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54 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
41 changed files with 4702 additions and 3230 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
+41 -6
View File
@@ -1,11 +1,15 @@
function GameKeyPressed(key)
if key == "escape" then
musicBattle:setVolume(0)
musicPause:setVolume(0.5)
if not MUTED then
musicBattle:setVolume(0)
musicPause:setVolume(0.6)
else
musicBattle:setVolume(0)
musicPause:setVolume(0)
end
_G.GAMESTATE = "PAUSE"
print("STATE CHANEGD: PAUSED!")
--print("STATE CHANEGD: PAUSED!")
_G.PAUSED = true
end
@@ -13,9 +17,40 @@ function GameKeyPressed(key)
DebugFlag = not DebugFlag
end
--[[
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
+107 -15
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()
@@ -22,8 +55,20 @@ 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 UserPlayer2.health > 0 then
UserPlayer2.health = UserPlayer2.health - 1
end
end
-- Hit player1
if v.collider:enter("Player1") then
--print("Player 1 hit themselves!")
table.remove(Bullets1, i)
v.collider:destroy()
if UserPlayer1.health > 0 then
@@ -31,18 +76,24 @@ function UpdateGame(dt)
end
end
if v.collider:enter("Player1") then
print("Player 1 hit themselves!")
--Hit another bullet
if v.collider:enter("Bullet1") then
table.remove(Bullets1, i)
v.collider:destroy()
if UserPlayer1.health > 0 then
UserPlayer1.health = UserPlayer1.health - 1
end
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
if v.collider:enter("Player2") then
print("Player 2 hit themselves!")
--Hit another bullet
if v.collider:enter("Bullet2") then
table.remove(Bullets2, i)
v.collider:destroy()
if UserPlayer2.health > 0 then
UserPlayer2.health = UserPlayer2.health - 1
end
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()
UserPlayer2:updateCol()
UserPlayer1:update(dt)
UserPlayer2:update(dt)
end
+13 -37
View File
@@ -1,44 +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.rectangle("fill", 0, 0, width, height)
love.graphics.setColor(0,0,0)
love.graphics.print("MENU", 100,100)
love.graphics.setColor(0.5, 1, 1)
love.graphics.rectangle("fill", 0, 0, width, height)
love.graphics.setColor(0, 0, 0)
love.graphics.print("Tanks-A-Lot", 100, 100)
end
function DrawMenu()
local bwidth, bheight = 300, 140
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)
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)
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
love.graphics.setColor(255, 255, 255) -- reset colours
end
+21 -8
View File
@@ -1,5 +1,5 @@
function MenuKeyPressed(key)
if key == 'return' then
if key == "return" then
-- 0 Start Game
-- 1 ??
-- 2 ???
@@ -7,19 +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
@@ -38,4 +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
+15 -39
View File
@@ -1,45 +1,21 @@
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("fill", 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.setColor(1,1,1) -- reset colours
love.graphics.print(text, textX, textY)
end
function DrawPause()
local opacity = 0.3
local height = love.graphics.getHeight()
local width = love.graphics.getWidth()
local bwidth, bheight = 300, 140
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)
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)
love.graphics.setColor(1, 1, 1)
love.graphics.print("PAUSED", 100, 100)
--love.graphics.print("" .. PAUSE_POS, 200,200)
button(100, 200, bwidth, bheight, "Return", PAUSE_POS == 0 and true or false)
button(100, 350, bwidth, bheight, "Menu", PAUSE_POS == 1 and true or false)
button(100, 500, bwidth, bheight, "Quit", PAUSE_POS == 2 and true or false)
love.graphics.setColor(255,255,255) -- reset colours
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
+41 -22
View File
@@ -1,30 +1,49 @@
function PauseKeyPressed(key)
if key == 'return' then
musicBattle:setVolume(0.5)
musicPause:setVolume(0)
-- 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 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
elseif PAUSE_POS == 1 then
_G.GAMESTATE = "MENU"
print("STATE CHANEGD: MENU!")
