBody = love.physics.newBody(world, map.offsetx, map.offsety, 'kinematic')
|
||||
end
|
||||
|
||||
local fixture = love.physics.newFixture(currentBody, shape)
|
||||
fixture:setUserData(userdata)
|
||||
|
||||
-- Set some custom properties from userdata (or use default set by box2d)
|
||||
fixture:setFriction(userdata.properties.friction or 0.2)
|
||||
fixture:setRestitution(userdata.properties.restitution or 0.0)
|
||||
fixture:setSensor(userdata.properties.sensor or false)
|
||||
fixture:setFilterData(
|
||||
userdata.properties.categories or 1,
|
||||
userdata.properties.mask or 65535,
|
||||
userdata.properties.group or 0
|
||||
)
|
||||
|
||||
local obj = {
|
||||
object = object,
|
||||
body = currentBody,
|
||||
shape = shape,
|
||||
fixture = fixture,
|
||||
}
|
||||
|
||||
table.insert(collision, obj)
|
||||
end
|
||||
|
||||
local function getPolygonVertices(object)
|
||||
local vertices = {}
|
||||
for _, vertex in ipairs(object.polygon) do
|
||||
table.insert(vertices, vertex.x)
|
||||
table.insert(vertices, vertex.y)
|
||||
end
|
||||
|
||||
return vertices
|
||||
end
|
||||
|
||||
local function calculateObjectPosition(object, tile)
|
||||
local o = {
|
||||
shape = object.shape,
|
||||
x = (object.dx or object.x) + map.offsetx,
|
||||
y = (object.dy or object.y) + map.offsety,
|
||||
w = object.width,
|
||||
h = object.height,
|
||||
polygon = object.polygon or object.polyline or object.ellipse or object.rectangle
|
||||
}
|
||||
|
||||
local userdata = {
|
||||
object = o,
|
||||
properties = object.properties
|
||||
}
|
||||
|
||||
o.r = object.rotation or 0
|
||||
if o.shape == "rectangle" then
|
||||
local cos = math.cos(math.rad(o.r))
|
||||
local sin = math.sin(math.rad(o.r))
|
||||
local oy = 0
|
||||
|
||||
if object.gid then
|
||||
local tileset = map.tilesets[map.tiles[object.gid].tileset]
|
||||
local lid = object.gid - tileset.firstgid
|
||||
local t = {}
|
||||
|
||||
-- This fixes a height issue
|
||||
o.y = o.y + map.tiles[object.gid].offset.y
|
||||
oy = o.h
|
||||
|
||||
for _, tt in ipairs(tileset.tiles) do
|
||||
if tt.id == lid then
|
||||
t = tt
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
if t.objectGroup then
|
||||
for _, obj in ipairs(t.objectGroup.objects) do
|
||||
-- Every object in the tile
|
||||
calculateObjectPosition(obj, object)
|
||||
end
|
||||
|
||||
return
|
||||
else
|
||||
o.w = map.tiles[object.gid].width
|
||||
o.h = map.tiles[object.gid].height
|
||||
end
|
||||
end
|
||||
|
||||
o.polygon = {
|
||||
{ x=o.x+0, y=o.y+0 },
|
||||
{ x=o.x+o.w, y=o.y+0 },
|
||||
{ x=o.x+o.w, y=o.y+o.h },
|
||||
{ x=o.x+0, y=o.y+o.h }
|
||||
}
|
||||
|
||||
for _, vertex in ipairs(o.polygon) do
|
||||
vertex.x, vertex.y = utils.rotate_vertex(map, vertex, o.x, o.y, cos, sin, oy)
|
||||
end
|
||||
|
||||
local vertices = getPolygonVertices(o)
|
||||
addObjectToWorld(o.shape, vertices, userdata, tile or object)
|
||||
elseif o.shape == "ellipse" then
|
||||
if not o.polygon then
|
||||
o.polygon = utils.convert_ellipse_to_polygon(o.x, o.y, o.w, o.h)
|
||||
end
|
||||
local vertices = getPolygonVertices(o)
|
||||
local triangles = love.math.triangulate(vertices)
|
||||
|
||||
for _, triangle in ipairs(triangles) do
|
||||
addObjectToWorld(o.shape, triangle, userdata, tile or object)
|
||||
end
|
||||
elseif o.shape == "polygon" then
|
||||
-- Recalculate collision polygons inside tiles
|
||||
if tile then
|
||||
local cos = math.cos(math.rad(o.r))
|
||||
local sin = math.sin(math.rad(o.r))
|
||||
for _, vertex in ipairs(o.polygon) do
|
||||
vertex.x = vertex.x + o.x
|
||||
vertex.y = vertex.y + o.y
|
||||
vertex.x, vertex.y = utils.rotate_vertex(map, vertex, o.x, o.y, cos, sin)
|
||||
end
|
||||
end
|
||||
|
||||
local vertices = getPolygonVertices(o)
|
||||
local triangles = love.math.triangulate(vertices)
|
||||
|
||||
for _, triangle in ipairs(triangles) do
|
||||
addObjectToWorld(o.shape, triangle, userdata, tile or object)
|
||||
end
|
||||
elseif o.shape == "polyline" then
|
||||
local vertices = getPolygonVertices(o)
|
||||
