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59 Commits
Author SHA1 Message Date
Simon Kellet 8d756beb1b removed 2024-08-06 18:16:45 +01:00
Simon Kellet 86d33a7fc5 nearly there 2024-08-06 18:16:14 +01:00
Simon Kellet 65f4ee3473 wip 2024-08-06 17:39:14 +01:00
Simon Kellet e13114a736 power up colliders for both players 2024-08-06 17:39:09 +01:00
Simon Kellet 451d710326 escape key on pause 2024-08-02 17:27:23 +01:00
Simon Kellet 585fccf59a flips 2024-08-02 17:27:13 +01:00
Simon Kellet 3290d704e3 less prints 2024-08-02 17:27:09 +01:00
Simon Kellet 7b553d9758 formatting 2024-08-02 17:26:50 +01:00
Simon Kellet e9e3731a0b new window size 2024-08-02 17:26:43 +01:00
Simon Kellet ed9265939c scale conts 2024-08-02 17:26:35 +01:00
Simon Kellet 826ef98f19 no longer needed 2024-08-02 17:26:29 +01:00
Simon Kellet db3559b8c6 player scaling 2024-08-02 17:26:22 +01:00
Simon Kellet 88faf2538b scaling 2024-08-02 17:26:14 +01:00
Simon Kellet 7252c3cd2c scaling now works? yay? 2024-08-02 17:01:21 +01:00
Simon Kellet 7da12d3035 added mute 2024-07-31 20:37:25 +01:00
Simon Kellet ebf9369ba5 fixed game logix 2024-07-31 20:37:17 +01:00
Simon Kellet f6be8b2a16 removed btton func 2024-07-31 20:36:53 +01:00
Simon Kellet beb4c28a70 removed button func 2024-07-31 20:36:47 +01:00
Simon Kellet 2d22a50447 added mute 2024-07-31 20:36:29 +01:00
Simon Kellet d059017989 fix win 2024-07-31 20:36:20 +01:00
Simon Kellet 49a57a6e5d better bouncing finally 2024-07-31 20:36:10 +01:00
Simon Kellet f5770cd4e0 ops 2024-07-31 20:35:55 +01:00
Simon Kellet 49633072ac reset wind 2024-07-31 20:35:49 +01:00
Simon Kellet 7af90632fd added truncate method 2024-07-31 20:35:42 +01:00
Simon Kellet e47799650a added start of gui lib 2024-07-31 15:20:12 +01:00
Simon Kellet 8440be2ab1 better movement 2024-07-24 16:19:18 +01:00
Simon Kellet df4184eec4 moved stuff out of love.load 2024-07-24 15:58:44 +01:00
Simon Kellet e8a124fa63 bullet bounce count 2024-07-24 15:58:32 +01:00
Simon Kellet 78b4379143 debug keys 2024-07-24 15:58:04 +01:00
Simon Kellet b8106bc1aa deletes bullets after bouncing so many times 2024-07-24 15:57:59 +01:00
Simon Kellet f8d71bb27d moved 2024-07-24 15:57:43 +01:00
Simon Kellet 7016961609 restart doesnt stop battle music 2024-07-24 15:57:37 +01:00
Simon Kellet 95502bc429 added map 3 2024-07-24 15:57:13 +01:00
Simon Kellet f689632a92 better wall init and clearing 2024-07-22 23:30:19 +01:00
Simon Kellet da8bb7d083 removed unused music stops 2024-07-22 23:30:08 +01:00
Simon Kellet 0a25d11ac5 hitbox now circle and slower going backwards 2024-07-22 23:29:55 +01:00
Simon Kellet 71d1f6e929 changed 2024-07-22 23:29:16 +01:00
Simon Kellet a392755844 global tracker of current level 2024-07-22 23:29:09 +01:00
Simon Kellet f4d3969a1f new map for testing 2024-07-22 23:29:00 +01:00
Simon Kellet 2cd9f263e6 walls now properly get destoryed 2024-07-22 23:28:53 +01:00
Simon Kellet ff40a5507b draws score 2024-07-22 23:28:46 +01:00
Simon Kellet 26398f52b5 fixed wins 2024-07-22 23:28:36 +01:00
Simon Kellet 38826d0cd8 debug keys 2024-07-22 23:28:26 +01:00
Simon Kellet 9e968b9390 done for tonight 2024-07-21 21:24:12 +01:00
Simon Kellet cdc0f35f22 handling win states and moving stuff to be global 2024-07-21 19:48:02 +01:00
Simon Kellet e83ee4ec64 there is now a win screen 2024-07-21 19:47:41 +01:00
Simon Kellet 7b68420027 maps now clear their Wall tables before making new ones 2024-07-21 19:47:18 +01:00
Simon Kellet 5f915f617e added restarting functions 2024-07-21 19:46:59 +01:00
Simon Kellet 6049054a26 removed windows build, got it wrong lol 2024-07-21 18:08:12 +01:00
Simon Kellet 99b420cc7f format and stuff 2024-07-21 18:07:07 +01:00
Simon Kellet 53aa6d698d changes 2024-07-21 13:47:33 +01:00
Simon Kellet 407436f7f0 added love2d version for building 2024-07-21 13:46:55 +01:00
Simon Kellet 8a206de2a1 links 2024-07-21 13:46:42 +01:00
Simon Kellet 5830863a5f added windows build script 2024-07-21 13:46:32 +01:00
Simon Kellet ba6f2c8d49 checkboxes 2024-07-20 11:06:29 +01:00
Simon Kellet c8ac060ab3 checkboxes 2024-07-20 11:05:43 +01:00
Simon Kellet a46532814f moved files 2024-07-20 10:26:09 +01:00
Simon Kellet 19e10d6601 added pause and music 2024-07-20 10:25:45 +01:00
Simon Kellet bcada33441 updated readme 2024-07-20 10:25:04 +01:00
46 changed files with 4827 additions and 3167 deletions
+2 -1
View File
@@ -1,2 +1,3 @@
.DS_Store
game.love
*.love
*.exe
+19 -6
View File
@@ -6,15 +6,18 @@ end
local function drawHealth()
love.graphics.setFont(GameFont)
local height = love.graphics.getHeight()
local width = love.graphics.getWidth()
love.graphics.print("" .. UserPlayer1.health, 5, 5)
love.graphics.print("" .. UserPlayer2.health, width - 70, height - 95)
local height = love.graphics.getHeight() / _G.Y_SCALE
local width = love.graphics.getWidth() / _G.X_SCALE
love.graphics.print("P1:" .. UserPlayer1.health, 5, 5)
love.graphics.print("P2:" .. UserPlayer2.health, width - 200, height - 95)
end
function DrawGame()
--STI
GameMap:draw()
local curWidth, curHeight = love.graphics.getDimensions()
love.graphics.scale(_G.X_SCALE, _G.Y_SCALE)
GameMap:draw(0, 0, _G.X_SCALE, _G.Y_SCALE)
GameMap:resize(curWidth / _G.X_SCALE, curHeight / _G.Y_SCALE)
-- WindField
if DebugFlag then
@@ -22,6 +25,7 @@ function DrawGame()
drawFPS()
end
-- Bullets
for _, v in ipairs(Bullets1) do
v:draw()
end
@@ -29,9 +33,18 @@ function DrawGame()
v:draw()
end
-- PowerUps
for _, v in ipairs(PowerUps) do
v:draw()
end
UserPlayer1:draw()
UserPlayer2:draw()
--Draw Health
--TODO: make this nicer looking
drawHealth()
--TODO: draw running score
--drawScore()
end
+46 -4
View File
@@ -1,14 +1,56 @@
function GameKeyPressed(key)
if key == "escape" then
_G.GAMESTATE = "MENU"
print("STATE CHANEGD: MENU!")
if not MUTED then
musicBattle:setVolume(0)
musicPause:setVolume(0.6)
else
musicBattle:setVolume(0)
musicPause:setVolume(0)
end
if key == "b" then
_G.GAMESTATE = "PAUSE"
--print("STATE CHANEGD: PAUSED!")
_G.PAUSED = true
end
if key == "b" and not _G.PAUSED then
DebugFlag = not DebugFlag
end
if key == "r" then
if key == "r" and not _G.PAUSED then
RestartGame()
_G.GAMESTATE = "GAME"
love.load()
end
if key == "m" then
_G.MUTED = not _G.MUTED
-- Need to set the battle music to mute
if _G.MUTED then
musicBattle:setVolume(0)
else
musicBattle:setVolume(0.5)
end
end
if DebugFlag and key == "1" then
--UserPlayer1.speed = 50000
--print("player1 speed increased!")
end
if DebugFlag and key == "2" then
_G.CUR_LEVEL = 2
RestartGame()
love.load()
end
if DebugFlag and key == "3" then
_G.CUR_LEVEL = 3
RestartGame()
love.load()
end
if key == "p" then
testP = PowerUp("speed", 300, 300, "assets/powerup.jpeg", 10)
table.insert(PowerUps, testP)
end
end
+105 -13
View File
@@ -1,9 +1,32 @@
local function checkLossState()
-- Check P1's health
if UserPlayer1.health <= 0 then --P1 Lost, P2 Win
_G.P2_COUNT = _G.P2_COUNT + 1
_G.P1_WIN = false
_G.P2_WIN = true
return true
end
if UserPlayer2.health <= 0 then --P2 Lost, P1 Win
_G.P1_COUNT = _G.P1_COUNT + 1
_G.P1_WIN = true
_G.P2_WIN = false
return true
end
return false
end
local max = math.max -- optimisations
function UpdateGame(dt)
--Check if anyone has won
if checkLossState() == true then
--print("STATE CHNAGED: WIN!")
_G.GAMESTATE = "WIN"
end
--WindField
World:update(dt)
local max = math.max
KeyPressTime1 = max(0, KeyPressTime1 - dt)
if KeyPressTime1 <= 0 then
EnableKeyPress1 = true
@@ -13,8 +36,18 @@ function UpdateGame(dt)
if KeyPressTime2 <= 0 then
EnableKeyPress2 = true
end
-- Update Bullets1
for i, v in ipairs(Bullets1) do
v:update(dt)
-- Check bounce count
if v.bounce >= _G.BULLETS_BOUNCE_MAX then
table.remove(Bullets1, i)
v.collider:destroy()
end
-- Handle screen edges
if v.y < 0 then --top of screen
table.remove(Bullets1, i)
v.collider:destroy()
@@ -22,27 +55,45 @@ function UpdateGame(dt)
table.remove(Bullets1, i)
v.collider:destroy()
end
-- Hit player2
if v.collider:enter("Player2") then
print("Player1 hit Player2!")
--print("Player1 hit Player2!")
table.remove(Bullets1, i)
v.collider:destroy()
if UserPlayer1.health > 0 then
UserPlayer1.health = UserPlayer1.health - 1
if UserPlayer2.health > 0 then
UserPlayer2.health = UserPlayer2.health - 1
end
end
-- Hit player1
if v.collider:enter("Player1") then
print("Player 1 hit themselves!")
--print("Player 1 hit themselves!")
table.remove(Bullets1, i)
v.collider:destroy()
if UserPlayer1.health > 0 then
UserPlayer1.health = UserPlayer1.health - 1
end
end
--Hit another bullet
if v.collider:enter("Bullet1") then
table.remove(Bullets1, i)
v.collider:destroy()
end
end
-- Update Bullets2
for i, v in ipairs(Bullets2) do
v:update(dt)
-- Check bounce count
if v.bounce >= _G.BULLETS_BOUNCE_MAX then
table.remove(Bullets2, i)
v.collider:destroy()
end
-- Handle screen edges
if v.y < 0 then --top of screen
table.remove(Bullets2, i)
v.collider:destroy()
@@ -51,25 +102,66 @@ function UpdateGame(dt)
v.collider:destroy()
end
-- Hit player1
if v.collider:enter("Player1") then
print("Player2 hit Player1!")
--print("Player2 hit Player1!")
table.remove(Bullets2, i)
v.collider:destroy()
if UserPlayer1.health > 0 then
UserPlayer1.health = UserPlayer1.health - 1
end
end
-- Hit player2
if v.collider:enter("Player2") then
--print("Player 2 hit themselves!")
table.remove(Bullets2, i)
v.collider:destroy()
if UserPlayer2.health > 0 then
UserPlayer2.health = UserPlayer2.health - 1
end
end
--Hit another bullet
if v.collider:enter("Bullet2") then
table.remove(Bullets2, i)
v.collider:destroy()
end
end
-- PowerUp updates
for i, v in ipairs(PowerUps) do
v:update(dt)
if v.collider:enter("Player1") then
UserPlayer1:getPowerUp(v)
UserPlayer1:powerup()
table.remove(PowerUps, i)
v.collider:destroy()
end
if v.collider:enter("Player2") then
print("Player 2 hit themselves!")
table.remove(Bullets2, i)
UserPlayer2:getPowerUp(v)
UserPlayer2:powerup()
table.remove(PowerUps, i)
v.collider:destroy()
if UserPlayer2.health > 0 then
UserPlayer2.health = UserPlayer2.health - 1
end
end
end
--PowerUp timer to place
PUTimeToPlace = PUTimeToPlace - dt
--print(PUTimeToPlace)
if PUTimeToPlace <= 0 then
local w, h = love.graphics.getDimensions()
local ranx = love.math.random(30, w)
local rany = love.math.random(100, h)
local newPU = PowerUp("speed", ranx, rany, "assets/powerup.jpeg", 10)
table.insert(PowerUps, newPU)
PUTimeToPlace = _G.PU_TIMER --reset
end
UserPlayer1:handleKeys("w", "s", "a", "d", dt)
UserPlayer2:handleKeys("up", "down", "left", "right", dt)
UserPlayer1:updateCol()
UserPlayer2:updateCol()
UserPlayer1:update(dt)
UserPlayer2:update(dt)
end
+12 -35
View File
@@ -1,43 +1,20 @@
local function button(x,y, w, h, text, selected)
--x,y is the top left corner of the button
local rounding = 30 -- used for rounding the buttons
if not selected then
love.graphics.setColor(love.math.colorFromBytes(41,134,204))
elseif selected then
love.graphics.setColor(love.math.colorFromBytes(244,67,54))
end
-- Draw rectangle
love.graphics.rectangle("line", x, y, w, h, rounding, rounding)
-- Get width and height of text
local tw = MenuFont:getWidth(text)
local th = MenuFont:getHeight(text)
-- Calculate position to center the text
local textX = x + (w - tw) / 2
local textY = y + (h - th) / 2
-- Place text inside the rectangle
love.graphics.setFont(MenuFont)
love.graphics.print(text, textX, textY)
end
local function title()
local height = love.graphics.getHeight()
local width = love.graphics.getWidth()
local height = love.graphics.getHeight() / _G.Y_SCALE
local width = love.graphics.getWidth() / _G.X_SCALE
love.graphics.setFont(GameFont)
love.graphics.setColor(0.5,1,1)
love.graphics.setColor(0.5, 1, 1)
love.graphics.rectangle("fill", 0, 0, width, height)
love.graphics.setColor(0,0,0)
love.graphics.print("MENU", 100,100)
love.graphics.setColor(0, 0, 0)
love.graphics.print("Tanks-A-Lot", 100, 100)
end
function DrawMenu()
local bwidth, bheight = 300, 140
local bwidth, bheight = 300 * _G.X_SCALE, 140 * _G.Y_SCALE
title()
button(100, 200, bwidth, bheight, "Play", MENU_POS == 0 and true or false)
button(100, 350, bwidth, bheight, "???", MENU_POS == 1 and true or false)
button(100, 500, bwidth, bheight, "???", MENU_POS == 2 and true or false)
button(100, 650, bwidth, bheight, "Quit", MENU_POS == 3 and true or false)
GUI:newButton(100, 200, bwidth, bheight, "Play", MENU_POS == 0 and true or false)
GUI:newButton(100, 350, bwidth, bheight, "???", MENU_POS == 1 and true or false)
GUI:newButton(100, 500, bwidth, bheight, "???", MENU_POS == 2 and true or false)
GUI:newButton(100, 650, bwidth, bheight, "Quit", MENU_POS == 3 and true or false)
love.graphics.setColor(255, 255, 255) -- reset colours
end
+22 -8
View File
@@ -1,5 +1,5 @@
function MenuKeyPressed(key)
if key == 'return' then
if key == "return" then
-- 0 Start Game
-- 1 ??