_G.PAUSED = false
musicPause:stop()
musicBattle:stop()
elseif PAUSE_POS == 2 then
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
end
end
if love.keyboard.isDown("up") then
if _G.PAUSE_POS == 0 then
+1 -2
View File
@@ -1,2 +1 @@
function UpdatePause(dt)
end
function UpdatePause(dt) end
+3 -3
View File
@@ -18,9 +18,9 @@ love game.love
## Credits
* Programming: Simon
* Programming: Simon [website](https://simonkellet.xyz)
* Art: Laura
* Music: AJ
* Music: AJ [website](https://sites.google.com/view/bitnailz)
# TODOS
@@ -28,7 +28,7 @@ love game.love
* [] Better music (for each level)
* [] Fill out menu screen
* [] Finally fix physics
* [] Make more maps (different lecel types)
* [] Make more maps (different level types)
* [] Fix player placement at start of game
## 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
+64 -23
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
@@ -31,35 +37,70 @@ 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
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()
-- Calculate the velocity
local dx = math.cos(self.rotation) * self.speed * dt
local dy = math.sin(self.rotation) * self.speed * dt
----TODO: fix this
-- Check for collisions
if self.collider:enter("Wall") then
self.bounce = self.bounce + 1
--set the new angle
self.rotation = angle
self.collider:setAngle(self.rotation)
end
dx = cos(self.rotation) * self.speed * dt
dy = sin(self.rotation) * self.speed * dt
self.collider:setLinearVelocity(dx, dy)
-- Get the collision normal
local collision_data = self.collider:getEnterCollisionData("Wall")
local contact = collision_data.contact
local normal_x, normal_y = contact:getNormal()
-- 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
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
-- 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
end
-- Update position
self.x = self.collider:getX()
self.y = self.collider:getY()
end
]]
function Bullet:draw()
for _, _ in ipairs(Bullets1) do
love.graphics.draw(
View File
+6
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 = "Tanks-A-Lot"
t.window.resizable = true
t.version = "11.5"
end
+46
View File
@@ -1,8 +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 --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
+30 -39
View File
@@ -7,62 +7,53 @@
-- the terms of the MIT license. See LICENSE for details.
--
local Object = {}
Object.__index = Object
function Object:new()
end
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
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
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
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"
return "Object"
end
function Object:__call(...)
local obj = setmetatable({}, self)
obj:new(...)
return obj
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
+147 -118
View File
@@ -10,150 +10,179 @@ 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 }
end
local function Node(x, y, w, h)
return {x = x, y = y, w = w, h = h}
end
local function nextpow2(n)
local res = 1
while res <= n do
res = res * 2
end
return res
end
local function nextpow2( n )
local res = 1
while res <= n do
res = res * 2
end
return res
end
local function loadImgs()
local images = {}
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])
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)
end
return images
end
local function loadImgs()
local images = {}
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] )
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 )
end
return images
end
--TODO: understand this func
local function add(root, id, w, h)
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
end
if root.right then
local node = add(root.right, id, w, h)
if node then
return node
end
end
return nil
end
--TODO: understand this func
local function add(root, id, w, h)
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
end
if root.right then
local node = add(root.right, id, w, h)
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
local _w, _h = root.w - w, root.h - h
if _w <= _h then
root.left = Node(root.x + w, root.y, _w, h)
root.right = Node(root.x, root.y + h, root.w, _h)
else
root.left = Node(root.x, root.y + h, w, _h)
root.right = Node(root.x + w, root.y, _w, root.h)
end
if _w <= _h then
root.left = Node(root.x + w, root.y, _w, h)