addObjectToWorld(o.shape, vertices, userdata, tile or object)
|
||||
end
|
||||
end
|
||||
|
||||
for _, tile in pairs(map.tiles) do
|
||||
if map.tileInstances[tile.gid] then
|
||||
for _, instance in ipairs(map.tileInstances[tile.gid]) do
|
||||
-- Every object in every instance of a tile
|
||||
if tile.objectGroup then
|
||||
for _, object in ipairs(tile.objectGroup.objects) do
|
||||
if object.properties.collidable == true then
|
||||
object = utils.deepCopy(object)
|
||||
object.dx = instance.x + object.x
|
||||
object.dy = instance.y + object.y
|
||||
calculateObjectPosition(object, instance)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Every instance of a tile
|
||||
if tile.properties.collidable == true then
|
||||
local object = {
|
||||
shape = "rectangle",
|
||||
x = instance.x,
|
||||
y = instance.y,
|
||||
width = map.tilewidth,
|
||||
height = map.tileheight,
|
||||
properties = tile.properties
|
||||
}
|
||||
|
||||
calculateObjectPosition(object, instance)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
for _, layer in ipairs(map.layers) do
|
||||
-- Entire layer
|
||||
if layer.properties.collidable == true then
|
||||
if layer.type == "tilelayer" then
|
||||
for gid, tiles in pairs(map.tileInstances) do
|
||||
local tile = map.tiles[gid]
|
||||
local tileset = map.tilesets[tile.tileset]
|
||||
|
||||
for _, instance in ipairs(tiles) do
|
||||
if instance.layer == layer then
|
||||
local object = {
|
||||
shape = "rectangle",
|
||||
x = instance.x,
|
||||
y = instance.y,
|
||||
width = tileset.tilewidth,
|
||||
height = tileset.tileheight,
|
||||
properties = tile.properties
|
||||
}
|
||||
|
||||
calculateObjectPosition(object, instance)
|
||||
end
|
||||
end
|
||||
end
|
||||
elseif layer.type == "objectgroup" then
|
||||
for _, object in ipairs(layer.objects) do
|
||||
calculateObjectPosition(object)
|
||||
end
|
||||
elseif layer.type == "imagelayer" then
|
||||
local object = {
|
||||
shape = "rectangle",
|
||||
x = layer.x or 0,
|
||||
y = layer.y or 0,
|
||||
width = layer.width,
|
||||
height = layer.height,
|
||||
properties = layer.properties
|
||||
}
|
||||
|
||||
calculateObjectPosition(object)
|
||||
end
|
||||
end
|
||||
|
||||
-- Individual objects
|
||||
if layer.type == "objectgroup" then
|
||||
for _, object in ipairs(layer.objects) do
|
||||
if object.properties.collidable == true then
|
||||
calculateObjectPosition(object)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
map.box2d_collision = collision
|
||||
end,
|
||||
|
||||
--- Remove Box2D fixtures and shapes from world.
|
||||
-- @param index The index or name of the layer being removed
|
||||
box2d_removeLayer = function(map, index)
|
||||
local layer = assert(map.layers[index], "Layer not found: " .. index)
|
||||
local collision = map.box2d_collision
|
||||
|
||||
-- Remove collision objects
|
||||
for i = #collision, 1, -1 do
|
||||
local obj = collision[i]
|
||||
|
||||
if obj.object.layer == layer then
|
||||
obj.fixture:destroy()
|
||||
table.remove(collision, i)
|
||||
end
|
||||
end
|
||||
end,
|
||||
|
||||
--- Draw Box2D physics world.
|
||||
-- @param tx Translate on X
|
||||
-- @param ty Translate on Y
|
||||
-- @param sx Scale on X
|
||||
-- @param sy Scale on Y
|
||||
box2d_draw = function(map, tx, ty, sx, sy)
|
||||
local collision = map.box2d_collision
|
||||
|
||||
lg.push()
|
||||
lg.scale(sx or 1, sy or sx or 1)
|
||||
lg.translate(math.floor(tx or 0), math.floor(ty or 0))
|
||||
|
||||
for _, obj in ipairs(collision) do
|
||||
local points = {obj.body:getWorldPoints(obj.shape:getPoints())}
|
||||
local shape_type = obj.shape:getType()
|
||||
|
||||
if shape_type == "edge" or shape_type == "chain" then
|
||||
love.graphics.line(points)
|
||||
elseif shape_type == "polygon" then
|
||||
love.graphics.polygon("line", points)
|
||||
else
|
||||
error("sti box2d plugin does not support "..shape_type.." shapes")
|
||||
end
|
||||
end
|
||||
|
||||
lg.pop()
|
||||
end
|
||||
}
|
||||
|
||||
--- Custom Properties in Tiled are used to tell this plugin what to do.
