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14 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
19 changed files with 262 additions and 235 deletions
+17 -4
View File
@@ -6,15 +6,18 @@ end
local function drawHealth()
love.graphics.setFont(GameFont)
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.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
+10 -4
View File
@@ -24,9 +24,9 @@ function GameKeyPressed(key)
end
if key == "m" then
MUTED = not MUTED
_G.MUTED = not _G.MUTED
-- Need to set the battle music to mute
if MUTED then
if _G.MUTED then
musicBattle:setVolume(0)
else
musicBattle:setVolume(0.5)
@@ -34,9 +34,10 @@ function GameKeyPressed(key)
end
if DebugFlag and key == "1" then
UserPlayer1.speed = 50000
print("player1 speed increased!")
--UserPlayer1.speed = 50000
--print("player1 speed increased!")
end
if DebugFlag and key == "2" then
_G.CUR_LEVEL = 2
RestartGame()
@@ -47,4 +48,9 @@ function GameKeyPressed(key)
RestartGame()
love.load()
end
if key == "p" then
testP = PowerUp("speed", 300, 300, "assets/powerup.jpeg", 10)
table.insert(PowerUps, testP)
end
end
+31
View File
@@ -37,6 +37,7 @@ function UpdateGame(dt)
EnableKeyPress2 = true
end
-- Update Bullets1
for i, v in ipairs(Bullets1) do
v:update(dt)
@@ -82,6 +83,7 @@ function UpdateGame(dt)
end
end
-- Update Bullets2
for i, v in ipairs(Bullets2) do
v:update(dt)
@@ -127,6 +129,35 @@ function UpdateGame(dt)
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
UserPlayer2:getPowerUp(v)
UserPlayer2:powerup()
table.remove(PowerUps, i)
v.collider:destroy()
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()
+3 -3
View File
@@ -1,6 +1,6 @@
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.rectangle("fill", 0, 0, width, height)
@@ -9,7 +9,7 @@ local function title()
end
function DrawMenu()
local bwidth, bheight = 300, 140
local bwidth, bheight = 300 * _G.X_SCALE, 140 * _G.Y_SCALE
title()
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)
+13 -3
View File
@@ -7,12 +7,12 @@ 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
@@ -41,4 +41,14 @@ function MenuKeyPressed(key)
_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
+4 -4
View File
@@ -1,8 +1,8 @@
function DrawPause()
local opacity = 0.3
local height = love.graphics.getHeight()
local width = love.graphics.getWidth()
local bwidth, bheight = 300, 140
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
@@ -13,7 +13,7 @@ function DrawPause()
love.graphics.print("PAUSED", 100, 100)
--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, 500, bwidth, bheight, "Quit", PAUSE_POS == 2 and true or false)
+13 -1
View File
@@ -1,7 +1,19 @@
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 MUTED then
if not _G.MUTED then
musicBattle:setVolume(0.5)
musicPause:setVolume(0)
else
+2 -2
View File
@@ -1,6 +1,6 @@
local function winner()
local width = love.graphics.getWidth()
local height = love.graphics.getHeight()
local width = love.graphics.getWidth() / _G.X_SCALE
local height = love.graphics.getHeight() / _G.Y_SCALE
local opacity = 0.3
local s = ""
Binary file not shown.

After

Width:  |  Height:  |  Size: 2.8 KiB

View File
+5
View File
@@ -1,7 +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 = "Tanks-A-Lot"
t.window.resizable = true
t.version = "11.5"
end
+22 -2
View File
@@ -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:
* - MENU
@@ -19,13 +32,20 @@ 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 = 7 -- MAX amount of bounces before exploding!
BULLETS_LIFETIME = 50
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
BIN
View File
Binary file not shown.
-195
View File
@@ -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
+24 -12
View File
@@ -11,8 +11,13 @@ 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")
@@ -104,9 +109,17 @@ function love.run()
end
end
function love.load(args)
function love.resized()
--TOD0: fix scaling!
end
function love.load()
-- 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)
--Game values (reset after each load)
HEALTH = 3
@@ -117,6 +130,10 @@ function love.load(args)
Bullets1 = {}
Bullets2 = {}
--PowerUp stuff
PowerUps = {}
PUTimeToPlace = _G.PU_TIMER
DebugFlag = false
EnableKeyPress1 = true
KeyPressTime1 = 0
@@ -126,9 +143,9 @@ function love.load(args)
KeyPressTime2 = 0
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)
@@ -153,7 +170,7 @@ function love.update(dt)
if _G.GAMESTATE == "MENU" then
UpdateMenu(dt)
-- Handle music
if not musicMenu:isPlaying() then
if not musicMenu:isPlaying() and not _G.MUTED then
musicMenu:setVolume(0.5)
love.audio.play(musicMenu)
end
@@ -161,7 +178,7 @@ function love.update(dt)
if _G.GAMESTATE == "PAUSE" then
UpdatePause(dt)
-- Handle music
if not musicPause:isPlaying() then
if not musicPause:isPlaying() and not _G.MUTED then
musicBattle:setVolume(0)
musicPause:setVolume(0.5)
love.audio.play(musicBattle)
@@ -171,7 +188,7 @@ function love.update(dt)
if _G.GAMESTATE == "GAME" then
UpdateGame(dt)
-- Handle music
if not musicBattle:isPlaying() then
if not musicBattle:isPlaying() and not _G.MUTED then
musicBattle:setVolume(0.5)
musicPause:setVolume(0)
love.audio.play(musicBattle)
@@ -192,11 +209,6 @@ function love.draw()
end
if _G.GAMESTATE == "GAME" then
DrawGame()
if DebugFlag then
love.graphics.setFont(DebugFont)
love.graphics.print("Debug Mode", 1200, 850)
love.graphics.print("" .. GAMESTATE, 200, 200)
end
end
if _G.GAMESTATE == "WIN" then
DrawWin()
+2
View File
@@ -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")
+37 -5
View File
@@ -1,6 +1,7 @@
Player = Object:extend()
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)
@@ -10,12 +11,18 @@ function Player:new(p, x, y, health, image, speed)
self.y = y
self.health = health
self.speed = speed
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, 50, 62)
self.collider = World:newCircleCollider(x, y, 24)
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)
-- 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
@@ -84,13 +93,36 @@ function Player:updateCol()
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)
local bulletSpeed = 20000
if self.PUOn then
self.PUTime = self.PUTime - 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
end
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
@@ -99,7 +131,7 @@ function Player:update(dt)
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
+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
+9
View File
@@ -8,6 +8,12 @@ function ClearWalls(walls)
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'
@@ -68,5 +74,8 @@ function RestartGame()
--Clear Walls
ClearWalls(Walls)
--ClearPowerUps
ClearPowerUps(PowerUps)
-- Done!
end