root.right = Node(root.x, root.y + h, root.w, _h)
else
root.left = Node(root.x, root.y + h, w, _h)
root.right = Node(root.x + w, root.y, _w, root.h)
end
root.w = w
root.h = h
root.id = id
root.w = w
root.h = h
root.id = id
return root
end
return root
end
local function unmap(root)
if not root then
return {}
end
local function unmap(root)
if not root then return {} end
local tree = {}
if root.id then
tree[root.id] = {}
tree[root.id].x, tree[root.id].y = root.x, root.y
end
local tree = {}
if root.id then
tree[root.id] = {}
tree[root.id].x, tree[root.id].y = root.x, root.y
end
local left = unmap(root.left)
local right = unmap(root.right)
local left = unmap(root.left)
local right = unmap(root.right)
for k, v in pairs(left) do
tree[k] = {}
tree[k].x, tree[k].y = v.x, v.y
end
for k, v in pairs(right) do
tree[k] = {}
tree[k].x, tree[k].y = v.x, v.y
end
for k, v in pairs(left) do
tree[k] = {}
tree[k].x, tree[k].y = v.x, v.y
end
for k, v in pairs(right) do
tree[k] = {}
tree[k].x, tree[k].y = v.x, v.y
end
return tree
end
return tree
end
local function bake()
local images = loadImgs()
local function bake()
local images = loadImgs()
local root = {}
local w, h = images[1].w, images[1].h
local root = {}
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
end
if pow2 then
if w % 1 == 0 then w = nextpow2(w) end
if h % 1 == 0 then h = nextpow2(h) end
end
repeat
local node
repeat
local node
root = Node(0, 0, w, h)
root = Node(0, 0, w, h)
for i = 1, #images do
node = add(root, i, images[i].w, images[i].h)
if not node then
break
end
end
for i = 1, #images do
node = add(root, i, images[i].w, images[i].h)
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
else
if pow2 then
w = w * 2
else
w = w + 1
end
end
else
break
end
until false
if not node then
if h <= w then
if pow2 then h = h * 2 else h = h + 1 end
else
if pow2 then w = w * 2 else w = w + 1 end
end
else
break
end
until false
local limits = love.graphics.getSystemLimits()
if w > limits.texturesize or h > limits.texturesize then
return "Resulting texture is too large for this system"
end
local limits = love.graphics.getSystemLimits()
if w > limits.texturesize or h > limits.texturesize then
return "Resulting texture is too large for this system"
end
local coords = unmap(root)
local map = love.graphics.newCanvas(w, h)
love.graphics.setCanvas(map)
-- love.graphics.clear()
local coords = unmap(root)
local map = love.graphics.newCanvas(w, h)
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
end
love.graphics.setCanvas()
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
end
love.graphics.setCanvas()
if sort == "ids" then
table.sort(coords, function(a, b)
return (a.id < b.id)
end)
end
if sort == "ids" then
table.sort( coords, function( a, b ) return ( a.id < b.id ) end )
end
return { image = map, coords = coords }
end
return { image = map, coords = coords }
end
return bake()
return bake()
end
return module
+1 -1
View File
@@ -1,4 +1,4 @@
local lg = _G.love.graphics
local lg = _G.love.graphics
local graphics = { isCreated = lg and true or false }
function graphics.newSpriteBatch(...)
+286 -310
View File
@@ -5,22 +5,22 @@
-- @license MIT/X11
local STI = {
_LICENSE = "MIT/X11",
_URL = "https://github.com/karai17/Simple-Tiled-Implementation",
_VERSION = "1.2.3.0",
_LICENSE = "MIT/X11",
_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$', '') .. "."
local love = _G.love
local cwd = (...):gsub("%.init$", "") .. "."
local utils = require(cwd .. "utils")
local ceil = math.ceil
local ceil = math.ceil
local floor = math.floor
local lg = require(cwd .. "graphics")
local lg = require(cwd .. "graphics")
local atlas = require(cwd .. "atlas")
local Map = {}
local Map = {}
Map.__index = Map
local function new(map, plugins, ox, oy)
@@ -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 ""
@@ -79,58 +76,58 @@ function Map:init(path, plugins, ox, oy)
end
self:resize()
self.objects = {}
self.tiles = {}
self.objects = {}
self.tiles = {}
self.tileInstances = {}
self.offsetx = ox or 0
self.offsety = oy or 0
self.freeBatchSprites = {}
setmetatable(self.freeBatchSprites, { __mode = 'k' })
setmetatable(self.freeBatchSprites, { __mode = "k" })
-- Set tiles, images
local gid = 1
for i, tileset in ipairs(self.tilesets) do
assert(not tileset.filename, "STI does not support external Tilesets.\nYou need to embed all Tilesets.")