|
||||
-- @table Properties
|
||||
-- @field collidable set to true, can be used on any Layer, Tile, or Object
|
||||
-- @field sensor set to true, can be used on any Tile or Object that is also collidable
|
||||
-- @field dynamic set to true, can be used on any Tile or Object
|
||||
-- @field friction can be used to define the friction of any Object
|
||||
-- @field restitution can be used to define the restitution of any Object
|
||||
-- @field categories can be used to set the filter Category of any Object
|
||||
-- @field mask can be used to set the filter Mask of any Object
|
||||
-- @field group can be used to set the filter Group of any Object
|
193
libs/sti/plugins/bump.lua
Normal file
193
libs/sti/plugins/bump.lua
Normal file
@ -0,0 +1,193 @@
|
||||
--- Bump.lua plugin for STI
|
||||
-- @module bump.lua
|
||||
-- @author David Serrano (BobbyJones|FrenchFryLord)
|
||||
-- @copyright 2019
|
||||
-- @license MIT/X11
|
||||
|
||||
local lg = require((...):gsub('plugins.bump', 'graphics'))
|
||||
|
||||
return {
|
||||
bump_LICENSE = "MIT/X11",
|
||||
bump_URL = "https://github.com/karai17/Simple-Tiled-Implementation",
|
||||
bump_VERSION = "3.1.7.1",
|
||||
bump_DESCRIPTION = "Bump hooks for STI.",
|
||||
|
||||
--- Adds each collidable tile to the Bump world.
|
||||
-- @param world The Bump world to add objects to.
|
||||
-- @return collidables table containing the handles to the objects in the Bump world.
|
||||
bump_init = function(map, world)
|
||||
local collidables = {}
|
||||
|
||||
for _, tileset in ipairs(map.tilesets) do
|
||||
for _, tile in ipairs(tileset.tiles) do
|
||||
local gid = tileset.firstgid + tile.id
|
||||
|
||||
if map.tileInstances[gid] then
|
||||
for _, instance in ipairs(map.tileInstances[gid]) do
|
||||
-- Every object in every instance of a tile
|
||||
if tile.objectGroup then
|
||||
for _, object in ipairs(tile.objectGroup.objects) do
|
||||
if object.properties.collidable == true then
|
||||
local t = {
|
||||
name = object.name,
|
||||
type = object.type,
|
||||
x = instance.x + map.offsetx + object.x,
|
||||
y = instance.y + map.offsety + object.y,
|
||||
width = object.width,
|
||||
height = object.height,
|
||||
layer = instance.layer,
|
||||
properties = object.properties
|
||||
|
||||
}
|
||||
|
||||
world:add(t, t.x, t.y, t.width, t.height)
|
||||
table.insert(collidables, t)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Every instance of a tile
|
||||
if tile.properties and tile.properties.collidable == true then
|
||||
local t = {
|
||||
x = instance.x + map.offsetx,
|
||||
y = instance.y + map.offsety,
|
||||
width = map.tilewidth,
|
||||
height = map.tileheight,
|
||||
layer = instance.layer,
|
||||
type = tile.type,
|
||||
properties = tile.properties
|
||||
}
|
||||
|
||||
world:add(t, t.x, t.y, t.width, t.height)
|
||||
table.insert(collidables, t)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
for _, layer in ipairs(map.layers) do
|
||||
-- Entire layer
|
||||
if layer.properties.collidable == true then
|
||||
if layer.type == "tilelayer" then
|
||||
for y, tiles in ipairs(layer.data) do
|
||||
for x, tile in pairs(tiles) do
|
||||
|
||||
if tile.objectGroup then
|
||||
for _, object in ipairs(tile.objectGroup.objects) do
|
||||
if object.properties.collidable == true then
|
||||
local t = {
|
||||
name = object.name,
|
||||
type = object.type,
|
||||
x = ((x-1) * map.tilewidth + tile.offset.x + map.offsetx) + object.x,
|
||||
y = ((y-1) * map.tileheight + tile.offset.y + map.offsety) + object.y,
|
||||
width = object.width,
|
||||
height = object.height,
|
||||
layer = layer,
|
||||
properties = object.properties
|
||||
}
|
||||
|
||||
world:add(t, t.x, t.y, t.width, t.height)
|
||||
table.insert(collidables, t)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
local t = {
|
||||
x = (x-1) * map.tilewidth + tile.offset.x + map.offsetx,
|
||||
y = (y-1) * map.tileheight + tile.offset.y + map.offsety,
|
||||
width = tile.width,
|
||||
height = tile.height,
|
||||
layer = layer,
|
||||
type = tile.type,
|
||||
properties = tile.properties
|
||||
}
|
||||
|
||||
world:add(t, t.x, t.y, t.width, t.height)
|
||||
table.insert(collidables, t)
|
||||
end
|
||||
end
|
||||
elseif layer.type == "imagelayer" then
|
||||
world:add(layer, layer.x, layer.y, layer.width, layer.height)
|
||||
table.insert(collidables, layer)
|
||||
end
|
||||
end
|
||||
|
||||
-- individual collidable objects in a layer that is not "collidable"
|
||||
-- or whole collidable objects layer
|
||||
if layer.type == "objectgroup" then
|
||||
for _, obj in ipairs(layer.objects) do
|
||||
if layer.properties.collidable == true or obj.properties.collidable == true then
|
||||
if obj.shape == "rectangle" then
|
||||
local t = {
|
||||
name = obj.name,
|
||||
type = obj.type,
|
||||
x = obj.x + map.offsetx,
|
||||
y = obj.y + map.offsety,
|
||||
width = obj.width,
|
||||
height = obj.height,
|
||||
layer = layer,
|
||||
properties = obj.properties
|
||||
}
|
||||
|
||||
if obj.gid then
|
||||
t.y = t.y - obj.height
|
||||
end
|
||||
|
||||
world:add(t, t.x, t.y, t.width, t.height)
|
||||
table.insert(collidables, t)
|
||||
end -- TODO implement other object shapes?