-- 2 ???
@@ -7,18 +7,15 @@ function MenuKeyPressed(key)
if MENU_POS == 0 then
--Change state to GAME!
_G.GAMESTATE = "GAME"
print("STATE CHANEGD: GAME!")
--print("STATE CHANEGD: GAME!")
musicMenu:stop()
elseif MENU_POS == 1 then
print("STATE CHANEGD: DUNNO!")
--print("STATE CHANEGD: DUNNO!")
elseif MENU_POS == 2 then
print("STATE CHANEGD: DUNNO!")
--print("STATE CHANEGD: DUNNO!")
elseif MENU_POS == 3 then
love.event.quit()
end
end
if love.keyboard.isDown("up") then
@@ -37,4 +34,21 @@ function MenuKeyPressed(key)
end
end
if key == "r" then
musicBattle:stop()
musicMenu:stop()
musicPause:stop()
_G.GAMESTATE = "MENU"
love.load()
end
if key == "m" then
MUTED = not MUTED
if MUTED then
musicMenu:setVolume(0)
else
musicMenu:setVolume(0.5)
end
end
end
+1 -2
View File
@@ -1,2 +1 @@
function UpdateMenu(dt)
end
function UpdateMenu(dt) end
+21
View File
@@ -0,0 +1,21 @@
function DrawPause()
local opacity = 0.3
local height = love.graphics.getHeight() / _G.Y_SCALE
local width = love.graphics.getWidth() / _G.X_SCALE
local bwidth, bheight = 300 * _G.X_SCALE, 140 * _G.Y_SCALE
love.graphics.setFont(GameFont)
DrawGame() --Draw a single frame of the game
love.graphics.setColor(0.1, 0.1, 0.1, opacity) --overlay opaque img
love.graphics.rectangle("fill", 0, 0, width, height)
love.graphics.setColor(1, 1, 1)
love.graphics.print("PAUSED", 100, 100)
--love.graphics.print("" .. PAUSE_POS, 200,200)
GUI:newButton(100, 200, bwidth, bheight, "Back", PAUSE_POS == 0 and true or false)
GUI:newButton(100, 350, bwidth, bheight, "Menu", PAUSE_POS == 1 and true or false)
GUI:newButton(100, 500, bwidth, bheight, "Quit", PAUSE_POS == 2 and true or false)
love.graphics.setColor(255, 255, 255) -- reset colours
end
+63
View File
@@ -0,0 +1,63 @@
function PauseKeyPressed(key)
if key == "escape" then
-- quickly return to the game
if not _G.MUTED then
musicBattle:setVolume(0.5)
musicPause:setVolume(0)
else
musicBattle:setVolume(0)
musicPause:setVolume(0)
end
_G.GAMESTATE = "GAME"
end
if key == "return" then
-- quickly return to the game
if not _G.MUTED then
musicBattle:setVolume(0.5)
musicPause:setVolume(0)
else
musicBattle:setVolume(0)
musicPause:setVolume(0)
end
-- 0 Return to game
-- 1 Quit
if PAUSE_POS == 0 then
-- unpause the game
_G.GAMESTATE = "GAME"
--print("STATE CHANEGD: GAME!")
_G.PAUSED = false
if not MUTED then
musicBattle:setVolume(0.5)
musicPause:setVolume(0)
else
musicBattle:setVolume(0)
musicPause:setVolume(0)
end
elseif PAUSE_POS == 1 then
_G.GAMESTATE = "MENU"
--print("STATE CHANEGD: MENU!")
_G.PAUSED = false
musicPause:stop()
musicBattle:stop()
elseif PAUSE_POS == 2 then
love.event.quit()
end
end
if love.keyboard.isDown("up") then
if _G.PAUSE_POS == 0 then
_G.PAUSE_POS = 0
else
_G.PAUSE_POS = _G.PAUSE_POS - 1
end
end
if love.keyboard.isDown("down") then
if _G.PAUSE_POS >= _G.PAUSE_MAX then
_G.PAUSE_POS = _G.PAUSE_MAX
else
_G.PAUSE_POS = _G.PAUSE_POS + 1
end
end
end
+1
View File
@@ -0,0 +1 @@
function UpdatePause(dt) end
+39
View File
@@ -0,0 +1,39 @@
# Tanks-A-Lot (LÖVE2D Game)
## How to install
### Download
### Build from source (LÖVE2D must be installed already)
To build and make **.love** file:
```sh
zip -r game.love . -x '*.git*'
```
To play, use:
```sh
love game.love
```
## How to Play
## Credits
* Programming: Simon [website](https://simonkellet.xyz)
* Art: Laura
* Music: AJ [website](https://sites.google.com/view/bitnailz)
# TODOS
## Game
* [] Better music (for each level)
* [] Fill out menu screen
* [] Finally fix physics
* [] Make more maps (different level types)
* [] Fix player placement at start of game
## Git
* [] Links to socials
* [] Exe files
* [] Release stuff
* [] how to play instructions
* [] images for git
+39
View File
@@ -0,0 +1,39 @@
local function winner()
local width = love.graphics.getWidth() / _G.X_SCALE
local height = love.graphics.getHeight() / _G.Y_SCALE
local opacity = 0.3
local s = ""
if _G.P1_WIN then
s = "P1 Win! R - Restart"
end
if _G.P2_WIN then
s = "P2 Win! R - Restart"
end
if _G.P1_WIN or _G.P2_WIN then
-- Overlay
DrawGame() --Draw a single frame of the game
love.graphics.setColor(0.1, 0.1, 0.1, opacity) --overlay opaque img
love.graphics.rectangle("fill", 0, 0, width, height)
-- Who won text
local sw, sh = MenuFont:getWidth(s), GameFont:getHeight(s)
local centreX = width / 2
local centreY = height / 2
love.graphics.setFont(MenuFont)
love.graphics.setColor(1, 1, 1) -- white
love.graphics.print(s, centreX - sw / 2, centreY - sh / 2) -- who won
love.graphics.print(
"" .. _G.P1_COUNT .. ":" .. "" .. _G.P2_COUNT,
(centreX - sw / 2),
(centreY - sh / 2) - sh / 1.5
) -- score
end
end
function DrawWin()
winner()
love.graphics.setColor(255, 255, 255) -- reset colours
end
+1
View File
@@ -0,0 +1 @@
function UpdateWin(dt) end
+7
View File
@@ -0,0 +1,7 @@
function WinKeyPressed(key)
if key == "r" then
RestartGame()
_G.GAMESTATE = "GAME"
love.load()
end
end
Binary file not shown.

After

Width:  |  Height:  |  Size: 2.8 KiB

Regular → Executable
+60 -19
View File
@@ -1,7 +1,9 @@
Bullet = Object:extend()
cos = math.cos
sin = math.sin --optimisation
pi = math.pi
local pi = math.pi
local cos = math.cos
local sin = math.sin
local atan = math.atan
local deg = math.deg
function Bullet:new(x, y, p, speed, rotation)
self.image = love.graphics.newImage("assets/bullet.png")
@@ -20,9 +22,13 @@ function Bullet:new(x, y, p, speed, rotation)
self.originY = self.height / 2
self.collider = World:newCircleCollider(x, y, 10)
--self.collider = World:newRectangleCollider(x, y, 10, 10)
--self.collider:setType("")
self.collider:setFixedRotation(true)
self.collider:setPosition(self.x, self.y)
self.bounce = 0 -- how many times this bullet has bounced
if self.p == 1 then
self.collider:setCollisionClass("Bullet1")
elseif self.p == 2 then
@@ -31,34 +37,69 @@ function Bullet:new(x, y, p, speed, rotation)
end
function Bullet:update(dt)
--If a bullet hits a wall, make it bounce off the wall and change its rotation
if self.p == 1 then
-- Calculate the velocity
local dx = math.cos(self.rotation) * self.speed * dt
local dy = math.sin(self.rotation) * self.speed * dt
-- Check for collisions
if self.collider:enter("Wall") then
--calculate normal of the wall
--calculate the angle of reflection
local angle = (math.atan2(dx, dy))
--get normal of the wall without using getNormal()
self.bounce = self.bounce + 1
----TODO: fix this
-- Get the collision normal
local collision_data = self.collider:getEnterCollisionData("Wall")
local contact = collision_data.contact
local normal_x, normal_y = contact:getNormal()
--set the new angle
self.rotation = angle
self.collider:setAngle(self.rotation)
-- Debug print to verify normal values
--print("---------------------------------")
--print("Collision detected!")
--print("Normal X:", normal_x, "Normal Y:", normal_y)
--print("Initial Velocity X:", dx, "Initial Velocity Y:", dy)
--print("Initial Angle: ", self.rotation)
-- Reflect the velocity using the normal
local dot_product = dx * normal_x + dy * normal_y
dx = dx - 2 * dot_product * normal_x
dy = dy - 2 * dot_product * normal_y
--print("################################")
-- Debug print to verify reflected velocity
--print("Reflected Velocity X:", dx, "Reflected Velocity Y:", dy)
self.rotation = deg(atan(dy, dx))
-- Update the rotation based on the new velocity direction
--self.rotation = deg(atan(dy, dx))
--print("Reflected Angle (radians):", self.rotation)
--print("Reflected Angle (degrees):", self.rotation)
--print("---------------------------------")
end
-- Set the linear velocity of the collider
self.collider:setLinearVelocity(dx, dy)
-- Update position
self.x = self.collider:getX()
self.y = self.collider:getY()
end
--[[
function Bullet:update(dt)
local normal_x, normal_y = 0, 0
local dx, dy = 0, 0
if self.p == 1 or self.p == 2 then
if self.collider:enter("Wall") then
self.collider:setLinearVelocity(dx, dy)
else
dx = cos(self.rotation) * self.speed * dt
dy = sin(self.rotation) * self.speed * dt
self.collider:setLinearVelocity(dx, dy)
end
if self.p == 2 then
local dx = cos(self.rotation) * self.speed * dt
local dy = sin(self.rotation) * self.speed * dt
self.collider:setLinearVelocity(dx, dy)
end
-- Update position
self.x = self.collider:getX()
self.y = self.collider:getY()
end
]]
function Bullet:draw()
for _, _ in ipairs(Bullets1) do
-68
View File
@@ -1,68 +0,0 @@
--
-- classic
--
-- Copyright (c) 2014, rxi
--
-- This module is free software; you can redistribute it and/or modify it under
-- the terms of the MIT license. See LICENSE for details.
--
local Object = {}
Object.__index = Object
function Object:new()
end
function Object:extend()
local cls = {}
for k, v in pairs(self) do
if k:find("__") == 1 then
cls[k] = v
end
end
cls.__index = cls
cls.super = self
setmetatable(cls, self)
return cls
end
function Object:implement(...)
for _, cls in pairs({...}) do
for k, v in pairs(cls) do
if self[k] == nil and type(v) == "function" then
self[k] = v
end
end
end
end
function Object:is(T)
local mt = getmetatable(self)
while mt do
if mt == T then
return true
end
mt = getmetatable(mt)
end
return false
end
function Object:__tostring()
return "Object"
end
function Object:__call(...)
local obj = setmetatable({}, self)
obj:new(...)
return obj
end
return Object
View File
+7 -1
View File
@@ -1,6 +1,12 @@
--Config file for the game
function love.conf(t)
--t.window.width = 1366
--t.window.height = 768
t.window.width = 1600
t.window.height = 960
t.window.title = "Game"
t.window.title = "Tanks-A-Lot"
t.window.resizable = true
t.version = "11.5"
end
+52 -1
View File
@@ -1,3 +1,54 @@
-- WINDOW SCALE
-- Used to scale the game up or down
-- (scales STI world map and Walls in the game! )
-- (see debug for more)
X_SCALE = 1
Y_SCALE = 1
-- TILE SCALE
-- Since this game is put together rather badly
-- the game world is 1600x960
GAME_WORLD_DIM_WIDTH = 1600
GAME_WORLD_DIM_HEIGHT = 960
--[[
* Game states:
* - MENU
* - GAME
* - PAUSE
* - WIN
]]
--
GAMESTATE = "MENU"
-- Mute for game
MUTED = false
MENU_POS = 0
MENU_MAX = 3
MENU_MAX = 3 --0 play, 1 ?, 2 ?, 3 quit
PAUSED = false
PAUSE_POS = 0
PAUSE_MAX = 2 -- 0 resume, 1 menu, 2 quit
BULLETS_MAX = 10 -- MAX amount of bullets a player can shoot
BULLETS_BOUNCE_MAX = 10 -- MAX amount of bounces before exploding!
BULLETS_LIFETIME = 50 --TODO: impl. lifetime for a bullet!
-- Power up timer
PU_TIMER = 10
-- WIN flags for P1 and P2
P1_WIN = false
P2_WIN = false
-- Default speeds for bullets and player
DEFAULT_P_SPEED = 12000
DEFAULT_B_SPEED = 22000
-- WIN counts!
P1_COUNT = 0
P2_COUNT = 0
-- Current Level
CUR_LEVEL = 1
BIN
View File
Binary file not shown.
+43
View File
@@ -0,0 +1,43 @@
GUI = Object:extend()
function GUI:new() end
function GUI:newButton(x, y, w, h, text, selected)
love.graphics.setColor(255, 255, 255) -- reset colours
--x,y is the top left corner of the button
local rounding = 30 -- used for rounding the buttons
local xoff = x + 10
local yoff = y - 10
local textX, textY = 0, 0
-- Get width and height of text
local tw = MenuFont:getWidth(text)
local th = MenuFont:getHeight(text)
love.graphics.setFont(MenuFont)
if not selected then
love.graphics.setColor(love.math.colorFromBytes(41, 134, 204))
love.graphics.rectangle("fill", x, y, w, h, rounding, rounding)
-- Calculate position to center the text
textX = x + (w - tw) / 2
textY = y + (h - th) / 2
-- Place text inside the rectangle
love.graphics.setColor(0, 0, 0)
love.graphics.print(text, textX, textY)
elseif selected then
-- If selected, raise the button and draw a shadow
love.graphics.setColor(love.math.colorFromBytes(0, 0, 0))
love.graphics.rectangle("fill", x, y, w, h, rounding, rounding) -- shadow
love.graphics.setColor(love.math.colorFromBytes(244, 67, 54))
love.graphics.rectangle("fill", xoff, yoff, w, h, rounding, rounding) -- button offset
-- Calculate position to center the text
textX = xoff + (w - tw) / 2
textY = yoff + (h - th) / 2
-- Place text inside the rectangle
love.graphics.setColor(1, 1, 1)
love.graphics.print(text, textX, textY)
end
end
+59
View File
@@ -0,0 +1,59 @@
--
-- classic
--
-- Copyright (c) 2014, rxi
--
-- This module is free software; you can redistribute it and/or modify it under
-- the terms of the MIT license. See LICENSE for details.