if tileset.image then
-- Cache images
if lg.isCreated then
local formatted_path = utils.format_path(path .. tileset.image)
if tileset.image then
-- Cache images
if lg.isCreated then
local formatted_path = utils.format_path(path .. tileset.image)
if not STI.cache[formatted_path] then
utils.fix_transparent_color(tileset, formatted_path)
utils.cache_image(STI, formatted_path, tileset.image)
else
tileset.image = STI.cache[formatted_path]
end
end
if not STI.cache[formatted_path] then
utils.fix_transparent_color(tileset, formatted_path)
utils.cache_image(STI, formatted_path, tileset.image)
else
tileset.image = STI.cache[formatted_path]
end
end
gid = self:setTiles(i, tileset, gid)
elseif tileset.tilecount > 0 then
-- 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
end
gid = self:setTiles(i, tileset, gid)
elseif tileset.tilecount > 0 then
-- 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
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)
if lg.isCreated then
local formatted_path = utils.format_path(path .. tileset.name)
if not STI.cache[formatted_path] then
-- No need to fix transparency color for collections
utils.cache_image(STI, formatted_path, map.image)
tileset.image = map.image
else
tileset.image = STI.cache[formatted_path]
end
end
if not STI.cache[formatted_path] then
-- No need to fix transparency color for collections
utils.cache_image(STI, formatted_path, map.image)
tileset.image = map.image
else
tileset.image = STI.cache[formatted_path]
end
end
gid = self:setAtlasTiles(i, tileset, map.coords, gid)
end
gid = self:setAtlasTiles(i, tileset, map.coords, gid)
end
end
local layers = {}
@@ -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
@@ -192,19 +189,19 @@ end
-- @param gid First Global ID in Tileset
-- @return number Next Tileset's first Global ID
function Map:setTiles(index, tileset, gid)
local quad = lg.newQuad
local imageW = tileset.imagewidth
local imageH = tileset.imageheight
local tileW = tileset.tilewidth
local tileH = tileset.tileheight
local margin = tileset.margin
local quad = lg.newQuad
local imageW = tileset.imagewidth
local imageH = tileset.imageheight
local tileW = tileset.tilewidth
local tileH = tileset.tileheight
local margin = tileset.margin
local spacing = tileset.spacing
local w = utils.get_tiles(imageW, tileW, margin, spacing)
local h = utils.get_tiles(imageH, tileH, margin, spacing)
local w = utils.get_tiles(imageW, tileW, margin, spacing)
local h = utils.get_tiles(imageH, tileH, margin, spacing)
for y = 1, h do
for x = 1, w do
local id = gid - tileset.firstgid
local id = gid - tileset.firstgid
local quadX = (x - 1) * tileW + margin + (x - 1) * spacing
local quadY = (y - 1) * tileH + margin + (y - 1) * spacing
local type = ""
@@ -212,10 +209,10 @@ function Map:setTiles(index, tileset, gid)
for _, tile in pairs(tileset.tiles) do
if tile.id == id then
properties = tile.properties
animation = tile.animation
properties = tile.properties
animation = tile.animation
objectGroup = tile.objectGroup
type = tile.type
type = tile.type
if tile.terrain then
terrain = {}
@@ -228,31 +225,27 @@ function Map:setTiles(index, tileset, gid)
end
local tile = {
id = id,
gid = gid,
tileset = index,
type = type,
quad = quad(
quadX, quadY,
tileW, tileH,
imageW, imageH
),
properties = properties or {},
terrain = terrain,
animation = animation,
id = id,
gid = gid,
tileset = index,
type = type,
quad = quad(quadX, quadY, tileW, tileH, imageW, imageH),
properties = properties or {},
terrain = terrain,
animation = animation,