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
map.bump_world = world
|
||||
map.bump_collidables = collidables
|
||||
end,
|
||||
|
||||
--- Remove layer
|
||||
-- @param index to layer to be removed
|
||||
bump_removeLayer = function(map, index)
|
||||
local layer = assert(map.layers[index], "Layer not found: " .. index)
|
||||
local collidables = map.bump_collidables
|
||||
|
||||
-- Remove collision objects
|
||||
for i = #collidables, 1, -1 do
|
||||
local obj = collidables[i]
|
||||
|
||||
if obj.layer == layer
|
||||
and (
|
||||
layer.properties.collidable == true
|
||||
or obj.properties.collidable == true
|
||||
) then
|
||||
map.bump_world:remove(obj)
|
||||
table.remove(collidables, i)
|
||||
end
|
||||
end
|
||||
end,
|
||||
|
||||
--- Draw bump collisions world.
|
||||
-- @param world bump world holding the tiles geometry
|
||||
-- @param tx Translate on X
|
||||
-- @param ty Translate on Y
|
||||
-- @param sx Scale on X
|
||||
-- @param sy Scale on Y
|
||||
bump_draw = function(map, tx, ty, sx, sy)
|
||||
lg.push()
|
||||
lg.scale(sx or 1, sy or sx or 1)
|
||||
lg.translate(math.floor(tx or 0), math.floor(ty or 0))
|
||||
|
||||
local items = map.bump_world:getItems()
|
||||
for _, item in ipairs(items) do
|
||||
lg.rectangle("line", map.bump_world:getRect(item))
|
||||
end
|
||||
|
||||
lg.pop()
|
||||
end
|
||||
}
|
||||
|
||||
--- Custom Properties in Tiled are used to tell this plugin what to do.
|
||||
-- @table Properties
|
||||
-- @field collidable set to true, can be used on any Layer, Tile, or Object
|
217
libs/sti/utils.lua
Normal file
217
libs/sti/utils.lua
Normal file
@ -0,0 +1,217 @@
|
||||
-- Some utility functions that shouldn't be exposed.
|
||||
local utils = {}
|
||||
|
||||
-- https://github.com/stevedonovan/Penlight/blob/master/lua/pl/path.lua#L286
|
||||
function utils.format_path(path)
|
||||
local np_gen1,np_gen2 = '[^SEP]+SEP%.%.SEP?','SEP+%.?SEP'
|
||||
local np_pat1, np_pat2 = np_gen1:gsub('SEP','/'), np_gen2:gsub('SEP','/')
|
||||
local k
|
||||
|
||||
repeat -- /./ -> /
|
||||
path,k = path:gsub(np_pat2,'/',1)
|
||||
until k == 0
|
||||
|
||||
repeat -- A/../ -> (empty)
|
||||
path,k = path:gsub(np_pat1,'',1)
|
||||
until k == 0
|
||||
|
||||
if path == '' then path = '.' end
|
||||
|
||||
return path
|
||||
end
|
||||
|
||||
-- Compensation for scale/rotation shift
|
||||
function utils.compensate(tile, tileX, tileY, tileW, tileH)
|
||||
local compx = 0
|
||||
local compy = 0
|
||||
|
||||
if tile.sx < 0 then compx = tileW end
|
||||
if tile.sy < 0 then compy = tileH end
|
||||
|
||||
if tile.r > 0 then
|
||||
tileX = tileX + tileH - compy
|
||||
tileY = tileY + tileH + compx - tileW
|
||||
elseif tile.r < 0 then
|
||||
tileX = tileX + compy
|
||||
tileY = tileY - compx + tileH
|
||||
else
|
||||
tileX = tileX + compx
|
||||
tileY = tileY + compy
|
||||
end
|
||||
|
||||
return tileX, tileY
|
||||
end
|
||||
|
||||
-- Cache images in main STI module
|
||||
function utils.cache_image(sti, path, image)
|
||||
image = image or love.graphics.newImage(path)
|
||||
image:setFilter("nearest", "nearest")
|
||||
sti.cache[path] = image
|
||||
end
|
||||
|
||||
-- We just don't know.