--
local Object = {}
Object.__index = Object
function Object:new() end
function Object:extend()
local cls = {}
for k, v in pairs(self) do
if k:find("__") == 1 then
cls[k] = v
end
end
cls.__index = cls
cls.super = self
setmetatable(cls, self)
return cls
end
function Object:implement(...)
for _, cls in pairs({ ... }) do
for k, v in pairs(cls) do
if self[k] == nil and type(v) == "function" then
self[k] = v
end
end
end
end
function Object:is(T)
local mt = getmetatable(self)
while mt do
if mt == T then
return true
end
mt = getmetatable(mt)
end
return false
end
function Object:__tostring()
return "Object"
end
function Object:__call(...)
local obj = setmetatable({}, self)
obj:new(...)
return obj
end
return Object
-193
View File
@@ -1,193 +0,0 @@
local clock = os.clock
--- Simple profiler written in Lua.
-- @module profile
-- @alias profile
local profile = {}
-- function labels
local _labeled = {}
-- function definitions
local _defined = {}
-- time of last call
local _tcalled = {}
-- total execution time
local _telapsed = {}
-- number of calls
local _ncalls = {}
-- list of internal profiler functions
local _internal = {}
--- This is an internal function.
-- @tparam string event Event type
-- @tparam number line Line number
-- @tparam[opt] table info Debug info table
function profile.hooker(event, line, info)
info = info or debug.getinfo(2, 'fnS')
local f = info.func
-- ignore the profiler itself
if _internal[f] or info.what ~= "Lua" then
return
end
-- get the function name if available
if info.name then
_labeled[f] = info.name
end
-- find the line definition
if not _defined[f] then
_defined[f] = info.short_src..":"..info.linedefined
_ncalls[f] = 0
_telapsed[f] = 0
end
if _tcalled[f] then
local dt = clock() - _tcalled[f]
_telapsed[f] = _telapsed[f] + dt
_tcalled[f] = nil
end
if event == "tail call" then
local prev = debug.getinfo(3, 'fnS')
profile.hooker("return", line, prev)
profile.hooker("call", line, info)
elseif event == 'call' then
_tcalled[f] = clock()
else
_ncalls[f] = _ncalls[f] + 1
end
end
--- Sets a clock function to be used by the profiler.
-- @tparam function func Clock function that returns a number
function profile.setclock(f)
assert(type(f) == "function", "clock must be a function")
clock = f
end
--- Starts collecting data.
function profile.start()
if rawget(_G, 'jit') then
jit.off()
jit.flush()
end
debug.sethook(profile.hooker, "cr")
end
--- Stops collecting data.
function profile.stop()
debug.sethook()
for f in pairs(_tcalled) do
local dt = clock() - _tcalled[f]
_telapsed[f] = _telapsed[f] + dt
_tcalled[f] = nil
end
-- merge closures
local lookup = {}
for f, d in pairs(_defined) do
local id = (_labeled[f] or '?')..d
local f2 = lookup[id]
if f2 then
_ncalls[f2] = _ncalls[f2] + (_ncalls[f] or 0)
_telapsed[f2] = _telapsed[f2] + (_telapsed[f] or 0)
_defined[f], _labeled[f] = nil, nil
_ncalls[f], _telapsed[f] = nil, nil
else
lookup[id] = f
end
end
collectgarbage('collect')
end
--- Resets all collected data.
function profile.reset()
for f in pairs(_ncalls) do
_ncalls[f] = 0
end
for f in pairs(_telapsed) do
_telapsed[f] = 0
end
for f in pairs(_tcalled) do
_tcalled[f] = nil
end
collectgarbage('collect')
end
--- This is an internal function.
-- @tparam function a First function
-- @tparam function b Second function
-- @treturn boolean True if "a" should rank higher than "b"
function profile.comp(a, b)
local dt = _telapsed[b] - _telapsed[a]
if dt == 0 then
return _ncalls[b] < _ncalls[a]
end
return dt < 0
end
--- Generates a report of functions that have been called since the profile was started.
-- Returns the report as a numeric table of rows containing the rank, function label, number of calls, total execution time and source code line number.
-- @tparam[opt] number limit Maximum number of rows
-- @treturn table Table of rows
function profile.query(limit)
local t = {}
for f, n in pairs(_ncalls) do
if n > 0 then
t[#t + 1] = f
end
end
table.sort(t, profile.comp)
if limit then
while #t > limit do
table.remove(t)
end
end
for i, f in ipairs(t) do
local dt = 0
if _tcalled[f] then
dt = clock() - _tcalled[f]
end
t[i] = { i, _labeled[f] or '?', _ncalls[f], _telapsed[f] + dt, _defined[f] }
end
return t
end
local cols = { 3, 29, 11, 24, 32 }
--- Generates a text report of functions that have been called since the profile was started.
-- Returns the report as a string that can be printed to the console.
-- @tparam[opt] number limit Maximum number of rows
-- @treturn string Text-based profiling report
function profile.report(n)
local out = {}
local report = profile.query(n)
for i, row in ipairs(report) do
for j = 1, 5 do
local s = row[j]
local l2 = cols[j]
s = tostring(s)
local l1 = s:len()
if l1 < l2 then
s = s..(' '):rep(l2-l1)
elseif l1 > l2 then
s = s:sub(l1 - l2 + 1, l1)
end
row[j] = s
end
out[i] = table.concat(row, ' | ')
end
local row = " +-----+-------------------------------+-------------+--------------------------+----------------------------------+ \n"
local col = " | # | Function | Calls | Time | Code | \n"
local sz = row..col..row
if #out > 0 then
sz = sz..' | '..table.concat(out, ' | \n | ')..' | \n'
end
return '\n'..sz..row
end
-- store all internal profiler functions
for _, v in pairs(profile) do
if type(v) == "function" then
_internal[v] = true
end
end
return profile
+49 -20
View File
@@ -10,13 +10,12 @@ local module = {}
-- @param sort If "size" will sort by size, or if "id" will sort by id
-- @param ids Array with ids of each file
-- @param pow2 If true, will force a power of 2 size
function module.Atlas( files, sort, ids, pow2 )
function module.Atlas(files, sort, ids, pow2)
local function Node(x, y, w, h)
return {x = x, y = y, w = w, h = h}
return { x = x, y = y, w = w, h = h }
end
local function nextpow2( n )
local function nextpow2(n)
local res = 1
while res <= n do
res = res * 2
@@ -29,14 +28,18 @@ function module.Atlas( files, sort, ids, pow2 )
for i = 1, #files do
images[i] = {}
--images[i].name = files[i]
if ids then images[i].id = ids[i] end
images[i].img = love.graphics.newImage( files[i] )
if ids then
images[i].id = ids[i]
end
images[i].img = love.graphics.newImage(files[i])
images[i].w = images[i].img:getWidth()
images[i].h = images[i].img:getHeight()
images[i].area = images[i].w * images[i].h
end
if sort == "size" or sort == "id" then
table.sort( images, function( a, b ) return ( a.area > b.area ) end )
table.sort(images, function(a, b)
return (a.area > b.area)
end)
end
return images
end
@@ -46,16 +49,22 @@ function module.Atlas( files, sort, ids, pow2 )
if root.left or root.right then
if root.left then
local node = add(root.left, id, w, h)
if node then return node end
if node then
return node
end
end
if root.right then
local node = add(root.right, id, w, h)
if node then return node end
if node then
return node
end
end
return nil
end
if w > root.w or h > root.h then return nil end
if w > root.w or h > root.h then
return nil
end
local _w, _h = root.w - w, root.h - h
@@ -75,7 +84,9 @@ function module.Atlas( files, sort, ids, pow2 )
end
local function unmap(root)
if not root then return {} end
if not root then
return {}
end
local tree = {}
if root.id then
@@ -105,8 +116,12 @@ function module.Atlas( files, sort, ids, pow2 )
local w, h = images[1].w, images[1].h
if pow2 then
if w % 1 == 0 then w = nextpow2(w) end
if h % 1 == 0 then h = nextpow2(h) end
if w % 1 == 0 then
w = nextpow2(w)
end
if h % 1 == 0 then
h = nextpow2(h)
end
end
repeat
@@ -116,14 +131,24 @@ function module.Atlas( files, sort, ids, pow2 )
for i = 1, #images do
node = add(root, i, images[i].w, images[i].h)
if not node then break end
if not node then
break
end
end
if not node then
if h <= w then
if pow2 then h = h * 2 else h = h + 1 end
if pow2 then
h = h * 2
else
if pow2 then w = w * 2 else w = w + 1 end
h = h + 1
end
else
if pow2 then
w = w * 2
else
w = w + 1
end
end
else
break
@@ -137,17 +162,21 @@ function module.Atlas( files, sort, ids, pow2 )
local coords = unmap(root)
local map = love.graphics.newCanvas(w, h)
love.graphics.setCanvas( map )
-- love.graphics.clear()
love.graphics.setCanvas(map)
-- love.graphics.clear()
for i = 1, #images do
love.graphics.draw(images[i].img, coords[i].x, coords[i].y)
if ids then coords[i].id = images[i].id end
if ids then
coords[i].id = images[i].id
end
end
love.graphics.setCanvas()
if sort == "ids" then
table.sort( coords, function( a, b ) return ( a.id < b.id ) end )
table.sort(coords, function(a, b)
return (a.id < b.id)
end)
end
return { image = map, coords = coords }
+59 -83
View File
@@ -9,12 +9,12 @@ local STI = {
_URL = "https://github.com/karai17/Simple-Tiled-Implementation",
_VERSION = "1.2.3.0",
_DESCRIPTION = "Simple Tiled Implementation is a Tiled Map Editor library designed for the *awesome* LÖVE framework.",
cache = {}
cache = {},
}
STI.__index = STI
local love = _G.love
local cwd = (...):gsub('%.init$', '') .. "."
local cwd = (...):gsub("%.init$", "") .. "."
local utils = require(cwd .. "utils")
local ceil = math.ceil
local floor = math.floor
@@ -31,10 +31,7 @@ local function new(map, plugins, ox, oy)
else
-- Check for valid map type
local ext = map:sub(-4, -1)
assert(ext == ".lua", string.format(
"Invalid file type: %s. File must be of type: lua.",
ext
))
assert(ext == ".lua", string.format("Invalid file type: %s. File must be of type: lua.", ext))
-- Get directory of map
dir = map:reverse():find("[/\\]") or ""
@@ -86,7 +83,7 @@ function Map:init(path, plugins, ox, oy)
self.offsety = oy or 0
self.freeBatchSprites = {}
setmetatable(self.freeBatchSprites, { __mode = 'k' })
setmetatable(self.freeBatchSprites, { __mode = "k" })
-- Set tiles, images
local gid = 1
@@ -111,11 +108,11 @@ function Map:init(path, plugins, ox, oy)
-- Build atlas for image collection
local files, ids = {}, {}
for j = 1, #tileset.tiles do
files[ j ] = utils.format_path(path .. tileset.tiles[j].image)
ids[ j ] = tileset.tiles[j].id
files[j] = utils.format_path(path .. tileset.tiles[j].image)
ids[j] = tileset.tiles[j].id
end
local map = atlas.Atlas( files, "ids", ids )
local map = atlas.Atlas(files, "ids", ids)
if lg.isCreated then
local formatted_path = utils.format_path(path .. tileset.name)
@@ -174,7 +171,7 @@ end
-- @param plugins A list of plugins to load
function Map:loadPlugins(plugins)
for _, plugin in ipairs(plugins) do
local pluginModulePath = cwd .. 'plugins.' .. plugin
local pluginModulePath = cwd .. "plugins." .. plugin
local ok, pluginModule = pcall(require, pluginModulePath)
if ok then
for k, func in pairs(pluginModule) do
@@ -232,11 +229,7 @@ function Map:setTiles(index, tileset, gid)
gid = gid,
tileset = index,
type = type,
quad = quad(
quadX, quadY,
tileW, tileH,
imageW, imageH
),
quad = quad(quadX, quadY, tileW, tileH, imageW, imageH),
properties = properties or {},
terrain = terrain,
animation = animation,
@@ -286,11 +279,7 @@ function Map:setAtlasTiles(index, tileset, coords, gid)
gid = firstgid + tile.id,
tileset = index,
class = tile.class,
quad = quad(
coords[i].x, coords[i].y,
tile.width, tile.height,
imageW, imageH
),
quad = quad(coords[i].x, coords[i].y, tile.width, tile.height, imageW, imageH),
properties = tile.properties or {},
terrain = terrain,
animation = tile.animation,
@@ -318,13 +307,19 @@ end
function Map:setLayer(layer, path)
if layer.encoding then
if layer.encoding == "base64" then
assert(require "ffi", "Compressed maps require LuaJIT FFI.\nPlease Switch your interperator to LuaJIT or your Tile Layer Format to \"CSV\".")
assert(
require("ffi"),
'Compressed maps require LuaJIT FFI.\nPlease Switch your interperator to LuaJIT or your Tile Layer Format to "CSV".'
)
local fd = love.data.decode("string", "base64", layer.data)
if not layer.compression then
layer.data = utils.get_decompressed_data(fd)
else
assert(love.data.decompress, "zlib and gzip compression require LOVE 11.0+.\nPlease set your Tile Layer Format to \"Base64 (uncompressed)\" or \"CSV\".")
assert(
love.data.decompress,
'zlib and gzip compression require LOVE 11.0+.\nPlease set your Tile Layer Format to "Base64 (uncompressed)" or "CSV".'
)
if layer.compression == "zlib" then
local data = love.data.decompress("string", "zlib", fd)
@@ -346,14 +341,20 @@ function Map:setLayer(layer, path)
if layer.type == "tilelayer" then
self:setTileData(layer)
self:setSpriteBatches(layer)
layer.draw = function() self:drawTileLayer(layer) end
layer.draw = function()
self:drawTileLayer(layer)
end
elseif layer.type == "objectgroup" then
self:setObjectData(layer)
self:setObjectCoordinates(layer)
self:setObjectSpriteBatches(layer)
layer.draw = function() self:drawObjectLayer(layer) end
layer.draw = function()
self:drawObjectLayer(layer)
end
elseif layer.type == "imagelayer" then
layer.draw = function() self:drawImageLayer(layer) end
layer.draw = function()
self:drawImageLayer(layer)
end
if layer.image ~= "" then
local formatted_path = utils.format_path(path .. layer.image)
@@ -424,10 +425,10 @@ function Map:setObjectCoordinates(layer)
object.rectangle = {}
local vertices = {
{ x=x, y=y },
{ x=x + w, y=y },
{ x=x + w, y=y + h },
{ x=x, y=y + h },
{ x = x, y = y },
{ x = x + w, y = y },
{ x = x + w, y = y + h },
{ x = x, y = y + h },
}
for _, vertex in ipairs(vertices) do
@@ -551,7 +552,7 @@ function Map:addNewLayerTile(layer, chunk, tile, x, y)
x = tileX,
y = tileY,
r = tile.r,
oy = 0
oy = 0,
}
-- NOTE: STI can run headless so it is not guaranteed that a batch exists.