objectGroup = objectGroup,
frame = 1,
time = 0,
width = tileW,
height = tileH,
sx = 1,
sy = 1,
r = 0,
offset = tileset.tileoffset,
frame = 1,
time = 0,
width = tileW,
height = tileH,
sx = 1,
sy = 1,
r = 0,
offset = tileset.tileoffset,
}
self.tiles[gid] = tile
gid = gid + 1
gid = gid + 1
end
end
@@ -266,50 +259,46 @@ end
-- @param gid First Global ID in Tileset
-- @return number Next Tileset's first Global ID
function Map:setAtlasTiles(index, tileset, coords, gid)
local quad = lg.newQuad
local imageW = tileset.image:getWidth()
local imageH = tileset.image:getHeight()
local quad = lg.newQuad
local imageW = tileset.image:getWidth()
local imageH = tileset.image:getHeight()
local firstgid = tileset.firstgid
for i = 1, #tileset.tiles do
local tile = tileset.tiles[i]
if tile.terrain then
terrain = {}
local firstgid = tileset.firstgid
for i = 1, #tileset.tiles do
local tile = tileset.tiles[i]
if tile.terrain then
terrain = {}
for j = 1, #tile.terrain do
terrain[j] = tileset.terrains[tile.terrain[j] + 1]
end
end
for j = 1, #tile.terrain do
terrain[j] = tileset.terrains[tile.terrain[j] + 1]
end
end
local tile = {
id = tile.id,
gid = firstgid + tile.id,
tileset = index,
class = tile.class,
quad = quad(
coords[i].x, coords[i].y,
tile.width, tile.height,
imageW, imageH
),
properties = tile.properties or {},
terrain = terrain,
animation = tile.animation,
objectGroup = tile.objectGroup,
frame = 1,
time = 0,
width = tile.width,
height = tile.height,
sx = 1,
sy = 1,
r = 0,
offset = tileset.tileoffset,
}
local tile = {
id = tile.id,
gid = firstgid + tile.id,
tileset = index,
class = tile.class,
quad = quad(coords[i].x, coords[i].y, tile.width, tile.height, imageW, imageH),
properties = tile.properties or {},
terrain = terrain,
animation = tile.animation,
objectGroup = tile.objectGroup,
frame = 1,
time = 0,
width = tile.width,
height = tile.height,
sx = 1,
sy = 1,
r = 0,
offset = tileset.tileoffset,
}
-- Be aware that in collections self.tiles can be a sparse array
self.tiles[tile.gid] = tile
end
-- Be aware that in collections self.tiles can be a sparse array
self.tiles[tile.gid] = tile
end
return gid + #tileset.tiles
return gid + #tileset.tiles
end
--- Create Layers
@@ -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)
@@ -339,21 +334,27 @@ function Map:setLayer(layer, path)
end
end
layer.x = (layer.x or 0) + layer.offsetx + self.offsetx
layer.y = (layer.y or 0) + layer.offsety + self.offsety
layer.x = (layer.x or 0) + layer.offsetx + self.offsetx
layer.y = (layer.y or 0) + layer.offsety + self.offsety
layer.update = function() end
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)
@@ -361,8 +362,8 @@ function Map:setLayer(layer, path)
utils.cache_image(STI, formatted_path)
end
layer.image = STI.cache[formatted_path]
layer.width = layer.image:getWidth()
layer.image = STI.cache[formatted_path]
layer.width = layer.image:getWidth()
layer.height = layer.image:getHeight()
end
end
@@ -380,7 +381,7 @@ function Map:setTileData(layer)
return
end
local i = 1
local i = 1
local map = {}
for y = 1, layer.height do
@@ -404,7 +405,7 @@ end
-- @param layer The Object Layer
function Map:setObjectData(layer)
for _, object in ipairs(layer.objects) do
object.layer = layer
object.layer = layer
self.objects[object.id] = object
end
end
@@ -413,10 +414,10 @@ end
-- @param layer The Object Layer
function Map:setObjectCoordinates(layer)
for _, object in ipairs(layer.objects) do
local x = layer.x + object.x
local y = layer.y + object.y
local w = object.width
local h = object.height
local x = layer.x + object.x
