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10 Commits

Author SHA1 Message Date
Simon Kellet 451d710326 escape key on pause 2 months ago
Simon Kellet 585fccf59a flips 2 months ago
Simon Kellet 3290d704e3 less prints 2 months ago
Simon Kellet 7b553d9758 formatting 2 months ago
Simon Kellet e9e3731a0b new window size 2 months ago
Simon Kellet ed9265939c scale conts 2 months ago
Simon Kellet 826ef98f19 no longer needed 2 months ago
Simon Kellet db3559b8c6 player scaling 2 months ago
Simon Kellet 88faf2538b scaling 2 months ago
Simon Kellet 7252c3cd2c scaling now works? yay? 2 months ago
  1. 5
      Game/DrawGame.lua
  2. 4
      Game/GameKeyPressed.lua
  3. 6
      Menu/DrawMenu.lua
  4. 16
      Menu/MenuKeyPressed.lua
  5. 8
      Pause/DrawPause.lua
  6. 14
      Pause/PauseKeyPressed.lua
  7. 4
      Win/DrawWin.lua
  8. 5
      conf.lua
  9. 13
      constants.lua
  10. 195
      libs/profile.lua
  11. 32
      main.lua
  12. 2
      mapsloader.lua
  13. 4
      player.lua

@ -13,8 +13,11 @@ local function drawHealth()
end end
function DrawGame() function DrawGame()
local curWidth, curHeight = love.graphics.getDimensions()
--STI --STI
GameMap:draw() 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 -- WindField
if DebugFlag then if DebugFlag then

@ -24,9 +24,9 @@ function GameKeyPressed(key)
end end
if key == "m" then if key == "m" then
MUTED = not MUTED _G.MUTED = not _G.MUTED
-- Need to set the battle music to mute -- Need to set the battle music to mute
if MUTED then if _G.MUTED then
musicBattle:setVolume(0) musicBattle:setVolume(0)
else else
musicBattle:setVolume(0.5) musicBattle:setVolume(0.5)

@ -1,6 +1,6 @@
local function title() local function title()
local height = love.graphics.getHeight() local height = love.graphics.getHeight() / _G.Y_SCALE
local width = love.graphics.getWidth() local width = love.graphics.getWidth() / _G.X_SCALE
love.graphics.setFont(GameFont) 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.rectangle("fill", 0, 0, width, height)
@ -9,7 +9,7 @@ local function title()
end end
function DrawMenu() function DrawMenu()
local bwidth, bheight = 300, 140 local bwidth, bheight = 300 * _G.X_SCALE, 140 * _G.Y_SCALE
title() title()
GUI:newButton(100, 200, bwidth, bheight, "Play", MENU_POS == 0 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, 350, bwidth, bheight, "???", MENU_POS == 1 and true or false)

@ -7,12 +7,12 @@ function MenuKeyPressed(key)
if MENU_POS == 0 then if MENU_POS == 0 then
--Change state to GAME! --Change state to GAME!
_G.GAMESTATE = "GAME" _G.GAMESTATE = "GAME"
print("STATE CHANEGD: GAME!") --print("STATE CHANEGD: GAME!")
musicMenu:stop() musicMenu:stop()
elseif MENU_POS == 1 then elseif MENU_POS == 1 then
print("STATE CHANEGD: DUNNO!") --print("STATE CHANEGD: DUNNO!")
elseif MENU_POS == 2 then elseif MENU_POS == 2 then
print("STATE CHANEGD: DUNNO!") --print("STATE CHANEGD: DUNNO!")
elseif MENU_POS == 3 then elseif MENU_POS == 3 then
love.event.quit() love.event.quit()
end end
@ -41,4 +41,14 @@ function MenuKeyPressed(key)
_G.GAMESTATE = "MENU" _G.GAMESTATE = "MENU"
love.load() love.load()
end end
if key == "m" then
MUTED = not MUTED
if MUTED then
musicMenu:setVolume(0)
else
musicMenu:setVolume(0.5)
end
end
end end