@@ -738,7 +739,7 @@ function Map:setObjectSpriteBatches(layer)
x = tileX,
y = tileY - oy,
r = tileR,
oy = oy
oy = oy,
}
self.tileInstances[tile.gid] = self.tileInstances[tile.gid] or {}
@@ -866,12 +867,15 @@ function Map:update(dt)
tile.time = tile.time - tonumber(tile.animation[tile.frame].duration)
tile.frame = tile.frame + 1
if tile.frame > #tile.animation then tile.frame = 1 end
if tile.frame > #tile.animation then
tile.frame = 1
end
end
if update and self.tileInstances[tile.gid] then
for _, j in pairs(self.tileInstances[tile.gid]) do
local t = self.tiles[tonumber(tile.animation[tile.frame].tileid) + self.tilesets[tile.tileset].firstgid]
local t =
self.tiles[tonumber(tile.animation[tile.frame].tileid) + self.tilesets[tile.tileset].firstgid]
j.batch:set(j.id, t.quad, j.x, j.y, j.r, tile.sx, tile.sy, 0, j.oy)
end
end
@@ -948,18 +952,18 @@ end
--- Draw an individual Layer
-- @param layer The Layer to draw
function Map.drawLayer(_, layer)
local r,g,b,a = lg.getColor()
local r, g, b, a = lg.getColor()
-- if the layer has a tintcolor set
if layer.tintcolor then
r, g, b, a = unpack(layer.tintcolor)
a = a or 255 -- alpha may not be specified
lg.setColor(r/255, g/255, b/255, a/255) -- Tiled uses 0-255
lg.setColor(r / 255, g / 255, b / 255, a / 255) -- Tiled uses 0-255
-- if a tintcolor is not given just use the current color
else
lg.setColor(r, g, b, a * layer.opacity)
end
layer:draw()
lg.setColor(r,g,b,a)
lg.setColor(r, g, b, a)
end
--- Default draw function for Tile Layers
@@ -998,7 +1002,7 @@ function Map:drawObjectLayer(layer)
local line = { 160, 160, 160, 255 * layer.opacity }
local fill = { 160, 160, 160, 255 * layer.opacity * 0.5 }
local r,g,b,a = lg.getColor()
local r, g, b, a = lg.getColor()
local reset = { r, g, b, a * layer.opacity }
local function sortVertices(obj)
@@ -1058,7 +1062,7 @@ function Map:drawObjectLayer(layer)
for _, batch in pairs(layer.batches) do
lg.draw(batch, 0, 0)
end
lg.setColor(r,g,b,a)
lg.setColor(r, g, b, a)
end
--- Default draw function for Image Layers
@@ -1284,22 +1288,9 @@ function Map:swapTile(instance, tile)
-- Update sprite batch
if instance.batch then
if tile then
instance.batch:set(
instance.id,
tile.quad,
instance.x,
instance.y,
tile.r,
tile.sx,
tile.sy
)
instance.batch:set(instance.id, tile.quad, instance.x, instance.y, tile.r, tile.sx, tile.sy)
else
instance.batch:set(
instance.id,
instance.x,
instance.y,
0,
0)
instance.batch:set(instance.id, instance.x, instance.y, 0, 0)
self.freeBatchSprites[instance.batch] = self.freeBatchSprites[instance.batch] or {}
table.insert(self.freeBatchSprites[instance.batch], instance)
@@ -1344,35 +1335,26 @@ end
-- @param y The Y axis location of the point (in tiles)
-- @return number The X axis location of the point (in pixels)
-- @return number The Y axis location of the point (in pixels)
function Map:convertTileToPixel(x,y)
function Map:convertTileToPixel(x, y)
if self.orientation == "orthogonal" then
local tileW = self.tilewidth
local tileH = self.tileheight
return
x * tileW,
y * tileH
return x * tileW, y * tileH
elseif self.orientation == "isometric" then
local mapH = self.height
local tileW = self.tilewidth
local tileH = self.tileheight
local offsetX = mapH * tileW / 2
return
(x - y) * tileW / 2 + offsetX,
(x + y) * tileH / 2
elseif self.orientation == "staggered" or
self.orientation == "hexagonal" then
return (x - y) * tileW / 2 + offsetX, (x + y) * tileH / 2
elseif self.orientation == "staggered" or self.orientation == "hexagonal" then
local tileW = self.tilewidth
local tileH = self.tileheight
local sideLen = self.hexsidelength or 0
if self.staggeraxis == "x" then
return
x * tileW,
ceil(y) * (tileH + sideLen) + (ceil(y) % 2 == 0 and tileH or 0)
return x * tileW, ceil(y) * (tileH + sideLen) + (ceil(y) % 2 == 0 and tileH or 0)
else
return
ceil(x) * (tileW + sideLen) + (ceil(x) % 2 == 0 and tileW or 0),
y * tileH
return ceil(x) * (tileW + sideLen) + (ceil(x) % 2 == 0 and tileW or 0), y * tileH
end
end
end
@@ -1386,17 +1368,13 @@ function Map:convertPixelToTile(x, y)
if self.orientation == "orthogonal" then
local tileW = self.tilewidth
local tileH = self.tileheight
return
x / tileW,
y / tileH
return x / tileW, y / tileH
elseif self.orientation == "isometric" then
local mapH = self.height
local tileW = self.tilewidth
local tileH = self.tileheight
local offsetX = mapH * tileW / 2
return
y / tileH + (x - offsetX) / tileW,
y / tileH - (x - offsetX) / tileW
return y / tileH + (x - offsetX) / tileW, y / tileH - (x - offsetX) / tileW
elseif self.orientation == "staggered" then
local staggerX = self.staggeraxis == "x"
local even = self.staggerindex == "even"
@@ -1481,13 +1459,13 @@ function Map:convertPixelToTile(x, y)
local relativeX = x - referenceX * tileW
local relativeY = y - referenceY * tileH
if (halfH - relativeX * ratio > relativeY) then
if halfH - relativeX * ratio > relativeY then
return topLeft(referenceX, referenceY)
elseif (-halfH + relativeX * ratio > relativeY) then
elseif -halfH + relativeX * ratio > relativeY then
return topRight(referenceX, referenceY)
elseif (halfH + relativeX * ratio < relativeY) then
elseif halfH + relativeX * ratio < relativeY then
return bottomLeft(referenceX, referenceY)
elseif (halfH * 3 - relativeX * ratio < relativeY) then
elseif halfH * 3 - relativeX * ratio < relativeY then
return bottomRight(referenceX, referenceY)
end
@@ -1550,7 +1528,7 @@ function Map:convertPixelToTile(x, y)
{ x = centerX, y = top },
{ x = centerX - colW, y = centerY },
{ x = centerX + colW, y = centerY },
{ x = centerX, y = centerY + rowH }
{ x = centerX, y = centerY + rowH },
}
end
@@ -1586,9 +1564,7 @@ function Map:convertPixelToTile(x, y)
local offsets = staggerX and offsetsStaggerX or offsetsStaggerY
return
referenceX + offsets[nearest].x,
referenceY + offsets[nearest].y
return referenceX + offsets[nearest].x, referenceY + offsets[nearest].y
end
end
+17 -17
View File
@@ -5,8 +5,8 @@
-- @license MIT/X11
local love = _G.love
local utils = require((...):gsub('plugins.box2d', 'utils'))
local lg = require((...):gsub('plugins.box2d', 'graphics'))
local utils = require((...):gsub("plugins.box2d", "utils"))
local lg = require((...):gsub("plugins.box2d", "graphics"))
return {
box2d_LICENSE = "MIT/X11",
@@ -40,13 +40,13 @@ return {
local currentBody = body
--dynamic are objects/players etc.
if userdata.properties.dynamic == true then
currentBody = love.physics.newBody(world, map.offsetx, map.offsety, 'dynamic')
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')
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')
currentBody = love.physics.newBody(world, map.offsetx, map.offsety, "kinematic")
end
local fixture = love.physics.newFixture(currentBody, shape)
@@ -89,12 +89,12 @@ return {
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
polygon = object.polygon or object.polyline or object.ellipse or object.rectangle,
}
local userdata = {
object = o,
properties = object.properties
properties = object.properties,
}
o.r = object.rotation or 0
@@ -133,10 +133,10 @@ return {
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 }
{ 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
@@ -202,7 +202,7 @@ return {
y = instance.y,
width = map.tilewidth,
height = map.tileheight,
properties = tile.properties
properties = tile.properties,
}
calculateObjectPosition(object, instance)
@@ -227,7 +227,7 @@ return {
y = instance.y,
width = tileset.tilewidth,
height = tileset.tileheight,
properties = tile.properties
properties = tile.properties,
}
calculateObjectPosition(object, instance)
@@ -245,7 +245,7 @@ return {
y = layer.y or 0,
width = layer.width,
height = layer.height,
properties = layer.properties
properties = layer.properties,
}
calculateObjectPosition(object)
@@ -295,7 +295,7 @@ return {
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 points = { obj.body:getWorldPoints(obj.shape:getPoints()) }
local shape_type = obj.shape:getType()
if shape_type == "edge" or shape_type == "chain" then
@@ -303,12 +303,12 @@ return {
elseif shape_type == "polygon" then
love.graphics.polygon("line", points)
else
error("sti box2d plugin does not support "..shape_type.." shapes")
error("sti box2d plugin does not support " .. shape_type .. " shapes")
end
end
lg.pop()
end
end,
}
--- Custom Properties in Tiled are used to tell this plugin what to do.
+12 -19
View File
@@ -4,7 +4,7 @@
-- @copyright 2019
-- @license MIT/X11
local lg = require((...):gsub('plugins.bump', 'graphics'))
local lg = require((...):gsub("plugins.bump", "graphics"))
return {
bump_LICENSE = "MIT/X11",
@@ -36,8 +36,7 @@ return {
width = object.width,
height = object.height,
layer = instance.layer,
properties = object.properties
properties = object.properties,
}
world:add(t, t.x, t.y, t.width, t.height)
@@ -55,7 +54,7 @@ return {
height = map.tileheight,
layer = instance.layer,
type = tile.type,
properties = tile.properties
properties = tile.properties,
}
world:add(t, t.x, t.y, t.width, t.height)
@@ -72,19 +71,18 @@ return {
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,
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
properties = object.properties,
}
world:add(t, t.x, t.y, t.width, t.height)
@@ -93,15 +91,14 @@ return {
end
end
local t = {
x = (x-1) * map.tilewidth + tile.offset.x + map.offsetx,
y = (y-1) * map.tileheight + tile.offset.y + map.offsety,
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
properties = tile.properties,
}
world:add(t, t.x, t.y, t.width, t.height)
@@ -128,7 +125,7 @@ return {
width = obj.width,
height = obj.height,
layer = layer,
properties = obj.properties
properties = obj.properties,
}
if obj.gid then
@@ -157,11 +154,7 @@ return {
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
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
@@ -185,7 +178,7 @@ return {
end
lg.pop()
end
end,
}
--- Custom Properties in Tiled are used to tell this plugin what to do.
+27 -23
View File
@@ -3,19 +3,21 @@ 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 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)
path, k = path:gsub(np_pat2, "/", 1)
until k == 0
repeat -- A/../ -> (empty)
path,k = path:gsub(np_pat1,'',1)
path, k = path:gsub(np_pat1, "", 1)
until k == 0
if path == '' then path = '.' end
if path == "" then
path = "."
end
return path
end
@@ -25,8 +27,12 @@ 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.sx < 0 then
compx = tileW
end
if tile.sy < 0 then
compy = tileH
end
if tile.r > 0 then
tileX = tileX + tileH - compy
@@ -56,8 +62,12 @@ function utils.get_tiles(imageW, tileW, margin, spacing)
while imageW >= tileW do
imageW = imageW - tileW
if n ~= 0 then imageW = imageW - spacing end
if imageW >= 0 then n = n + 1 end
if n ~= 0 then
imageW = imageW - spacing
end
if imageW >= 0 then
n = n + 1
end
end
return n
@@ -65,7 +75,7 @@ end
-- Decompress tile layer data
function utils.get_decompressed_data(data)
local ffi = require "ffi"
local ffi = require("ffi")
local d = {}
local decoded = ffi.cast("uint32_t*", data)
@@ -95,7 +105,7 @@ function utils.convert_ellipse_to_polygon(x, y, w, h, max_segments)
segments = segments or 64
local vertices = {}
local v = { 1, 2, ceil(segments/4-1), ceil(segments/4) }
local v = { 1, 2, ceil(segments / 4 - 1), ceil(segments / 4) }
local m
if love and love.physics then
@@ -117,7 +127,7 @@ function utils.convert_ellipse_to_polygon(x, y, w, h, max_segments)
-- Box2D threshold
if dist1 < 0.0025 or dist2 < 0.0025 then
return calc_segments(segments-2)
return calc_segments(segments - 2)
end
return segments
@@ -148,9 +158,7 @@ function utils.rotate_vertex(map, vertex, x, y, cos, sin, oy)
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)
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
@@ -162,9 +170,7 @@ function utils.convert_isometric_to_screen(map, x, y)
local tileY = y / tileH
local offsetX = mapW * tileW / 2
return
(tileX - tileY) * tileW / 2 + offsetX,
(tileX + tileY) * tileH / 2
return (tileX - tileY) * tileW / 2 + offsetX, (tileX + tileY) * tileH / 2
end
function utils.hex_to_color(hex)
@@ -175,16 +181,14 @@ function utils.hex_to_color(hex)
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
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
if r == mask.r and g == mask.g and b == mask.b then
return r, g, b, 0
end
@@ -205,7 +209,7 @@ end
function utils.deepCopy(t)
local copy = {}
for k,v in pairs(t) do
for k, v in pairs(t) do
if type(v) == "table" then
v = utils.deepCopy(v)
end
+361 -154
View File
@@ -20,11 +20,12 @@ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
]]--
]]
--
local path = ... .. '.'
local path = ... .. "."
local wf = {}
wf.Math = require(path .. 'mlib.mlib')
wf.Math = require(path .. "mlib.mlib")
World = {}
World.__index = World
@@ -32,14 +33,28 @@ World.__index = World
function wf.newWorld(xg, yg, sleep)
local world = wf.World.new(wf, xg, yg, sleep)
world.box2d_world:setCallbacks(world.collisionOnEnter, world.collisionOnExit, world.collisionPre, world.collisionPost)
world.box2d_world:setCallbacks(
world.collisionOnEnter,
world.collisionOnExit,
world.collisionPre,
world.collisionPost
)
world:collisionClear()
world:addCollisionClass('Default')
world:addCollisionClass("Default")
-- Points all box2d_world functions to this wf.World object
-- This means that the user can call world:setGravity for instance without having to say world.box2d_world:setGravity
for k, v in pairs(world.box2d_world.__index) do
if k ~= '__gc' and k ~= '__eq' and k ~= '__index' and k ~= '__tostring' and k ~= 'update' and k ~= 'destroy' and k ~= 'type' and k ~= 'typeOf' then
if
k ~= "__gc"
and k ~= "__eq"
and k ~= "__index"
and k ~= "__tostring"
and k ~= "update"
and k ~= "destroy"
and k ~= "type"
and k ~= "typeOf"
then
world[k] = function(self, ...)
return v(self.box2d_world, ...)