local y = layer.y + object.y
local w = object.width
local h = object.height
local cos = math.cos(math.rad(object.rotation))
local sin = math.sin(math.rad(object.rotation))
@@ -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
@@ -444,14 +445,14 @@ function Map:setObjectCoordinates(layer)
end
elseif object.shape == "polygon" then
for _, vertex in ipairs(object.polygon) do
vertex.x = vertex.x + x
vertex.y = vertex.y + y
vertex.x = vertex.x + x
vertex.y = vertex.y + y
vertex.x, vertex.y = utils.rotate_vertex(self, vertex, x, y, cos, sin)
end
elseif object.shape == "polyline" then
for _, vertex in ipairs(object.polyline) do
vertex.x = vertex.x + x
vertex.y = vertex.y + y
vertex.x = vertex.x + x
vertex.y = vertex.y + y
vertex.x, vertex.y = utils.rotate_vertex(self, vertex, x, y, cos, sin)
end
end
@@ -527,16 +528,16 @@ end
-- @param number Tile location on Y axis (in tiles)
function Map:addNewLayerTile(layer, chunk, tile, x, y)
local tileset = tile.tileset
local image = self.tilesets[tile.tileset].image
local image = self.tilesets[tile.tileset].image
local batches
local size
if chunk then
batches = chunk.batches
size = chunk.width * chunk.height
size = chunk.width * chunk.height
else
batches = layer.batches
size = layer.width * layer.height
size = layer.width * layer.height
end
batches[tileset] = batches[tileset] or lg.newSpriteBatch(image, size)
@@ -547,11 +548,11 @@ function Map:addNewLayerTile(layer, chunk, tile, x, y)
local instance = {
layer = layer,
chunk = chunk,
gid = tile.gid,
x = tileX,
y = tileY,
r = tile.r,
oy = 0
gid = tile.gid,
x = tileX,
y = tileY,
r = tile.r,
oy = 0,
}
-- NOTE: STI can run headless so it is not guaranteed that a batch exists.
@@ -575,10 +576,10 @@ function Map:set_batches(layer, chunk)
local offsetX = chunk and chunk.x or 0
local offsetY = chunk and chunk.y or 0
local startX = 1
local startY = 1
local endX = chunk and chunk.width or layer.width
local endY = chunk and chunk.height or layer.height
local startX = 1
local startY = 1
local endX = chunk and chunk.width or layer.width
local endY = chunk and chunk.height or layer.height
local incrementX = 1
local incrementY = 1
@@ -683,7 +684,7 @@ end
-- @param layer The Object Layer
function Map:setObjectSpriteBatches(layer)
local newBatch = lg.newSpriteBatch
local batches = {}
local batches = {}
if layer.draworder == "topdown" then
table.sort(layer.objects, function(a, b)
@@ -693,13 +694,13 @@ function Map:setObjectSpriteBatches(layer)
for _, object in ipairs(layer.objects) do
if object.gid then
local tile = self.tiles[object.gid] or self:setFlippedGID(object.gid)
local tile = self.tiles[object.gid] or self:setFlippedGID(object.gid)
local tileset = tile.tileset
local image = self.tilesets[tileset].image
local image = self.tilesets[tileset].image
batches[tileset] = batches[tileset] or newBatch(image)
local sx = object.width / tile.width
local sx = object.width / tile.width
local sy = object.height / tile.height
-- Tiled rotates around bottom left corner, where love2D rotates around top left corner
@@ -731,14 +732,14 @@ function Map:setObjectSpriteBatches(layer)
end
local instance = {
id = batch:add(tile.quad, tileX, tileY, tileR, tile.sx * sx, tile.sy * sy, ox, oy),
id = batch:add(tile.quad, tileX, tileY, tileR, tile.sx * sx, tile.sy * sy, ox, oy),
batch = batch,
layer = layer,
gid = tile.gid,
x = tileX,
y = tileY - oy,
r = tileR,
oy = oy
gid = tile.gid,
x = tileX,
y = tileY - oy,
r = tileR,
oy = oy,
}
self.tileInstances[tile.gid] = self.tileInstances[tile.gid] or {}