|
||||
function utils.get_tiles(imageW, tileW, margin, spacing)
|
||||
imageW = imageW - margin
|
||||
local n = 0
|
||||
|
||||
while imageW >= tileW do
|
||||
imageW = imageW - tileW
|
||||
if n ~= 0 then imageW = imageW - spacing end
|
||||
if imageW >= 0 then n = n + 1 end
|
||||
end
|
||||
|
||||
return n
|
||||
end
|
||||
|
||||
-- Decompress tile layer data
|
||||
function utils.get_decompressed_data(data)
|
||||
local ffi = require "ffi"
|
||||
local d = {}
|
||||
local decoded = ffi.cast("uint32_t*", data)
|
||||
|
||||
for i = 0, data:len() / ffi.sizeof("uint32_t") do
|
||||
table.insert(d, tonumber(decoded[i]))
|
||||
end
|
||||
|
||||
return d
|
||||
end
|
||||
|
||||
-- Convert a Tiled ellipse object to a LOVE polygon
|
||||
function utils.convert_ellipse_to_polygon(x, y, w, h, max_segments)
|
||||
local ceil = math.ceil
|
||||
local cos = math.cos
|
||||
local sin = math.sin
|
||||
|
||||
local function calc_segments(segments)
|
||||
local function vdist(a, b)
|
||||
local c = {
|
||||
x = a.x - b.x,
|
||||
y = a.y - b.y,
|
||||
}
|
||||
|
||||
return c.x * c.x + c.y * c.y
|
||||
end
|
||||
|
||||
segments = segments or 64
|
||||
local vertices = {}
|
||||
|
||||
local v = { 1, 2, ceil(segments/4-1), ceil(segments/4) }
|
||||
|
||||
local m
|
||||
if love and love.physics then
|
||||
m = love.physics.getMeter()
|
||||
else
|
||||
m = 32
|
||||
end
|
||||
|
||||
for _, i in ipairs(v) do
|
||||
local angle = (i / segments) * math.pi * 2
|
||||
local px = x + w / 2 + cos(angle) * w / 2
|
||||
local py = y + h / 2 + sin(angle) * h / 2
|
||||
|
||||
table.insert(vertices, { x = px / m, y = py / m })
|
||||
end
|
||||
|
||||
local dist1 = vdist(vertices[1], vertices[2])
|
||||
local dist2 = vdist(vertices[3], vertices[4])
|
||||
|
||||
-- Box2D threshold
|
||||
if dist1 < 0.0025 or dist2 < 0.0025 then
|
||||
return calc_segments(segments-2)
|
||||
end
|
||||
|
||||
return segments
|
||||
end
|
||||
|
||||
local segments = calc_segments(max_segments)
|
||||
local vertices = {}
|
||||
|
||||
table.insert(vertices, { x = x + w / 2, y = y + h / 2 })
|
||||
|
||||
for i = 0, segments do
|
||||
local angle = (i / segments) * math.pi * 2
|
||||
local px = x + w / 2 + cos(angle) * w / 2
|
||||
local py = y + h / 2 + sin(angle) * h / 2
|
||||
|
||||
table.insert(vertices, { x = px, y = py })
|
||||
end
|
||||
|
||||
return vertices
|
||||
end
|
||||
|
||||
function utils.rotate_vertex(map, vertex, x, y, cos, sin, oy)
|
||||
if map.orientation == "isometric" then
|
||||
x, y = utils.convert_isometric_to_screen(map, x, y)
|
||||
vertex.x, vertex.y = utils.convert_isometric_to_screen(map, vertex.x, vertex.y)
|
||||
end
|
||||
|
||||
vertex.x = vertex.x - x
|
||||
vertex.y = vertex.y - y
|
||||
|
||||
return
|
||||
x + cos * vertex.x - sin * vertex.y,
|
||||
y + sin * vertex.x + cos * vertex.y - (oy or 0)
|
||||
end
|
||||
|
||||
--- Project isometric position to cartesian position
|
||||
function utils.convert_isometric_to_screen(map, x, y)
|
||||
local mapW = map.width
|
||||
local tileW = map.tilewidth
|
||||
local tileH = map.tileheight
|
||||
local tileX = x / tileH
|
||||
local tileY = y / tileH
|
||||
local offsetX = mapW * tileW / 2
|
||||
|
||||
return
|
||||
(tileX - tileY) * tileW / 2 + offsetX,
|
||||
(tileX + tileY) * tileH / 2
|
||||
end
|
||||
|
||||
function utils.hex_to_color(hex)
|
||||
if hex:sub(1, 1) == "#" then
|
||||
hex = hex:sub(2)
|
||||
end
|
||||
|
||||
return {
|
||||
r = tonumber(hex:sub(1, 2), 16) / 255,
|
||||
g = tonumber(hex:sub(3, 4), 16) / 255,
|
||||
b = tonumber(hex:sub(5, 6), 16) / 255
|
||||
}