end
@@ -84,18 +99,20 @@ function World:draw(alpha)
for _, body in ipairs(bodies) do
local fixtures = body:getFixtures()
for _, fixture in ipairs(fixtures) do
if fixture:getShape():type() == 'PolygonShape' then
love.graphics.polygon('line', body:getWorldPoints(fixture:getShape():getPoints()))
elseif fixture:getShape():type() == 'EdgeShape' or fixture:getShape():type() == 'ChainShape' then
local points = {body:getWorldPoints(fixture:getShape():getPoints())}
if fixture:getShape():type() == "PolygonShape" then
love.graphics.polygon("line", body:getWorldPoints(fixture:getShape():getPoints()))
elseif fixture:getShape():type() == "EdgeShape" or fixture:getShape():type() == "ChainShape" then
local points = { body:getWorldPoints(fixture:getShape():getPoints()) }
for i = 1, #points, 2 do
if i < #points-2 then love.graphics.line(points[i], points[i+1], points[i+2], points[i+3]) end
if i < #points - 2 then
love.graphics.line(points[i], points[i + 1], points[i + 2], points[i + 3])
end
elseif fixture:getShape():type() == 'CircleShape' then
end
elseif fixture:getShape():type() == "CircleShape" then
local body_x, body_y = body:getPosition()
local shape_x, shape_y = fixture:getShape():getPoint()
local r = fixture:getShape():getRadius()
love.graphics.circle('line', body_x + shape_x, body_y + shape_y, r, 360)
love.graphics.circle("line", body_x + shape_x, body_y + shape_y, r, 360)
end
end
end
@@ -106,8 +123,12 @@ function World:draw(alpha)
local joints = self.box2d_world:getJoints()
for _, joint in ipairs(joints) do
local x1, y1, x2, y2 = joint:getAnchors()
if x1 and y1 then love.graphics.circle('line', x1, y1, 4) end
if x2 and y2 then love.graphics.circle('line', x2, y2, 4) end
if x1 and y1 then
love.graphics.circle("line", x1, y1, 4)
end
if x2 and y2 then
love.graphics.circle("line", x2, y2, 4)
end
end
love.graphics.setColor(255, 255, 255, alpha)
@@ -115,15 +136,17 @@ function World:draw(alpha)
love.graphics.setColor(64, 64, 222, alpha)
for _, query_draw in ipairs(self.query_debug_draw) do
query_draw.frames = query_draw.frames - 1
if query_draw.type == 'circle' then
love.graphics.circle('line', query_draw.x, query_draw.y, query_draw.r)
elseif query_draw.type == 'rectangle' then
love.graphics.rectangle('line', query_draw.x, query_draw.y, query_draw.w, query_draw.h)
elseif query_draw.type == 'line' then
if query_draw.type == "circle" then
love.graphics.circle("line", query_draw.x, query_draw.y, query_draw.r)
elseif query_draw.type == "rectangle" then
love.graphics.rectangle("line", query_draw.x, query_draw.y, query_draw.w, query_draw.h)
elseif query_draw.type == "line" then
love.graphics.line(query_draw.x1, query_draw.y1, query_draw.x2, query_draw.y2)
elseif query_draw.type == 'polygon' then
elseif query_draw.type == "polygon" then
local triangles = love.math.triangulate(query_draw.vertices)
for _, triangle in ipairs(triangles) do love.graphics.polygon('line', triangle) end
for _, triangle in ipairs(triangles) do
love.graphics.polygon("line", triangle)
end
end
end
for i = #self.query_debug_draw, 1, -1 do
@@ -143,7 +166,9 @@ function World:setExplicitCollisionEvents(value)
end
function World:addCollisionClass(collision_class_name, collision_class)
if self.collision_classes[collision_class_name] then error('Collision class ' .. collision_class_name .. ' already exists.') end
if self.collision_classes[collision_class_name] then
error("Collision class " .. collision_class_name .. " already exists.")
end
if self.explicit_collision_events then
self.collision_classes[collision_class_name] = collision_class or {}
@@ -177,10 +202,18 @@ function World:collisionClassesSet()
local collision_table = self:getCollisionCallbacksTable()
for collision_class_name, collision_list in pairs(collision_table) do
for _, collision_info in ipairs(collision_list) do
if collision_info.type == 'enter' then self:addCollisionEnter(collision_class_name, collision_info.other) end
if collision_info.type == 'exit' then self:addCollisionExit(collision_class_name, collision_info.other) end
if collision_info.type == 'pre' then self:addCollisionPre(collision_class_name, collision_info.other) end
if collision_info.type == 'post' then self:addCollisionPost(collision_class_name, collision_info.other) end
if collision_info.type == "enter" then
self:addCollisionEnter(collision_class_name, collision_info.other)
end
if collision_info.type == "exit" then
self:addCollisionExit(collision_class_name, collision_info.other)
end
if collision_info.type == "pre" then
self:addCollisionPre(collision_class_name, collision_info.other)
end
if collision_info.type == "post" then
self:addCollisionPost(collision_class_name, collision_info.other)
end
end
end
@@ -213,26 +246,34 @@ end
function World:addCollisionEnter(type1, type2)
if not self:isCollisionBetweenSensors(type1, type2) then
table.insert(self.collisions.on_enter.non_sensor, {type1 = type1, type2 = type2})
else table.insert(self.collisions.on_enter.sensor, {type1 = type1, type2 = type2}) end
table.insert(self.collisions.on_enter.non_sensor, { type1 = type1, type2 = type2 })
else
table.insert(self.collisions.on_enter.sensor, { type1 = type1, type2 = type2 })
end
end
function World:addCollisionExit(type1, type2)
if not self:isCollisionBetweenSensors(type1, type2) then
table.insert(self.collisions.on_exit.non_sensor, {type1 = type1, type2 = type2})
else table.insert(self.collisions.on_exit.sensor, {type1 = type1, type2 = type2}) end
table.insert(self.collisions.on_exit.non_sensor, { type1 = type1, type2 = type2 })
else
table.insert(self.collisions.on_exit.sensor, { type1 = type1, type2 = type2 })
end
end
function World:addCollisionPre(type1, type2)
if not self:isCollisionBetweenSensors(type1, type2) then
table.insert(self.collisions.pre.non_sensor, {type1 = type1, type2 = type2})
else table.insert(self.collisions.pre.sensor, {type1 = type1, type2 = type2}) end
table.insert(self.collisions.pre.non_sensor, { type1 = type1, type2 = type2 })
else
table.insert(self.collisions.pre.sensor, { type1 = type1, type2 = type2 })
end
end
function World:addCollisionPost(type1, type2)
if not self:isCollisionBetweenSensors(type1, type2) then
table.insert(self.collisions.post.non_sensor, {type1 = type1, type2 = type2})
else table.insert(self.collisions.post.sensor, {type1 = type1, type2 = type2}) end
table.insert(self.collisions.post.non_sensor, { type1 = type1, type2 = type2 })
else
table.insert(self.collisions.post.sensor, { type1 = type1, type2 = type2 })
end
end
function World:doesType1IgnoreType2(type1, type2)
@@ -246,31 +287,46 @@ function World:doesType1IgnoreType2(type1, type2)
end
local ignored_types = {}
for _, collision_class_type in ipairs(collision_ignores[type1]) do
if collision_class_type == 'All' then
if collision_class_type == "All" then
for _, collision_class_name in ipairs(all) do
table.insert(ignored_types, collision_class_name)
end
else table.insert(ignored_types, collision_class_type) end
else
table.insert(ignored_types, collision_class_type)
end
end
for key, _ in pairs(collision_ignores[type1]) do
if key == 'except' then
if key == "except" then
for _, except_type in ipairs(collision_ignores[type1].except) do
for i = #ignored_types, 1, -1 do
if ignored_types[i] == except_type then table.remove(ignored_types, i) end
if ignored_types[i] == except_type then
table.remove(ignored_types, i)
end
end
end
end
end
for _, ignored_type in ipairs(ignored_types) do
if ignored_type == type2 then return true end
if ignored_type == type2 then
return true
end
end
end
function World:isCollisionBetweenSensors(type1, type2)
if not self.is_sensor_memo[type1] then self.is_sensor_memo[type1] = {} end
if not self.is_sensor_memo[type1][type2] then self.is_sensor_memo[type1][type2] = (self:doesType1IgnoreType2(type1, type2) or self:doesType1IgnoreType2(type2, type1)) end
if self.is_sensor_memo[type1][type2] then return true
else return false end
if not self.is_sensor_memo[type1] then
self.is_sensor_memo[type1] = {}
end
if not self.is_sensor_memo[type1][type2] then
self.is_sensor_memo[type1][type2] = (
self:doesType1IgnoreType2(type1, type2) or self:doesType1IgnoreType2(type2, type1)
)
end
if self.is_sensor_memo[type1][type2] then
return true
else
return false
end
end
-- https://love2d.org/forums/viewtopic.php?f=4&t=75441
@@ -289,18 +345,18 @@ function World:generateCategoriesMasks()
end
for object_type, ignore_list in pairs(collision_ignores) do
for key, ignored_type in pairs(ignore_list) do
if ignored_type == 'All' then
if ignored_type == "All" then
for _, all_object_type in ipairs(all) do
table.insert(incoming[all_object_type], object_type)
table.insert(expanded[object_type], all_object_type)
end
elseif type(ignored_type) == 'string' then
if ignored_type ~= 'All' then
elseif type(ignored_type) == "string" then
if ignored_type ~= "All" then
table.insert(incoming[ignored_type], object_type)
table.insert(expanded[object_type], ignored_type)
end
end
if key == 'except' then
if key == "except" then
for _, except_ignored_type in ipairs(ignored_type) do
for i, v in ipairs(incoming[except_ignored_type]) do
if v == object_type then
@@ -322,7 +378,9 @@ function World:generateCategoriesMasks()
end
local edge_groups = {}
for k, v in pairs(incoming) do
table.sort(v, function(a, b) return string.lower(a) < string.lower(b) end)
table.sort(v, function(a, b)
return string.lower(a) < string.lower(b)
end)
end
local i = 0
for k, v in pairs(incoming) do
@@ -330,7 +388,10 @@ function World:generateCategoriesMasks()
for _, c in ipairs(v) do
str = str .. c
end
if not edge_groups[str] then i = i + 1; edge_groups[str] = {n = i} end
if not edge_groups[str] then
i = i + 1
edge_groups[str] = { n = i }
end
table.insert(edge_groups[str], k)
end
local categories = {}
@@ -343,12 +404,12 @@ function World:generateCategoriesMasks()
end
end
for k, v in pairs(expanded) do
local category = {categories[k]}
local category = { categories[k] }
local current_masks = {}
for _, c in ipairs(v) do
table.insert(current_masks, categories[c])
end
self.masks[k] = {categories = category, masks = current_masks}
self.masks[k] = { categories = category, masks = current_masks }
end
end
@@ -356,24 +417,39 @@ function World:getCollisionCallbacksTable()
local collision_table = {}
for collision_class_name, collision_class in pairs(self.collision_classes) do
collision_table[collision_class_name] = {}
for _, v in ipairs(collision_class.enter or {}) do table.insert(collision_table[collision_class_name], {type = 'enter', other = v}) end
for _, v in ipairs(collision_class.exit or {}) do table.insert(collision_table[collision_class_name], {type = 'exit', other = v}) end
for _, v in ipairs(collision_class.pre or {}) do table.insert(collision_table[collision_class_name], {type = 'pre', other = v}) end
for _, v in ipairs(collision_class.post or {}) do table.insert(collision_table[collision_class_name], {type = 'post', other = v}) end
for _, v in ipairs(collision_class.enter or {}) do
table.insert(collision_table[collision_class_name], { type = "enter", other = v })
end
for _, v in ipairs(collision_class.exit or {}) do
table.insert(collision_table[collision_class_name], { type = "exit", other = v })
end
for _, v in ipairs(collision_class.pre or {}) do
table.insert(collision_table[collision_class_name], { type = "pre", other = v })
end
for _, v in ipairs(collision_class.post or {}) do
table.insert(collision_table[collision_class_name], { type = "post", other = v })
end
end
return collision_table
end
local function collEnsure(collision_class_name1, a, collision_class_name2, b)
if a.collision_class == collision_class_name2 and b.collision_class == collision_class_name1 then return b, a
else return a, b end
if a.collision_class == collision_class_name2 and b.collision_class == collision_class_name1 then
return b, a
else
return a, b
end
end
local function collIf(collision_class_name1, collision_class_name2, a, b)
if (a.collision_class == collision_class_name1 and b.collision_class == collision_class_name2) or
(a.collision_class == collision_class_name2 and b.collision_class == collision_class_name1) then
if
(a.collision_class == collision_class_name1 and b.collision_class == collision_class_name2)
or (a.collision_class == collision_class_name2 and b.collision_class == collision_class_name1)
then
return true
else return false end
else
return false
end
end
function World.collisionOnEnter(fixture_a, fixture_b, contact)
@@ -384,22 +460,33 @@ function World.collisionOnEnter(fixture_a, fixture_b, contact)
for _, collision in ipairs(a.world.collisions.on_enter.sensor) do
if collIf(collision.type1, collision.type2, a, b) then
a, b = collEnsure(collision.type1, a, collision.type2, b)
table.insert(a.collision_events[collision.type2], {collision_type = 'enter', collider_1 = a, collider_2 = b, contact = contact})
table.insert(
a.collision_events[collision.type2],
{ collision_type = "enter", collider_1 = a, collider_2 = b, contact = contact }
)
if collision.type1 == collision.type2 then
table.insert(b.collision_events[collision.type1], {collision_type = 'enter', collider_1 = b, collider_2 = a, contact = contact})
table.insert(
b.collision_events[collision.type1],
{ collision_type = "enter", collider_1 = b, collider_2 = a, contact = contact }
)
end
end
end
end
elseif not (fixture_a:isSensor() or fixture_b:isSensor()) then
if a and b then
for _, collision in ipairs(a.world.collisions.on_enter.non_sensor) do
if collIf(collision.type1, collision.type2, a, b) then
a, b = collEnsure(collision.type1, a, collision.type2, b)
table.insert(a.collision_events[collision.type2], {collision_type = 'enter', collider_1 = a, collider_2 = b, contact = contact})
table.insert(
a.collision_events[collision.type2],
{ collision_type = "enter", collider_1 = a, collider_2 = b, contact = contact }
)
if collision.type1 == collision.type2 then
table.insert(b.collision_events[collision.type1], {collision_type = 'enter', collider_1 = b, collider_2 = a, contact = contact})
table.insert(
b.collision_events[collision.type1],
{ collision_type = "enter", collider_1 = b, collider_2 = a, contact = contact }
)
end
end
end
@@ -415,22 +502,33 @@ function World.collisionOnExit(fixture_a, fixture_b, contact)
for _, collision in ipairs(a.world.collisions.on_exit.sensor) do
if collIf(collision.type1, collision.type2, a, b) then
a, b = collEnsure(collision.type1, a, collision.type2, b)
table.insert(a.collision_events[collision.type2], {collision_type = 'exit', collider_1 = a, collider_2 = b, contact = contact})
table.insert(
a.collision_events[collision.type2],
{ collision_type = "exit", collider_1 = a, collider_2 = b, contact = contact }
)
if collision.type1 == collision.type2 then
table.insert(b.collision_events[collision.type1], {collision_type = 'exit', collider_1 = b, collider_2 = a, contact = contact})
table.insert(
b.collision_events[collision.type1],
{ collision_type = "exit", collider_1 = b, collider_2 = a, contact = contact }
)
end
end
end
end
elseif not (fixture_a:isSensor() or fixture_b:isSensor()) then
if a and b then
for _, collision in ipairs(a.world.collisions.on_exit.non_sensor) do
if collIf(collision.type1, collision.type2, a, b) then
a, b = collEnsure(collision.type1, a, collision.type2, b)
table.insert(a.collision_events[collision.type2], {collision_type = 'exit', collider_1 = a, collider_2 = b, contact = contact})
table.insert(
a.collision_events[collision.type2],
{ collision_type = "exit", collider_1 = a, collider_2 = b, contact = contact }
)
if collision.type1 == collision.type2 then
table.insert(b.collision_events[collision.type1], {collision_type = 'exit', collider_1 = b, collider_2 = a, contact = contact})
table.insert(
b.collision_events[collision.type1],
{ collision_type = "exit", collider_1 = b, collider_2 = a, contact = contact }
)
end
end
end
@@ -453,7 +551,6 @@ function World.collisionPre(fixture_a, fixture_b, contact)
end
end
end
elseif not (fixture_a:isSensor() or fixture_b:isSensor()) then
if a and b then
for _, collision in ipairs(a.world.collisions.pre.non_sensor) do
@@ -484,7 +581,6 @@ function World.collisionPost(fixture_a, fixture_b, contact, ni1, ti1, ni2, ti2)
end
end
end
elseif not (fixture_a:isSensor() or fixture_b:isSensor()) then
if a and b then
for _, collision in ipairs(a.world.collisions.post.non_sensor) do
@@ -501,34 +597,36 @@ function World.collisionPost(fixture_a, fixture_b, contact, ni1, ti1, ni2, ti2)
end
function World:newCircleCollider(x, y, r, settings)
return self.wf.Collider.new(self, 'Circle', x, y, r, settings)
return self.wf.Collider.new(self, "Circle", x, y, r, settings)
end
function World:newRectangleCollider(x, y, w, h, settings)
return self.wf.Collider.new(self, 'Rectangle', x, y, w, h, settings)
return self.wf.Collider.new(self, "Rectangle", x, y, w, h, settings)
end
function World:newBSGRectangleCollider(x, y, w, h, corner_cut_size, settings)
return self.wf.Collider.new(self, 'BSGRectangle', x, y, w, h, corner_cut_size, settings)
return self.wf.Collider.new(self, "BSGRectangle", x, y, w, h, corner_cut_size, settings)
end
function World:newPolygonCollider(vertices, settings)
return self.wf.Collider.new(self, 'Polygon', vertices, settings)
return self.wf.Collider.new(self, "Polygon", vertices, settings)
end
function World:newLineCollider(x1, y1, x2, y2, settings)
return self.wf.Collider.new(self, 'Line', x1, y1, x2, y2, settings)
return self.wf.Collider.new(self, "Line", x1, y1, x2, y2, settings)
end
function World:newChainCollider(vertices, loop, settings)
return self.wf.Collider.new(self, 'Chain', vertices, loop, settings)
return self.wf.Collider.new(self, "Chain", vertices, loop, settings)
end
-- Internal AABB box2d query used before going for more specific and precise computations.