@@ -756,12 +757,12 @@ end
function Map:addCustomLayer(name, index)
index = index or #self.layers + 1
local layer = {
type = "customlayer",
name = name,
visible = true,
opacity = 1,
properties = {},
}
type = "customlayer",
name = name,
visible = true,
opacity = 1,
properties = {},
}
function layer.draw() end
function layer.update() end
@@ -778,16 +779,16 @@ end
function Map:convertToCustomLayer(index)
local layer = assert(self.layers[index], "Layer not found: " .. index)
layer.type = "customlayer"
layer.x = nil
layer.y = nil
layer.width = nil
layer.height = nil
layer.type = "customlayer"
layer.x = nil
layer.y = nil
layer.width = nil
layer.height = nil
layer.encoding = nil
layer.data = nil
layer.chunks = nil
layer.objects = nil
layer.image = nil
layer.data = nil
layer.chunks = nil
layer.objects = nil
layer.image = nil
function layer.draw() end
function layer.update() end
@@ -862,16 +863,19 @@ function Map:update(dt)
tile.time = tile.time + dt * 1000
while tile.time > tonumber(tile.animation[tile.frame].duration) do
update = true
tile.time = tile.time - tonumber(tile.animation[tile.frame].duration)
update = true
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
@@ -996,10 +1000,10 @@ function Map:drawObjectLayer(layer)
assert(layer.type == "objectgroup", "Invalid layer type: " .. layer.type .. ". Layer must be of type: objectgroup")
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 reset = { r, g, b, a * layer.opacity }
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 reset = { r, g, b, a * layer.opacity }
local function sortVertices(obj)
local vertex = {}
@@ -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
@@ -1118,51 +1122,51 @@ end
-- @param gid The flagged Global ID
-- @return table Flipped Tile
function Map:setFlippedGID(gid)
local bit31 = 2147483648
local bit30 = 1073741824
local bit29 = 536870912
local flipX = false
local flipY = false
local flipD = false
local bit31 = 2147483648
local bit30 = 1073741824
local bit29 = 536870912
local flipX = false
local flipY = false
local flipD = false
local realgid = gid
if realgid >= bit31 then
realgid = realgid - bit31
flipX = not flipX
flipX = not flipX
end
if realgid >= bit30 then
realgid = realgid - bit30
flipY = not flipY
flipY = not flipY
end
if realgid >= bit29 then
realgid = realgid - bit29
flipD = not flipD
flipD = not flipD
end
local tile = self.tiles[realgid]
local data = {
id = tile.id,
gid = gid,
tileset = tile.tileset,
frame = tile.frame,
time = tile.time,
width = tile.width,
height = tile.height,
offset = tile.offset,
quad = tile.quad,
id = tile.id,
gid = gid,
tileset = tile.tileset,
frame = tile.frame,
time = tile.time,
width = tile.width,
height = tile.height,
offset = tile.offset,
quad = tile.quad,
properties = tile.properties,
terrain = tile.terrain,
animation = tile.animation,
sx = tile.sx,
sy = tile.sy,
r = tile.r,
terrain = tile.terrain,
animation = tile.animation,
sx = tile.sx,
sy = tile.sy,
r = tile.r,
}
if flipX then
if flipY and flipD then
data.r = math.rad(-90)
data.r = math.rad(-90)
data.sy = -1
elseif flipY then
data.sx = -1
@@ -1179,7 +1183,7 @@ function Map:setFlippedGID(gid)
data.sy = -1
end
elseif flipD then
data.r = math.rad(90)
data.r = math.rad(90)
data.sy = -1
end
@@ -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)
@@ -1329,12 +1320,12 @@ function Map:swapTile(instance, tile)
newInstance.layer = instance.layer
newInstance.batch = instance.batch
newInstance.id = instance.id
newInstance.gid = tile.gid or 0
newInstance.x = instance.x