|
||||
end
|
||||
|
||||
function utils.pixel_function(_, _, r, g, b, a)
|
||||
local mask = utils._TC
|
||||
|
||||
if r == mask.r and
|
||||
g == mask.g and
|
||||
b == mask.b then
|
||||
return r, g, b, 0
|
||||
end
|
||||
|
||||
return r, g, b, a
|
||||
end
|
||||
|
||||
function utils.fix_transparent_color(tileset, path)
|
||||
local image_data = love.image.newImageData(path)
|
||||
tileset.image = love.graphics.newImage(image_data)
|
||||
|
||||
if tileset.transparentcolor then
|
||||
utils._TC = utils.hex_to_color(tileset.transparentcolor)
|
||||
|
||||
image_data:mapPixel(utils.pixel_function)
|
||||
tileset.image = love.graphics.newImage(image_data)
|
||||
end
|
||||
end
|
||||
|
||||
function utils.deepCopy(t)
|
||||
local copy = {}
|
||||
for k,v in pairs(t) do
|
||||
if type(v) == "table" then
|
||||
v = utils.deepCopy(v)
|
||||
end
|
||||
copy[k] = v
|
||||
end
|
||||
return copy
|
||||
end
|
||||
|
||||
return utils
|
41
main.lua
41
main.lua
@ -3,13 +3,12 @@ function love.load()
|
||||
require("player")
|
||||
require("bullet")
|
||||
WF = require("libs/windfield")
|
||||
STI = require("libs/sti")
|
||||
|
||||
require("UpdateGame")
|
||||
require("DrawGame")
|
||||
require("KeyPressed")
|
||||
|
||||
love.profiler = require("libs/profile")
|
||||
love.profiler.start()
|
||||
|
||||
--WindField
|
||||
World = WF.newWorld(0, 0) --no gravity
|
||||
World:setQueryDebugDrawing(true) -- Draws the area of a query for 10 frames
|
||||
@ -19,6 +18,26 @@ function love.load()
|
||||
World:addCollisionClass("Player2")
|
||||
World:addCollisionClass("Bullet2")
|
||||
|
||||
World:addCollisionClass("Wall")
|
||||
World:addCollisionClass("New") -- Used to make sure the bullet doesn't collide with the player that shot it
|
||||
|
||||
--STI
|
||||
GameMap = STI("maps/map.lua")
|
||||
Walls = {}
|
||||
if GameMap.layers["Walls"] then
|
||||
for _, obj in ipairs(GameMap.layers["Walls"].objects) do
|
||||
local wall = World:newRectangleCollider(obj.x, obj.y, obj.width, obj.height)
|
||||
wall:setType("static")
|
||||
table.insert(Walls, wall)
|
||||
Walls[#Walls]:setCollisionClass("Wall")
|
||||
end
|
||||
end
|
||||
|
||||
--Fonts used in the game
|
||||
GameFont = love.graphics.newFont("assets/Daydream.ttf", 60)
|
||||
DebugFont = love.graphics.newFont("assets/Daydream.ttf", 12)
|
||||
love.graphics.setFont(GameFont)
|
||||
|
||||
HEALTH = 3
|
||||
DELAY = 0.5
|
||||
DebugFlag = false
|
||||
@ -29,8 +48,9 @@ function love.load()
|
||||
KeyPressTime2 = 0
|
||||
KeyDelay2 = DELAY
|
||||
|
||||
UserPlayer1 = Player(1, 1000, 100, HEALTH, "assets/player1.png", 100)
|
||||
UserPlayer2 = Player(2, 800, 300, HEALTH, "assets/player2.png", 100)
|
||||
local playerSpeed = 12000
|
||||
UserPlayer1 = Player(1, 1000, 100, HEALTH, "assets/player1.png", playerSpeed)
|
||||
UserPlayer2 = Player(2, 200, 300, HEALTH, "assets/player2.png", playerSpeed)
|
||||
Bullets1 = {}
|
||||
Bullets2 = {}
|
||||
end
|
||||
@ -39,22 +59,15 @@ function love.keypressed(key)
|
||||
KeyPressed(key)
|
||||
end
|
||||
|
||||
love.frame = 0
|
||||
function love.update(dt)
|
||||
--[[
|
||||
love.frame = love.frame + 1
|
||||
if love.frame % 100 == 0 then
|
||||
love.report = love.profiler.report(20)
|
||||
love.profiler.reset()
|
||||
end
|
||||
]]
|
||||
UpdateGame(dt)
|
||||
end
|
||||
|
||||
function love.draw()
|
||||
DrawGame()
|
||||
if DebugFlag then
|
||||
love.graphics.setFont(DebugFont)
|
||||
love.graphics.print("Debug Mode", 1200, 850)
|
||||
-- love.graphics.print(love.report or "Please wait...")
|
||||
--love.graphics.print(love.report or "Please wait...")