@ -1,8 +1,8 @@
function DrawPause() function DrawPause()
local opacity = 0.3 local opacity = 0.3
local height = love.graphics.getHeight() local height = love.graphics.getHeight() / _G.Y_SCALE
local width = love.graphics.getWidth() local width = love.graphics.getWidth() / _G.X_SCALE
local bwidth, bheight = 300, 140 local bwidth, bheight = 300 * _G.X_SCALE, 140 * _G.Y_SCALE
love.graphics.setFont(GameFont) love.graphics.setFont(GameFont)
DrawGame() --Draw a single frame of the game DrawGame() --Draw a single frame of the game
@ -13,7 +13,7 @@ function DrawPause()
love.graphics.print("PAUSED", 100, 100) love.graphics.print("PAUSED", 100, 100)
--love.graphics.print("" .. PAUSE_POS, 200,200) --love.graphics.print("" .. PAUSE_POS, 200,200)
GUI:newButton(100, 200, bwidth, bheight, "Return", PAUSE_POS == 0 and true or false) 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, 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) GUI:newButton(100, 500, bwidth, bheight, "Quit", PAUSE_POS == 2 and true or false)

@ -1,7 +1,19 @@
function PauseKeyPressed(key) 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 if key == "return" then
-- quickly return to the game -- quickly return to the game
if not MUTED then if not _G.MUTED then
musicBattle:setVolume(0.5) musicBattle:setVolume(0.5)
musicPause:setVolume(0) musicPause:setVolume(0)
else else

@ -1,6 +1,6 @@
local function winner() local function winner()
local width = love.graphics.getWidth() local width = love.graphics.getWidth() / _G.X_SCALE
local height = love.graphics.getHeight() local height = love.graphics.getHeight() / _G.Y_SCALE
local opacity = 0.3 local opacity = 0.3
local s = "" local s = ""

@ -1,7 +1,8 @@
--Config file for the game --Config file for the game
function love.conf(t) function love.conf(t)
t.window.width = 1600 t.window.width = 1366
t.window.height = 960 t.window.height = 768
t.window.title = "Tanks-A-Lot" t.window.title = "Tanks-A-Lot"
t.window.resizable = true
t.version = "11.5" t.version = "11.5"
end end

@ -1,3 +1,16 @@
-- 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: * Game states:
* - MENU * - MENU