function World:_queryBoundingBox(x1, y1, x2, y2)
local colliders = {}
local callback = function(fixture)
if not fixture:isSensor() then table.insert(colliders, fixture:getUserData()) end
if not fixture:isSensor() then
table.insert(colliders, fixture:getUserData())
end
return true
end
self.box2d_world:queryBoundingBox(x1, y1, x2, y2, callback)
@@ -536,7 +634,7 @@ function World:_queryBoundingBox(x1, y1, x2, y2)
end
function World:collisionClassInCollisionClassesList(collision_class, collision_classes)
if collision_classes[1] == 'All' then
if collision_classes[1] == "All" then
local all_collision_classes = {}
for class, _ in pairs(self.collision_classes) do
table.insert(all_collision_classes, class)
@@ -552,25 +650,43 @@ function World:collisionClassInCollisionClassesList(collision_class, collision_c
end
end
for _, class in ipairs(all_collision_classes) do
if class == collision_class then return true end
if class == collision_class then
return true
end
end
else
for _, class in ipairs(collision_classes) do
if class == collision_class then return true end
if class == collision_class then
return true
end
end
end
end
function World:queryCircleArea(x, y, radius, collision_class_names)
if not collision_class_names then collision_class_names = {'All'} end
if self.query_debug_drawing_enabled then table.insert(self.query_debug_draw, {type = 'circle', x = x, y = y, r = radius, frames = self.draw_query_for_n_frames}) end
if not collision_class_names then
collision_class_names = { "All" }
end
if self.query_debug_drawing_enabled then
table.insert(
self.query_debug_draw,
{ type = "circle", x = x, y = y, r = radius, frames = self.draw_query_for_n_frames }
)
end
local colliders = self:_queryBoundingBox(x-radius, y-radius, x+radius, y+radius)
local colliders = self:_queryBoundingBox(x - radius, y - radius, x + radius, y + radius)
local outs = {}
for _, collider in ipairs(colliders) do
if self:collisionClassInCollisionClassesList(collider.collision_class, collision_class_names) then
for _, fixture in ipairs(collider.body:getFixtures()) do
if self.wf.Math.polygon.getCircleIntersection(x, y, radius, {collider.body:getWorldPoints(fixture:getShape():getPoints())}) then
if
self.wf.Math.polygon.getCircleIntersection(
x,
y,
radius,
{ collider.body:getWorldPoints(fixture:getShape():getPoints()) }
)
then
table.insert(outs, collider)
break
end
@@ -581,15 +697,27 @@ function World:queryCircleArea(x, y, radius, collision_class_names)
end
function World:queryRectangleArea(x, y, w, h, collision_class_names)
if not collision_class_names then collision_class_names = {'All'} end
if self.query_debug_drawing_enabled then table.insert(self.query_debug_draw, {type = 'rectangle', x = x, y = y, w = w, h = h, frames = self.draw_query_for_n_frames}) end
if not collision_class_names then
collision_class_names = { "All" }
end
if self.query_debug_drawing_enabled then
table.insert(
self.query_debug_draw,
{ type = "rectangle", x = x, y = y, w = w, h = h, frames = self.draw_query_for_n_frames }
)
end
local colliders = self:_queryBoundingBox(x, y, x+w, y+h)
local colliders = self:_queryBoundingBox(x, y, x + w, y + h)
local outs = {}
for _, collider in ipairs(colliders) do
if self:collisionClassInCollisionClassesList(collider.collision_class, collision_class_names) then
for _, fixture in ipairs(collider.body:getFixtures()) do
if self.wf.Math.polygon.isPolygonInside({x, y, x+w, y, x+w, y+h, x, y+h}, {collider.body:getWorldPoints(fixture:getShape():getPoints())}) then
if
self.wf.Math.polygon.isPolygonInside(
{ x, y, x + w, y, x + w, y + h, x, y + h },
{ collider.body:getWorldPoints(fixture:getShape():getPoints()) }
)
then
table.insert(outs, collider)
break
end
@@ -600,21 +728,35 @@ function World:queryRectangleArea(x, y, w, h, collision_class_names)
end
function World:queryPolygonArea(vertices, collision_class_names)
if not collision_class_names then collision_class_names = {'All'} end
if self.query_debug_drawing_enabled then table.insert(self.query_debug_draw, {type = 'polygon', vertices = vertices, frames = self.draw_query_for_n_frames}) end
if not collision_class_names then
collision_class_names = { "All" }
end
if self.query_debug_drawing_enabled then
table.insert(
self.query_debug_draw,
{ type = "polygon", vertices = vertices, frames = self.draw_query_for_n_frames }
)
end
local cx, cy = self.wf.Math.polygon.getCentroid(vertices)
local d_max = 0
for i = 1, #vertices, 2 do
local d = self.wf.Math.line.getLength(cx, cy, vertices[i], vertices[i+1])
if d > d_max then d_max = d end
local d = self.wf.Math.line.getLength(cx, cy, vertices[i], vertices[i + 1])
if d > d_max then
d_max = d
end
local colliders = self:_queryBoundingBox(cx-d_max, cy-d_max, cx+d_max, cy+d_max)
end
local colliders = self:_queryBoundingBox(cx - d_max, cy - d_max, cx + d_max, cy + d_max)
local outs = {}
for _, collider in ipairs(colliders) do
if self:collisionClassInCollisionClassesList(collider.collision_class, collision_class_names) then
for _, fixture in ipairs(collider.body:getFixtures()) do
if self.wf.Math.polygon.isPolygonInside(vertices, {collider.body:getWorldPoints(fixture:getShape():getPoints())}) then
if
self.wf.Math.polygon.isPolygonInside(
vertices,
{ collider.body:getWorldPoints(fixture:getShape():getPoints()) }
)
then
table.insert(outs, collider)
break
end
@@ -625,14 +767,21 @@ function World:queryPolygonArea(vertices, collision_class_names)
end
function World:queryLine(x1, y1, x2, y2, collision_class_names)
if not collision_class_names then collision_class_names = {'All'} end
if not collision_class_names then
collision_class_names = { "All" }
end
if self.query_debug_drawing_enabled then
table.insert(self.query_debug_draw, {type = 'line', x1 = x1, y1 = y1, x2 = x2, y2 = y2, frames = self.draw_query_for_n_frames})
table.insert(
self.query_debug_draw,
{ type = "line", x1 = x1, y1 = y1, x2 = x2, y2 = y2, frames = self.draw_query_for_n_frames }
)
end
local colliders = {}
local callback = function(fixture, ...)
if not fixture:isSensor() then table.insert(colliders, fixture:getUserData()) end
if not fixture:isSensor() then
table.insert(colliders, fixture:getUserData())
end
return 1
end
self.box2d_world:rayCast(x1, y1, x2, y2, callback)
@@ -647,10 +796,14 @@ function World:queryLine(x1, y1, x2, y2, collision_class_names)
end
function World:addJoint(joint_type, ...)
local args = {...}
if args[1].body then args[1] = args[1].body end
if type(args[2]) == "table" and args[2].body then args[2] = args[2].body end
local joint = love.physics['new' .. joint_type](unpack(args))
local args = { ... }
if args[1].body then
args[1] = args[1].body
end
if type(args[2]) == "table" and args[2].body then
args[2] = args[2].body
end
local joint = love.physics["new" .. joint_type](unpack(args))
return joint
end
@@ -665,13 +818,13 @@ function World:destroy()
collider:destroy()
end
local joints = self.box2d_world:getJoints()
for _, joint in ipairs(joints) do joint:destroy() end
for _, joint in ipairs(joints) do
joint:destroy()
end
self.box2d_world:destroy()
self.box2d_world = nil
end
local Collider = {}
Collider.__index = Collider
@@ -702,42 +855,60 @@ function Collider.new(world, collider_type, ...)
self.exit_collision_data = {}
self.stay_collision_data = {}
local args = {...}
local args = { ... }
local shape, fixture
if self.type == 'Circle' then
self.collision_class = (args[4] and args[4].collision_class) or 'Default'
self.body = love.physics.newBody(self.world.box2d_world, args[1], args[2], (args[4] and args[4].body_type) or 'dynamic')
if self.type == "Circle" then
self.collision_class = (args[4] and args[4].collision_class) or "Default"
self.body =
love.physics.newBody(self.world.box2d_world, args[1], args[2], (args[4] and args[4].body_type) or "dynamic")
shape = love.physics.newCircleShape(args[3])
elseif self.type == 'Rectangle' then
self.collision_class = (args[5] and args[5].collision_class) or 'Default'
self.body = love.physics.newBody(self.world.box2d_world, args[1] + args[3]/2, args[2] + args[4]/2, (args[5] and args[5].body_type) or 'dynamic')
elseif self.type == "Rectangle" then
self.collision_class = (args[5] and args[5].collision_class) or "Default"
self.body = love.physics.newBody(
self.world.box2d_world,
args[1] + args[3] / 2,
args[2] + args[4] / 2,
(args[5] and args[5].body_type) or "dynamic"
)
shape = love.physics.newRectangleShape(args[3], args[4])
elseif self.type == 'BSGRectangle' then
self.collision_class = (args[6] and args[6].collision_class) or 'Default'
self.body = love.physics.newBody(self.world.box2d_world, args[1] + args[3]/2, args[2] + args[4]/2, (args[6] and args[6].body_type) or 'dynamic')
elseif self.type == "BSGRectangle" then
self.collision_class = (args[6] and args[6].collision_class) or "Default"
self.body = love.physics.newBody(
self.world.box2d_world,
args[1] + args[3] / 2,
args[2] + args[4] / 2,
(args[6] and args[6].body_type) or "dynamic"
)
local w, h, s = args[3], args[4], args[5]
shape = love.physics.newPolygonShape({
-w/2, -h/2 + s, -w/2 + s, -h/2,
w/2 - s, -h/2, w/2, -h/2 + s,
w/2, h/2 - s, w/2 - s, h/2,
-w/2 + s, h/2, -w/2, h/2 - s
-w / 2,
-h / 2 + s,
-w / 2 + s,
-h / 2,
w / 2 - s,
-h / 2,
w / 2,
-h / 2 + s,
w / 2,
h / 2 - s,
w / 2 - s,
h / 2,
-w / 2 + s,
h / 2,
-w / 2,
h / 2 - s,
})
elseif self.type == 'Polygon' then
self.collision_class = (args[2] and args[2].collision_class) or 'Default'
self.body = love.physics.newBody(self.world.box2d_world, 0, 0, (args[2] and args[2].body_type) or 'dynamic')
elseif self.type == "Polygon" then
self.collision_class = (args[2] and args[2].collision_class) or "Default"
self.body = love.physics.newBody(self.world.box2d_world, 0, 0, (args[2] and args[2].body_type) or "dynamic")
shape = love.physics.newPolygonShape(unpack(args[1]))
elseif self.type == 'Line' then
self.collision_class = (args[5] and args[5].collision_class) or 'Default'
self.body = love.physics.newBody(self.world.box2d_world, 0, 0, (args[5] and args[5].body_type) or 'dynamic')
elseif self.type == "Line" then
self.collision_class = (args[5] and args[5].collision_class) or "Default"
self.body = love.physics.newBody(self.world.box2d_world, 0, 0, (args[5] and args[5].body_type) or "dynamic")
shape = love.physics.newEdgeShape(args[1], args[2], args[3], args[4])
elseif self.type == 'Chain' then
self.collision_class = (args[3] and args[3].collision_class) or 'Default'
self.body = love.physics.newBody(self.world.box2d_world, 0, 0, (args[3] and args[3].body_type) or 'dynamic')
elseif self.type == "Chain" then
self.collision_class = (args[3] and args[3].collision_class) or "Default"
self.body = love.physics.newBody(self.world.box2d_world, 0, 0, (args[3] and args[3].body_type) or "dynamic")
shape = love.physics.newChainShape(args[1], unpack(args[2]))
end
@@ -752,9 +923,9 @@ function Collider.new(world, collider_type, ...)
sensor:setSensor(true)
sensor:setUserData(self)
self.shapes['main'] = shape
self.fixtures['main'] = fixture
self.sensors['main'] = sensor
self.shapes["main"] = shape
self.fixtures["main"] = fixture
self.sensors["main"] = sensor
self.shape = shape
self.fixture = fixture
@@ -764,21 +935,45 @@ function Collider.new(world, collider_type, ...)