|
||||
end
|
||||
end
|
||||
|
1023
maps/map.lua
Normal file
1023
maps/map.lua
Normal file
File diff suppressed because it is too large
Load Diff
58
maps/map.tmx
Normal file
58
maps/map.tmx
Normal file
@ -0,0 +1,58 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<map version="1.10" tiledversion="1.10.2" orientation="orthogonal" renderorder="right-down" width="25" height="15" tilewidth="64" tileheight="64" infinite="0" nextlayerid="5" nextobjectid="24">
|
||||
<editorsettings>
|
||||
<export target="map.lua" format="lua"/>
|
||||
</editorsettings>
|
||||
<tileset firstgid="1" name="floor-tiles" tilewidth="64" tileheight="64" tilecount="54" columns="9">
|
||||
<image source="../../../../../../../../../../Downloads/tileset.png" width="576" height="384"/>
|
||||
</tileset>
|
||||
<layer id="1" name="Floor + Outer Walls" width="25" height="15">
|
||||
<data encoding="csv">
|
||||
4,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,6,
|
||||
13,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,15,
|
||||
13,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,15,
|
||||
13,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,15,
|
||||
13,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,15,
|
||||
13,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,15,
|
||||
13,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,15,
|
||||
13,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,15,
|
||||
13,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,15,
|
||||
13,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,15,
|
||||
13,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,15,
|
||||
13,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,15,
|
||||
13,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,15,
|
||||
13,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,15,
|
||||
22,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,24
|
||||
</data>
|
||||
</layer>
|
||||
<layer id="2" name="Inner Walls" width="25" height="15">
|
||||
<data encoding="csv">
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,9,0,0,
|
||||
0,0,0,0,0,0,0,0,7,8,8,8,9,0,0,0,0,0,0,0,0,16,18,0,0,
|
||||
0,0,0,0,0,0,0,0,25,26,26,26,27,0,0,0,0,0,0,0,0,25,27,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,7,8,9,0,0,7,8,8,8,8,8,9,0,0,0,0,0,0,0,0,0,
|
||||
0,0,7,8,17,17,18,0,0,16,17,17,17,17,17,18,0,0,0,0,0,0,0,0,0,
|
||||
0,0,16,17,17,26,26,8,8,17,26,26,26,26,26,27,0,0,0,0,0,0,0,0,0,
|
||||
0,0,16,17,18,0,0,16,17,18,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,16,17,18,0,0,25,26,27,0,0,0,0,0,0,0,0,7,8,8,8,9,0,0,
|
||||
0,0,16,17,27,0,0,0,0,0,0,0,7,8,9,0,0,0,16,17,17,17,18,0,0,
|
||||
0,0,25,27,0,0,0,0,0,0,0,0,16,17,18,0,0,0,16,17,17,17,18,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,25,26,27,0,0,0,25,26,26,26,27,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
||||
</data>
|
||||
</layer>
|
||||
<objectgroup id="4" name="Walls" visible="0">
|
||||
<object id="10" x="512" y="128" width="320" height="128"/>
|
||||
<object id="11" x="1344" y="64" width="128" height="192"/>
|
||||
<object id="12" x="1152" y="640" width="320" height="256"/>
|
||||
<object id="13" x="768" y="704" width="192" height="192"/>
|
||||
<object id="19" x="576" y="384" width="448" height="192"/>
|
||||
<object id="20" x="448" y="512" width="192" height="192"/>
|
||||
<object id="21" x="256" y="384" width="192" height="192"/>
|
||||
<object id="22" x="128" y="448" width="192" height="320"/>
|
||||
<object id="23" x="128" y="768" width="128" height="64"/>
|
||||
</objectgroup>
|
||||
</map>
|
79
player.lua
79
player.lua
@ -1,5 +1,8 @@
|
||||
Player = Object:extend()
|
||||
cos = math.cos
|
||||
sin = math.sin --optimisation
|
||||
|
||||
-- Constructor for the Player class
|
||||
function Player:new(p, x, y, health, image, speed)
|
||||
self.p = p
|
||||
self.image = love.graphics.newImage(image)
|
||||
@ -10,56 +13,64 @@ function Player:new(p, x, y, health, image, speed)
|
||||
self.width = self.image:getWidth()
|
||||
self.height = self.image:getHeight()
|
||||
|
||||
--Collision Stuff
|
||||
self.collider = World:newBSGRectangleCollider(x, y, 64, 64, 4)
|
||||
self.collider:setPosition(self.x, self.y)
|
||||
-- Collision Stuff
|
||||
self.collider = World:newRectangleCollider(x, y, 64, 64)
|
||||
self.collider:setFixedRotation(true)
|
||||
|
||||
if self.p == 1 then
|
||||
self.collider:setCollisionClass("Player1")
|
||||
elseif self.p == 2 then
|
||||
self.collider:setCollisionClass("Player2")