@ -1,195 +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

@ -12,7 +12,10 @@ World:addCollisionClass("Player2")
World:addCollisionClass("Bullet2") World:addCollisionClass("Bullet2")
World:addCollisionClass("Wall") World:addCollisionClass("Wall")
require("gui")
require("restart") require("restart")
require("truncate")
require("player") require("player")
require("bullet") require("bullet")
require("mapsloader") require("mapsloader")
@ -104,10 +107,25 @@ function love.run()
end end
end end
function love.load(args) function love.resized()
--TOD0: fix scaling!
end
function love.load()
-- Set a random seed -- Set a random seed
love.math.setRandomSeed(love.timer.getTime()) love.math.setRandomSeed(love.timer.getTime())
-- Figure out the X_SCALE and Y_SCALE
local curWidth, curHeight = love.graphics.getDimensions()
print("------")
print(love.graphics.getDimensions())
_G.X_SCALE = truncate(curWidth / GAME_WORLD_DIM_WIDTH, 3)
_G.Y_SCALE = truncate(curHeight / GAME_WORLD_DIM_HEIGHT, 3)
print("x scale:" .. _G.X_SCALE)
print("y scale:" .. _G.Y_SCALE)
--Game values (reset after each load) --Game values (reset after each load)
HEALTH = 3 HEALTH = 3
P1_DELAY = 0.5 P1_DELAY = 0.5
@ -127,6 +145,7 @@ function love.load(args)
KeyDelay2 = P2_DELAY KeyDelay2 = P2_DELAY
local playerSpeed = 12000 local playerSpeed = 12000
--TODO: two player speeds for upgrades
UserPlayer1 = Player(1, 1000, 100, HEALTH, "assets/player1.png", playerSpeed) UserPlayer1 = Player(1, 1000, 100, HEALTH, "assets/player1.png", playerSpeed)
UserPlayer2 = Player(2, 200, 300, HEALTH, "assets/player2.png", playerSpeed) UserPlayer2 = Player(2, 200, 300, HEALTH, "assets/player2.png", playerSpeed)
@ -153,7 +172,7 @@ function love.update(dt)
if _G.GAMESTATE == "MENU" then if _G.GAMESTATE == "MENU" then
UpdateMenu(dt) UpdateMenu(dt)
-- Handle music -- Handle music
if not musicMenu:isPlaying() then if not musicMenu:isPlaying() and not _G.MUTED then
musicMenu:setVolume(0.5) musicMenu:setVolume(0.5)
love.audio.play(musicMenu) love.audio.play(musicMenu)
end end
@ -161,7 +180,7 @@ function love.update(dt)
if _G.GAMESTATE == "PAUSE" then if _G.GAMESTATE == "PAUSE" then
UpdatePause(dt) UpdatePause(dt)
-- Handle music -- Handle music
if not musicPause:isPlaying() then if not musicPause:isPlaying() and not _G.MUTED then
musicBattle:setVolume(0) musicBattle:setVolume(0)
musicPause:setVolume(0.5) musicPause:setVolume(0.5)
love.audio.play(musicBattle) love.audio.play(musicBattle)
@ -171,7 +190,7 @@ function love.update(dt)
if _G.GAMESTATE == "GAME" then if _G.GAMESTATE == "GAME" then
UpdateGame(dt) UpdateGame(dt)
-- Handle music -- Handle music
if not musicBattle:isPlaying() then if not musicBattle:isPlaying() and not _G.MUTED then
musicBattle:setVolume(0.5) musicBattle:setVolume(0.5)
musicPause:setVolume(0) musicPause:setVolume(0)
love.audio.play(musicBattle) love.audio.play(musicBattle)
@ -192,11 +211,6 @@ function love.draw()
end end
if _G.GAMESTATE == "GAME" then if _G.GAMESTATE == "GAME" then
DrawGame() DrawGame()
if DebugFlag then
love.graphics.setFont(DebugFont)
love.graphics.print("Debug Mode", 1200, 850)
love.graphics.print("" .. GAMESTATE, 200, 200)
end
end end
if _G.GAMESTATE == "WIN" then if _G.GAMESTATE == "WIN" then
DrawWin() DrawWin()

@ -8,6 +8,8 @@ function LoadMap(lvl)
if GameMap.layers["Walls"] then if GameMap.layers["Walls"] then
for _, obj in ipairs(GameMap.layers["Walls"].objects) do 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, 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") wall:setType("static")
table.insert(Walls, wall) table.insert(Walls, wall)
Walls[#Walls]:setCollisionClass("Wall") Walls[#Walls]:setCollisionClass("Wall")

@ -15,7 +15,7 @@ function Player:new(p, x, y, health, image, speed)
-- Collision Stuff -- Collision Stuff
--self.collider = World:newRectangleCollider(x, y, 50, 62) --self.collider = World:newRectangleCollider(x, y, 50, 62)
self.collider = World:newCircleCollider(x, y, 24) self.collider = World:newCircleCollider(x, y, 24 * X_SCALE)
self.collider:setFixedRotation(true) self.collider:setFixedRotation(true)
if self.p == 1 then if self.p == 1 then
@ -27,6 +27,8 @@ function Player:new(p, x, y, health, image, speed)
-- Rotation Stuff -- Rotation Stuff
self.rotation = math.rad(90) self.rotation = math.rad(90)
self.rotSpeed = 2 self.rotSpeed = 2
--self.scaleX = 1 * _G.X_SCALE
--self.scaleY = 1 * _G.Y_SCALE
self.scaleX = 1 self.scaleX = 1
self.scaleY = 1 self.scaleY = 1
self.originX = self.width / 2 self.originX = self.width / 2

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