-- Points all body, fixture and shape functions to this wf.Collider object
-- This means that the user can call collider:setLinearVelocity for instance without having to say collider.body:setLinearVelocity
for k, v in pairs(self.body.__index) do
if k ~= '__gc' and k ~= '__eq' and k ~= '__index' and k ~= '__tostring' and k ~= 'destroy' and k ~= 'type' and k ~= 'typeOf' then
if
k ~= "__gc"
and k ~= "__eq"
and k ~= "__index"
and k ~= "__tostring"
and k ~= "destroy"
and k ~= "type"
and k ~= "typeOf"
then
self[k] = function(self, ...)
return v(self.body, ...)
end
end
end
for k, v in pairs(self.fixture.__index) do
if k ~= '__gc' and k ~= '__eq' and k ~= '__index' and k ~= '__tostring' and k ~= 'destroy' and k ~= 'type' and k ~= 'typeOf' then
if
k ~= "__gc"
and k ~= "__eq"
and k ~= "__index"
and k ~= "__tostring"
and k ~= "destroy"
and k ~= "type"
and k ~= "typeOf"
then
self[k] = function(self, ...)
return v(self.fixture, ...)
end
end
end
for k, v in pairs(self.shape.__index) do
if k ~= '__gc' and k ~= '__eq' and k ~= '__index' and k ~= '__tostring' and k ~= 'destroy' and k ~= 'type' and k ~= 'typeOf' then
if
k ~= "__gc"
and k ~= "__eq"
and k ~= "__index"
and k ~= "__tostring"
and k ~= "destroy"
and k ~= "type"
and k ~= "typeOf"
then
self[k] = function(self, ...)
return v(self.shape, ...)
end
@@ -796,7 +991,9 @@ function Collider:collisionEventsClear()
end
function Collider:setCollisionClass(collision_class_name)
if not self.world.collision_classes[collision_class_name] then error("Collision class " .. collision_class_name .. " doesn't exist.") end
if not self.world.collision_classes[collision_class_name] then
error("Collision class " .. collision_class_name .. " doesn't exist.")
end
self.collision_class = collision_class_name
for _, fixture in pairs(self.fixtures) do
if self.world.masks[collision_class_name] then
@@ -810,10 +1007,15 @@ function Collider:enter(other_collision_class_name)
local events = self.collision_events[other_collision_class_name]
if events and #events >= 1 then
for _, e in ipairs(events) do
if e.collision_type == 'enter' then
if not self.collision_stay[other_collision_class_name] then self.collision_stay[other_collision_class_name] = {} end
table.insert(self.collision_stay[other_collision_class_name], {collider = e.collider_2, contact = e.contact})
self.enter_collision_data[other_collision_class_name] = {collider = e.collider_2, contact = e.contact}
if e.collision_type == "enter" then
if not self.collision_stay[other_collision_class_name] then
self.collision_stay[other_collision_class_name] = {}
end
table.insert(
self.collision_stay[other_collision_class_name],
{ collider = e.collider_2, contact = e.contact }
)
self.enter_collision_data[other_collision_class_name] = { collider = e.collider_2, contact = e.contact }
return true
end
end
@@ -828,14 +1030,16 @@ function Collider:exit(other_collision_class_name)
local events = self.collision_events[other_collision_class_name]
if events and #events >= 1 then
for _, e in ipairs(events) do
if e.collision_type == 'exit' then
if e.collision_type == "exit" then
if self.collision_stay[other_collision_class_name] then
for i = #self.collision_stay[other_collision_class_name], 1, -1 do
local collision_stay = self.collision_stay[other_collision_class_name][i]
if collision_stay.collider.id == e.collider_2.id then table.remove(self.collision_stay[other_collision_class_name], i) end
if collision_stay.collider.id == e.collider_2.id then
table.remove(self.collision_stay[other_collision_class_name], i)
end
end
self.exit_collision_data[other_collision_class_name] = {collider = e.collider_2, contact = e.contact}
end
self.exit_collision_data[other_collision_class_name] = { collider = e.collider_2, contact = e.contact }
return true
end
end
@@ -875,9 +1079,11 @@ function Collider:getObject()
end
function Collider:addShape(shape_name, shape_type, ...)
if self.shapes[shape_name] or self.fixtures[shape_name] then error("Shape/fixture " .. shape_name .. " already exists.") end
local args = {...}
local shape = love.physics['new' .. shape_type](unpack(args))
if self.shapes[shape_name] or self.fixtures[shape_name] then
error("Shape/fixture " .. shape_name .. " already exists.")
end
local args = { ... }
local shape = love.physics["new" .. shape_type](unpack(args))
local fixture = love.physics.newFixture(self.body, shape)
if self.world.masks[self.collision_class] then
fixture:setCategory(unpack(self.world.masks[self.collision_class].categories))
@@ -894,7 +1100,9 @@ function Collider:addShape(shape_name, shape_type, ...)
end
function Collider:removeShape(shape_name)
if not self.shapes[shape_name] then return end
if not self.shapes[shape_name] then
return
end
self.shapes[shape_name] = nil
self.fixtures[shape_name]:setUserData(nil)
self.fixtures[shape_name]:destroy()
@@ -926,4 +1134,3 @@ wf.World = World
wf.Collider = Collider
return wf
File diff suppressed because it is too large Load Diff
+137 -60
View File
@@ -1,10 +1,69 @@
require 'constants'
Object = require("libs/classic")
require("constants")
WF = require("libs/windfield")
STI = require("libs/sti")
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")
World:addCollisionClass("Wall")
World:addCollisionClass("PowerUp")
require("gui")
require("powerups/powerup")
require("powerups/speed")
require("restart")
require("truncate")
require("player")
require("bullet")
require("mapsloader")
require("Game/UpdateGame")
require("Menu/UpdateMenu")
require("Pause/UpdatePause")
require("Win/UpdateWin")
require("Game/DrawGame")
require("Menu/DrawMenu")
require("Pause/DrawPause")
require("Win/DrawWin")
require("Game/GameKeyPressed")
require("Menu/MenuKeyPressed")
require("Pause/PauseKeyPressed")
require("Win/WinKeyPressed")
--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)
Walls = {}
-- Music streaming
musicMenu = love.audio.newSource("music/menu.mp3", "stream") or nil
musicBattle = love.audio.newSource("music/battle.mp3", "stream") or nil
--musicStory = love.audio.newSource("music/story.mp3", "stream") or nil
musicPause = musicBattle:clone()
musicPause:setFilter({
type = "lowpass",
volume = 0.7,
highgain = 0.4,
})
function love.run()
if love.load then love.load(love.arg.parseGameArguments(arg), arg) end
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
if love.timer then
love.timer.step()
end
local dt = 0
@@ -13,113 +72,131 @@ function love.run()
-- Process events.
if love.event then
love.event.pump()
for name, a,b,c,d,e,f in love.event.poll() do
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)
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
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.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
if love.draw then
love.draw()
end
love.graphics.present()
end
if love.timer then love.timer.sleep(0.001) end
if love.timer then
love.timer.sleep(0.001)
end
end
end
function love.resized()
--TOD0: fix scaling!
end
function love.load()
Object = require("classic")
require("player")
require("bullet")
-- Set a random seed
love.math.setRandomSeed(love.timer.getTime())
-- Figure out the X_SCALE and Y_SCALE
local curWidth, curHeight = love.graphics.getDimensions()
_G.X_SCALE = truncate(curWidth / GAME_WORLD_DIM_WIDTH, 3)
_G.Y_SCALE = truncate(curHeight / GAME_WORLD_DIM_HEIGHT, 3)
WF = require("libs/windfield")
STI = require("libs/sti")
require("Game/UpdateGame")
require("Menu/UpdateMenu")
require("Game/DrawGame")
require("Menu/DrawMenu")
require("Game/GameKeyPressed")
require("Menu/MenuKeyPressed")
require("mapsloader")
--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")
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)
--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)
--Game consts
--Game values (reset after each load)
HEALTH = 3
DELAY = 0.5
MAX = 6 --MAX number of bullets|
P1_DELAY = 0.5
P2_DELAY = 0.5
--Bullet lists
Bullets1 = {}
Bullets2 = {}
--PowerUp stuff
PowerUps = {}
PUTimeToPlace = _G.PU_TIMER
DebugFlag = false
EnableKeyPress1 = true
KeyPressTime1 = 0
KeyDelay1 = DELAY
KeyDelay1 = P1_DELAY
EnableKeyPress2 = true
KeyPressTime2 = 0
KeyDelay2 = DELAY
KeyDelay2 = P2_DELAY
local playerSpeed = 12000
UserPlayer1 = Player(1, 1000, 100, HEALTH, "assets/player1.png", playerSpeed)
UserPlayer2 = Player(2, 200, 300, HEALTH, "assets/player2.png", playerSpeed)
--TODO: two player speeds for upgrades
UserPlayer1 = Player(1, 1000, 100, HEALTH, "assets/player1.png", 12000)
UserPlayer2 = Player(2, 200, 300, HEALTH, "assets/player2.png", 12000)
--STI Map loading
LoadMap(_G.CUR_LEVEL)
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
if _G.GAMESTATE == "WIN" then
WinKeyPressed(key)
end
end
function love.update(dt)
if _G.GAMESTATE == "MENU" then
UpdateMenu(dt)
-- Handle music
if not musicMenu:isPlaying() and not _G.MUTED then
musicMenu:setVolume(0.5)
love.audio.play(musicMenu)
end
end
if _G.GAMESTATE == "PAUSE" then
UpdatePause(dt)
-- Handle music
if not musicPause:isPlaying() and not _G.MUTED 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() and not _G.MUTED then
musicBattle:setVolume(0.5)
musicPause:setVolume(0)
love.audio.play(musicBattle)
love.audio.play(musicPause)
end
end
if _G.GAMESTATE == "WIN" then
UpdateWin(dt)
end
end
@@ -127,13 +204,13 @@ function love.draw()
if _G.GAMESTATE == "MENU" then
DrawMenu()
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
if _G.GAMESTATE == "WIN" then
DrawWin()
end
end
+290
View File
@@ -0,0 +1,290 @@
return {
version = "1.10",
luaversion = "5.1",
tiledversion = "1.11.0",
class = "",
orientation = "orthogonal",
renderorder = "right-down",
width = 25,
height = 15,
tilewidth = 64,
tileheight = 64,
nextlayerid = 4,
nextobjectid = 16,
properties = {},
tilesets = {
{
name = "floor",
firstgid = 1,
class = "",
tilewidth = 64,
tileheight = 64,
spacing = 0,
margin = 0,
columns = 9,
image = "../assets/tileset.png",
imagewidth = 576,
imageheight = 384,
objectalignment = "unspecified",
tilerendersize = "tile",
fillmode = "stretch",
tileoffset = {
x = 0,
y = 0
},
grid = {
orientation = "orthogonal",
width = 64,
height = 64
},
properties = {},
wangsets = {},
tilecount = 54,
tiles = {}
}
},
layers = {
{
type = "tilelayer",
x = 0,
y = 0,
width = 25,
height = 15,
id = 1,
name = "floor",
class = "",
visible = true,
opacity = 1,
offsetx = 0,
offsety = 0,
parallaxx = 1,
parallaxy = 1,
properties = {},
encoding = "lua",
data = {
1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3,
10, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 12,
10, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 12,
10, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 12,
10, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 12,
10, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 12,
10, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 12,
10, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 12,
10, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 12,
10, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 12,
10, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 12,
10, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 12,
10, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 12,
10, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 12,
19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 21
}
},
{
type = "tilelayer",
x = 0,
y = 0,
width = 25,
height = 15,
id = 2,
name = "inner walls",
class = "",
visible = true,
opacity = 1,
offsetx = 0,
offsety = 0,
parallaxx = 1,
parallaxy = 1,
properties = {},
encoding = "lua",
data = {
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, 28, 29, 30, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 28, 29, 29, 29, 29, 29, 30, 0, 0, 37, 38, 39, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 37, 38, 38, 38, 38, 38, 39, 0, 0, 46, 47, 48, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 46, 47, 38, 38, 38, 47, 48, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 37, 38, 39, 0, 0, 0, 0, 28, 29, 30, 0, 0, 0, 0, 28, 29, 30, 0, 0, 0, 0,
0, 0, 0, 0, 37, 38, 39, 0, 0, 0, 0, 37, 38, 39, 0, 0, 0, 0, 37, 38, 39, 0, 0, 0, 0,
0, 0, 0, 0, 37, 38, 39, 0, 0, 0, 0, 37, 38, 39, 0, 0, 0, 0, 37, 38, 39, 0, 0, 0, 0,
0, 0, 0, 0, 37, 38, 39, 0, 0, 0, 0, 37, 38, 39, 0, 0, 0, 0, 37, 38, 39, 0, 0, 0, 0,
0, 0, 0, 0, 46, 47, 48, 0, 0, 0, 0, 46, 47, 48, 0, 0, 0, 0, 37, 38, 39, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 28, 29, 38, 38, 38, 29, 30, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 28, 29, 30, 0, 0, 37, 38, 38, 38, 38, 38, 39, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 37, 38, 39, 0, 0, 46, 47, 47, 47, 47, 47, 48, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 46, 47, 48, 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
}
},
{
type = "objectgroup",
draworder = "topdown",
id = 3,
name = "Walls",
class = "",
visible = false,
opacity = 1,
offsetx = 0,
offsety = 0,
parallaxx = 1,
parallaxy = 1,
properties = {},
objects = {
{
id = 1,
name = "",
type = "",
shape = "rectangle",
x = 128,
y = 128,
width = 448,
height = 192,
rotation = 0,
visible = true,
properties = {}
},
{
id = 2,
name = "",
type = "",
shape = "rectangle",
x = 256,
y = 320,
width = 192,
height = 320,
rotation = 0,
visible = true,
properties = {}
},
{
id = 3,
name = "",
type = "",
shape = "rectangle",
x = 704,
y = 80,
width = 192,
height = 176,
rotation = 0,
visible = true,
properties = {}
},
{
id = 4,
name = "",
type = "",
shape = "rectangle",
x = 704,
y = 320,
width = 192,
height = 320,
rotation = 0,
visible = true,
properties = {}
},
{
id = 5,
name = "",
type = "",
shape = "rectangle",
x = 704,
y = 704,
width = 192,
height = 192,
rotation = 0,
visible = true,
properties = {}
},
{
id = 6,
name = "",
type = "",
shape = "rectangle",
x = 1024,
y = 640,
width = 448,
height = 192,
rotation = 0,
visible = true,
properties = {}
},
{
id = 7,
name = "",
type = "",
shape = "rectangle",
x = 1152,
y = 320,
width = 192,
height = 320,
rotation = 0,
visible = true,
properties = {}
},
{
id = 9,
name = "",
type = "",
shape = "rectangle",
x = 0,
y = 0,
width = 1184,
height = 16,
rotation = 0,
visible = true,
properties = {}
},
{
id = 10,
name = "",
type = "",
shape = "rectangle",
x = 1184,
y = 0,
width = 416,
height = 16,
rotation = 0,
visible = true,
properties = {}
},
{
id = 11,
name = "",
type = "",
shape = "rectangle",
x = 1584,
y = 0,
width = 16,
height = 960,
rotation = 0,
visible = true,
properties = {}
},
{
id = 12,
name = "",
type = "",
shape = "rectangle",
x = 0,
y = 944,
width = 1600,
height = 16,
rotation = 0,
visible = true,
properties = {}
},
{
id = 13,
name = "",
type = "",
shape = "rectangle",
x = 0,
y = 0,
width = 16,
height = 960,
rotation = 0,
visible = true,
properties = {}
}
}
}
}
}
+61
View File
@@ -0,0 +1,61 @@
<?xml version="1.0" encoding="UTF-8"?>
<map version="1.10" tiledversion="1.11.0" orientation="orthogonal" renderorder="right-down" width="25" height="15" tilewidth="64" tileheight="64" infinite="0" nextlayerid="4" nextobjectid="16">
<editorsettings>
<export target="map2.lua" format="lua"/>
</editorsettings>