|
||||
end
|
||||
self.collider:setType("static")
|
||||
self.collider:setObject(self)
|
||||
|
||||
--Rotation Stuff
|
||||
-- Rotation Stuff
|
||||
self.rotation = math.rad(90)
|
||||
self.rotSpeed = 2
|
||||
self.scaleX = 1
|
||||
self.scaleY = 1
|
||||
self.originX = self.width / 2
|
||||
self.originY = self.height / 2
|
||||
|
||||
--Velocity
|
||||
self.vx = 0
|
||||
self.vy = 0
|
||||
end
|
||||
|
||||
-- Method to handle shooting
|
||||
function Player:shoot(bulletSpeed)
|
||||
local cos = math.cos
|
||||
local sin = math.sin --optimisation
|
||||
local offsetX = cos(self.rotation) * self.width / 2
|
||||
local offsetY = sin(self.rotation) * self.height / 2
|
||||
local offsetX = cos(self.rotation) * self.width * 1.5
|
||||
local offsetY = sin(self.rotation) * self.height * 1.5
|
||||
local bulletX = self.x + offsetX
|
||||
local bulletY = self.y + offsetY
|
||||
local newBullet = Bullet(bulletX, bulletY, self.p, bulletSpeed, self.rotation)
|
||||
return newBullet
|
||||
end
|
||||
|
||||
-- Update method for the Player class
|
||||
function Player:update(dt)
|
||||
local cos = math.cos
|
||||
local sin = math.sin --optimisation
|
||||
local bulletSpeed = 300
|
||||
self.vx = 0
|
||||
self.vy = 0
|
||||
local bulletSpeed = 20000
|
||||
|
||||
if self.p == 1 then
|
||||
-- Handle player 1 controls
|
||||
if love.keyboard.isDown("w") then
|
||||
self.x = self.x + cos(self.rotation) * (self.speed * dt)
|
||||
self.y = self.y + sin(self.rotation) * (self.speed * dt)
|
||||
self.collider:setPosition(self.x, self.y)
|
||||
self.vx = cos(self.rotation) * (self.speed * dt)
|
||||
self.vy = sin(self.rotation) * (self.speed * dt)
|
||||
elseif love.keyboard.isDown("s") then
|
||||
self.x = self.x - cos(self.rotation) * (self.speed * dt)
|
||||
self.y = self.y - sin(self.rotation) * (self.speed * dt)
|
||||
self.collider:setPosition(self.x, self.y)
|
||||
self.vx = cos(self.rotation) * (self.speed * dt) * -1
|
||||
self.vy = sin(self.rotation) * (self.speed * dt) * -1
|
||||
elseif love.keyboard.isDown("a") then
|
||||
self.rotation = self.rotation - (self.rotSpeed * dt)
|
||||
elseif love.keyboard.isDown("d") then
|
||||
self.rotation = self.rotation + (self.rotSpeed * dt)
|
||||
end
|
||||
self.collider:setLinearVelocity(self.vx, self.vy)
|
||||
|
||||
-- Check for collision with walls
|
||||
if self.collider:enter("Wall") then
|
||||
print("Player 1 collided with wall")
|
||||
end
|
||||
|
||||
if EnableKeyPress1 == true then
|
||||
if love.keyboard.isDown("space") then
|
||||
@ -69,27 +80,27 @@ function Player:update(dt)
|
||||
EnableKeyPress1 = false
|
||||
end
|
||||
end
|
||||
--Query Collision
|
||||
if self.collider:enter("Player2") then
|
||||
local collision_data = self.collider:getEnterCollisionData("Player2")
|
||||
print(collision_data)
|
||||
end
|
||||
end
|
||||
|
||||
if self.p == 2 then
|
||||
self.x = self.collider:getX()
|
||||
self.y = self.collider:getY()
|
||||
elseif self.p == 2 then
|
||||
-- Handle player 2 controls
|
||||
if love.keyboard.isDown("up") then
|
||||
self.x = self.x + cos(self.rotation) * (self.speed * dt)
|
||||
self.y = self.y + sin(self.rotation) * (self.speed * dt)
|
||||
self.collider:setPosition(self.x, self.y)
|
||||
self.vx = cos(self.rotation) * (self.speed * dt)
|
||||
self.vy = sin(self.rotation) * (self.speed * dt)
|
||||
elseif love.keyboard.isDown("down") then
|
||||
self.x = self.x - cos(self.rotation) * (self.speed * dt)
|
||||
self.y = self.y - sin(self.rotation) * (self.speed * dt)
|
||||
self.collider:setPosition(self.x, self.y)
|
||||
self.vx = cos(self.rotation) * (self.speed * dt) * -1
|
||||
self.vy = sin(self.rotation) * (self.speed * dt) * -1
|
||||
elseif love.keyboard.isDown("left") then
|
||||
self.rotation = self.rotation - (self.rotSpeed * dt)
|
||||
elseif love.keyboard.isDown("right") then
|
||||
self.rotation = self.rotation + (self.rotSpeed * dt)
|
||||
end
|
||||
self.collider:setLinearVelocity(self.vx, self.vy)
|
||||
|
||||
-- Check for collision with walls
|
||||
if self.collider:enter("Wall") then
|
||||
print("Player 2 collided with wall")
|
||||
end
|
||||
|
||||
if EnableKeyPress2 == true then
|
||||
if love.keyboard.isDown("return") then
|
||||
@ -100,6 +111,8 @@ function Player:update(dt)
|
||||
end
|
||||
end
|
||||
end
|
||||
self.x = self.collider:getX()
|
||||
self.y = self.collider:getY()
|
||||
end
|
||||
|
||||
function Player:draw()
|
||||
|
Loading…
x
Reference in New Issue
Block a user