<tileset firstgid="1" name="floor" tilewidth="64" tileheight="64" tilecount="54" columns="9">
<image source="../assets/tileset.png" width="576" height="384"/>
</tileset>
<layer id="1" name="floor" width="25" height="15">
<data encoding="csv">
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</layer>
<objectgroup id="3" name="Walls" visible="0">
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<object id="2" x="256" y="320" width="192" height="320"/>
<object id="3" x="704" y="80" width="192" height="176"/>
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<object id="5" x="704" y="704" width="192" height="192"/>
<object id="6" x="1024" y="640" width="448" height="192"/>
<object id="7" x="1152" y="320" width="192" height="320"/>
<object id="9" x="0" y="0" width="1184" height="16"/>
<object id="10" x="1184" y="0" width="416" height="16"/>
<object id="11" x="1584" y="0" width="16" height="960"/>
<object id="12" x="0" y="944" width="1600" height="16"/>
<object id="13" x="0" y="0" width="16" height="960"/>
</objectgroup>
</map>
+368
View File
@@ -0,0 +1,368 @@
return {
version = "1.10",
luaversion = "5.1",
tiledversion = "1.11.0",
class = "",
orientation = "orthogonal",
renderorder = "right-down",
width = 25,
height = 15,
tilewidth = 64,
tileheight = 64,
nextlayerid = 4,
nextobjectid = 23,
properties = {},
tilesets = {
{
name = "tileset",
firstgid = 1,
class = "",
tilewidth = 64,
tileheight = 64,
spacing = 0,
margin = 0,
columns = 9,
image = "../assets/tileset.png",
imagewidth = 576,
imageheight = 384,
objectalignment = "unspecified",
tilerendersize = "tile",
fillmode = "stretch",
tileoffset = {
x = 0,
y = 0
},
grid = {
orientation = "orthogonal",
width = 64,
height = 64
},
properties = {},
wangsets = {},
tilecount = 54,
tiles = {}
}
},
layers = {
{
type = "tilelayer",
x = 0,
y = 0,
width = 25,
height = 15,
id = 1,
name = "floor",
class = "",
visible = true,
opacity = 1,
offsetx = 0,
offsety = 0,
parallaxx = 1,
parallaxy = 1,
properties = {},
encoding = "lua",
data = {
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}
},
{
type = "tilelayer",
x = 0,
y = 0,
width = 25,
height = 15,
id = 2,
name = "inner walls",
class = "",
visible = true,
opacity = 1,
offsetx = 0,
offsety = 0,
parallaxx = 1,
parallaxy = 1,
properties = {},
encoding = "lua",
data = {
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}
},
{
type = "objectgroup",
draworder = "topdown",
id = 3,
name = "Walls",
class = "",
visible = false,
opacity = 1,
offsetx = 0,
offsety = 0,
parallaxx = 1,
parallaxy = 1,
properties = {},
objects = {
{
id = 1,
name = "",
type = "",
shape = "rectangle",
x = 0,
y = 0,
width = 1600,
height = 16,
rotation = 0,
visible = true,
properties = {}
},
{
id = 2,
name = "",
type = "",
shape = "rectangle",
x = 1584,
y = 0,
width = 16,
height = 960,
rotation = 0,
visible = true,
properties = {}
},
{
id = 3,
name = "",
type = "",
shape = "rectangle",
x = 0,
y = 944,
width = 1600,
height = 16,
rotation = 0,
visible = true,
properties = {}
},
{
id = 4,
name = "",
type = "",
shape = "rectangle",
x = 0,
y = 0,
width = 16,
height = 960,
rotation = 0,
visible = true,
properties = {}
},
{
id = 5,
name = "",
type = "",
shape = "rectangle",
x = 112,
y = 64,
width = 96,
height = 192,
rotation = 0,
visible = true,
properties = {}
},
{
id = 6,
name = "",
type = "",
shape = "rectangle",
x = 400,
y = 368,
width = 160,
height = 64,
rotation = 0,
visible = true,
properties = {}
},
{
id = 7,
name = "",
type = "",
shape = "rectangle",
x = 576,
y = 208,
width = 192,
height = 96,
rotation = 0,
visible = true,
properties = {}
},
{
id = 8,
name = "",
type = "",
shape = "rectangle",
x = 608,
y = 336,
width = 128,
height = 160,
rotation = 0,
visible = true,
properties = {}
},
{
id = 10,
name = "",
type = "",
shape = "rectangle",
x = 768,
y = 336,
width = 128,
height = 96,
rotation = 0,
visible = true,
properties = {}
},
{
id = 11,
name = "",
type = "",
shape = "rectangle",
x = 768,
y = 496,
width = 128,
height = 64,
rotation = 0,
visible = true,
properties = {}
},
{
id = 13,
name = "",
type = "",
shape = "rectangle",
x = 240,
y = 528,
width = 224,
height = 224,
rotation = 0,
visible = true,
properties = {}
},
{
id = 14,
name = "",
type = "",
shape = "rectangle",
x = 1008,
y = 656,
width = 272,
height = 144,
rotation = 0,
visible = true,
properties = {}
},
{
id = 15,
name = "",
type = "",
shape = "rectangle",
x = 1168,
y = 592,
width = 160,
height = 32,
rotation = 0,
visible = true,
properties = {}
},
{
id = 16,
name = "",
type = "",
shape = "rectangle",
x = 1120,
y = 144,
width = 128,
height = 160,
rotation = 0,
visible = true,
properties = {}
},
{
id = 17,
name = "",
type = "",
shape = "rectangle",
x = 1104,
y = 336,
width = 96,
height = 32,
rotation = 0,
visible = true,
properties = {}
},
{
id = 19,
name = "",
type = "",
shape = "rectangle",
x = 1216,
y = 336,
width = 64,
height = 96,
rotation = 0,
visible = true,
properties = {}
},
{
id = 20,
name = "",
type = "",
shape = "rectangle",
x = 1280,
y = 80,
width = 64,
height = 288,
rotation = 0,
visible = true,
properties = {}
},
{
id = 22,
name = "",
type = "",
shape = "rectangle",
x = 1344,
y = 80,
width = 64,
height = 96,
rotation = 0,
visible = true,
properties = {}
}
}
}
}
}
+67
View File
@@ -0,0 +1,67 @@
<?xml version="1.0" encoding="UTF-8"?>
<map version="1.10" tiledversion="1.11.0" orientation="orthogonal" renderorder="right-down" width="25" height="15" tilewidth="64" tileheight="64" infinite="0" nextlayerid="4" nextobjectid="23">
<editorsettings>
<export target="map3.lua" format="lua"/>
</editorsettings>
<tileset firstgid="1" name="tileset" tilewidth="64" tileheight="64" tilecount="54" columns="9">
<image source="../assets/tileset.png" width="576" height="384"/>
</tileset>
<layer id="1" name="floor" width="25" height="15">
<data encoding="csv">
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10,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,12,
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</data>
</layer>
<layer id="2" name="inner walls" width="25" height="15">
<data encoding="csv">
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</data>
</layer>
<objectgroup id="3" name="Walls" visible="0">
<object id="1" x="0" y="0" width="1600" height="16"/>
<object id="2" x="1584" y="0" width="16" height="960"/>
<object id="3" x="0" y="944" width="1600" height="16"/>
<object id="4" x="0" y="0" width="16" height="960"/>
<object id="5" x="112" y="64" width="96" height="192"/>
<object id="6" x="400" y="368" width="160" height="64"/>
<object id="7" x="576" y="208" width="192" height="96"/>
<object id="8" x="608" y="336" width="128" height="160"/>
<object id="10" x="768" y="336" width="128" height="96"/>
<object id="11" x="768" y="496" width="128" height="64"/>
<object id="13" x="240" y="528" width="224" height="224"/>
<object id="14" x="1008" y="656" width="272" height="144"/>
<object id="15" x="1168" y="592" width="160" height="32"/>
<object id="16" x="1120" y="144" width="128" height="160"/>
<object id="17" x="1104" y="336" width="96" height="32"/>
<object id="19" x="1216" y="336" width="64" height="96"/>
<object id="20" x="1280" y="80" width="64" height="288"/>
<object id="22" x="1344" y="80" width="64" height="96"/>
</objectgroup>
</map>
+3 -1
View File
@@ -1,4 +1,4 @@
function loadMap(lvl)
function LoadMap(lvl)
local mapfilelocation = "maps/"
local extention = ".lua"
local mapname = mapfilelocation .. "map" .. lvl .. extention
@@ -8,6 +8,8 @@ function loadMap(lvl)
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)
-- local wall =
-- World:newRectangleCollider(obj.x * _G.X_SCALE, obj.y * _G.Y_SCALE, obj.width * _G.X_SCALE, obj.height * _G.Y_SCALE)
wall:setType("static")
table.insert(Walls, wall)
Walls[#Walls]:setCollisionClass("Wall")
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+76 -60
View File
@@ -1,21 +1,28 @@
Player = Object:extend()
cos = math.cos
sin = math.sin --optimisation
local cos = math.cos
local sin = math.sin --optimisation
local max = math.max --optimisation
-- Constructor for the Player class
function Player:new(p, x, y, health, image, speed, max)
function Player:new(p, x, y, health, image, speed)
self.p = p
self.image = love.graphics.newImage(image)
self.x = x
self.y = y
self.health = health
self.speed = speed
self.max = max
self.bulletSpeed = _G.DEFAULT_B_SPEED
self.width = self.image:getWidth()
self.height = self.image:getHeight()
--Power up flag
self.PUName = ""
self.PUTime = 0
self.PUOn = false
-- Collision Stuff
self.collider = World:newRectangleCollider(x, y, 64, 64)
--self.collider = World:newRectangleCollider(x, y, 50, 62)
self.collider = World:newCircleCollider(x, y, 24 * X_SCALE)
self.collider:setFixedRotation(true)
if self.p == 1 then
@@ -26,7 +33,9 @@ function Player:new(p, x, y, health, image, speed, max)
-- Rotation Stuff
self.rotation = math.rad(90)
self.rotSpeed = 2
self.rotSpeed = 3
--self.scaleX = 1 * _G.X_SCALE
--self.scaleY = 1 * _G.Y_SCALE
self.scaleX = 1
self.scaleY = 1
self.originX = self.width / 2
@@ -35,92 +44,99 @@ function Player:new(p, x, y, health, image, speed, max)
--Velocity
self.vx = 0
self.vy = 0
-- Bullets shot
self.shot = 0
end
-- Method to handle shooting
function Player:shoot(bulletSpeed)
if self.shot <= 10 then
self.shot = self.shot + 1
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
else
return nil
end
end
function handleKeys(dt)
function Player:handleKeys(up, down, left, right, dt)
self.vx, self.vy = 0, 0 --reset every frame
if love.keyboard.isDown(up) then
self.vx = cos(self.rotation) * (self.speed * dt)
self.vy = sin(self.rotation) * (self.speed * dt)
end
if love.keyboard.isDown(down) then
self.vx = cos(self.rotation) * (self.speed / 2 * dt) * -1
self.vy = sin(self.rotation) * (self.speed / 2 * dt) * -1
end
if love.keyboard.isDown(left) then
self.rotation = self.rotation - (self.rotSpeed * dt)
end
if love.keyboard.isDown(right) then
self.rotation = self.rotation + (self.rotSpeed * dt)
end
self.collider:setLinearVelocity(self.vx, self.vy)
end
function Player:updateCol()
if self.p == 1 then
self.x = self.collider:getX()
self.y = self.collider:getY()
elseif self.p == 2 then
self.x = self.collider:getX()
self.y = self.collider:getY()
end
end
function Player:getPowerUp(powerup)
self.PUName = powerup.name
self.PUTime = powerup.time
end
function Player:powerup()
self.PUOn = true
if self.PUName == "speed" then
--print("" .. self.PUName .. " for " .. self.PUTime)
self.speed = self.speed * 2.5
self.rotSpeed = self.rotSpeed * 1.5
end
end
-- Update method for the Player class
function Player:update(dt)
if _G.GAMESTATE == "GAME" then
self.vx = 0
self.vy = 0
local bulletSpeed = 20000
if self.PUOn then
self.PUTime = self.PUTime - dt
if self.p == 1 then
-- Handle player 1 controls
if love.keyboard.isDown("w") then
self.vx = cos(self.rotation) * (self.speed * dt)
self.vy = sin(self.rotation) * (self.speed * dt)
elseif love.keyboard.isDown("s") then
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)
if max(0, self.PUTime) <= 0 then
-- Reset the player
self.PUName = "none"
self.PUTime = 0
self.PUOn = false
self.speed = _G.DEFAULT_P_SPEED
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 and GAMESTATE == "GAME" then
if EnableKeyPress1 == true and self.p == 1 then
if love.keyboard.isDown("space") then
local newBullet = self:shoot(bulletSpeed)
local newBullet = self:shoot(self.bulletSpeed)
table.insert(Bullets1, newBullet)
KeyPressTime1 = KeyDelay1
EnableKeyPress1 = false
end
end
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.vx = cos(self.rotation) * (self.speed * dt)
self.vy = sin(self.rotation) * (self.speed * dt)
elseif love.keyboard.isDown("down") then
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 EnableKeyPress2 == true and self.p == 2 then
if love.keyboard.isDown("return") then
local newBullet = self:shoot(bulletSpeed)
local newBullet = self:shoot(self.bulletSpeed)
table.insert(Bullets2, newBullet)
KeyPressTime2 = KeyDelay2
EnableKeyPress2 = false
end
end
end
self.x = self.collider:getX()
self.y = self.collider:getY()
end
end
function Player:draw()
+70
View File
@@ -0,0 +1,70 @@
PowerUp = Object:extend()
-- PowerUp is the super class for all power-ups
-- found in the game
function PowerUp:new(name, x, y, image, time, lifetime)
self.name = name
self.x = x
self.y = y
self.image = love.graphics.newImage(image)
self.time = time
self.lifetime = lifetime
self.width = self.image:getWidth()
self.height = self.image:getHeight()
self.rotation = 1
self.scaleX = 1
self.scaleY = 1
self.originX = self.width / 2
self.originY = self.height / 2
-- Collider
self.collider = World:newRectangleCollider(x, y, 20, 20)
self.collider:setCollisionClass("PowerUp")
self.collider:setType("static")
self.collider:setPosition(self.x, self.y)
end
-- TODO: clean up colliosn on reset
-- make image draw
-- more stuff
-- see you later
function PowerUp:apply(player) end
function PowerUp:remove(player) end
function PowerUp:update(dt)
--check if the power up is past its lifetime
--spinnnnnn
self.rotation = self.rotation + 1.5 * dt
--grown and shrink
--[[
if self.scaleX >= 1.0 then
self.scaleX = self.scaleX - 0.2 * dt
elseif self.scaleX <= 1.8 then
self.scaleX = self.scaleX + 0.2 * dt
end
]]
self.x = self.collider:getX()
self.y = self.collider:getY()
end
function PowerUp:draw()
for _, _ in ipairs(PowerUps) do
love.graphics.draw(
self.image,
self.x,
self.y,
self.rotation,
self.scaleX,
self.scaleY,
self.originX,
self.originY
)
end
end
+81
View File
@@ -0,0 +1,81 @@
-- Functions to handle restarting
-- all objects
-- Used in map switching and restarting!
function ClearWalls(walls)
for i = #walls, 1, -1 do
walls[i]:destroy()
end
end
function ClearPowerUps(powerup)
for i, v in ipairs(powerup) do
v.collider:destroy()
end
end
function StopAllMusic()
-- TODO: maybe find a way
-- to find all 'streaming'
-- sounds and then stop them all!
musicBattle:stop()
musicMenu:stop()
musicPause:stop()
--musicStory:stop() -- Unused
end
function ClearPlayerCollision()
UserPlayer1.collider:destroy()
UserPlayer2.collider:destroy()
end
function ClearBullets(bullets)
for i, v in ipairs(bullets) do
v.collider:destroy()
end
end
local function setNewLevelFromRandom(count)
local level = math.random(1, count)
_G.CUR_LEVEL = level
end
local function getLevelCount()
local levelcount = 0
local suf = ".lua"
local files = love.filesystem.getDirectoryItems("maps/")
for _, file in ipairs(files) do
if string.find(file, suf) then
levelcount = levelcount + 1
--print(k .. ". " .. file) --outputs something like "1. main.lua"
end
end
return levelcount
end
function RestartGame()
setNewLevelFromRandom(getLevelCount())
--reset wins
_G.P1_WIN = false
_G.P2_WIN = false
-- Stop the music
--StopAllMusic()
-- Clear the players collision
ClearPlayerCollision()
-- Work through and delete all bullets
ClearBullets(Bullets1)
ClearBullets(Bullets2)
--Clear Walls
ClearWalls(Walls)
--ClearPowerUps
ClearPowerUps(PowerUps)
-- Done!
end
+6
View File
@@ -0,0 +1,6 @@
function truncate(number, decdigits)
number = number * (10 ^ decdigits)
number = math.floor(number)
number = number / (10 ^ decdigits)
return number
end