newInstance.y = instance.y
newInstance.r = tile.r or 0
newInstance.oy = tile.r ~= 0 and tile.height or 0
newInstance.id = instance.id
newInstance.gid = tile.gid or 0
newInstance.x = instance.x
newInstance.y = instance.y
newInstance.r = tile.r or 0
newInstance.oy = tile.r ~= 0 and tile.height or 0
table.insert(self.tileInstances[tile.gid], newInstance)
end
end
@@ -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 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
local tileW = self.tilewidth
local tileH = self.tileheight
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
@@ -1386,20 +1368,16 @@ 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 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"
local staggerX = self.staggeraxis == "x"
local even = self.staggerindex == "even"
local function topLeft(x, y)
if staggerX then
@@ -1474,48 +1452,48 @@ function Map:convertPixelToTile(x, y)
y = y - (even and tileH / 2 or 0)
end
local halfH = tileH / 2
local ratio = tileH / tileW
local halfH = tileH / 2
local ratio = tileH / tileW
local referenceX = ceil(x / tileW)
local referenceY = ceil(y / tileH)
local relativeX = x - referenceX * tileW
local relativeY = y - referenceY * tileH
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
return referenceX, referenceY
elseif self.orientation == "hexagonal" then
local staggerX = self.staggeraxis == "x"
local even = self.staggerindex == "even"
local tileW = self.tilewidth
local tileH = self.tileheight
local sideLenX = 0
local sideLenY = 0
local staggerX = self.staggeraxis == "x"
local even = self.staggerindex == "even"
local tileW = self.tilewidth
local tileH = self.tileheight
local sideLenX = 0
local sideLenY = 0
local colW = tileW / 2
local rowH = tileH / 2
local colW = tileW / 2
local rowH = tileH / 2
if staggerX then
sideLenX = self.hexsidelength
x = x - (even and tileW or (tileW - sideLenX) / 2)
colW = colW - (colW - sideLenX / 2) / 2
colW = colW - (colW - sideLenX / 2) / 2
else
sideLenY = self.hexsidelength
y = y - (even and tileH or (tileH - sideLenY) / 2)
rowH = rowH - (rowH - sideLenY / 2) / 2
rowH = rowH - (rowH - sideLenY / 2) / 2
end
local referenceX = ceil(x) / (colW * 2)
local referenceY = ceil(y) / (rowH * 2)
-- If in staggered line, then shift reference by 0.5 of other axes
-- If in staggered line, then shift reference by 0.5 of other axes
if staggerX then
if (floor(referenceX) % 2 == 0) == even then
referenceY = referenceY - 0.5
@@ -1526,31 +1504,31 @@ function Map:convertPixelToTile(x, y)
end
end
local relativeX = x - referenceX * colW * 2
local relativeY = y - referenceY * rowH * 2
local relativeX = x - referenceX * colW * 2
local relativeY = y - referenceY * rowH * 2
local centers
if staggerX then
local left = sideLenX / 2
local left = sideLenX / 2
local centerX = left + colW
local centerY = tileH / 2
centers = {
{ x = left, y = centerY },
{ x = centerX, y = centerY - rowH },
{ x = centerX, y = centerY + rowH },
{ x = centerX + colW, y = centerY },
{ x = left, y = centerY },
{ x = centerX, y = centerY - rowH },
{ x = centerX, y = centerY + rowH },
{ x = centerX + colW, y = centerY },
}
else
local top = sideLenY / 2
local top = sideLenY / 2
local centerX = tileW / 2
local centerY = top + rowH
centers = {
{ x = centerX, y = top },
{ 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
@@ -1571,24 +1549,22 @@ function Map:convertPixelToTile(x, y)
end
local offsetsStaggerX = {
{ x = 1, y = 1 },
{ x = 2, y = 0 },
{ x = 2, y = 1 },
{ x = 3, y = 1 },
{ x = 1, y = 1 },
{ x = 2, y = 0 },
{ x = 2, y = 1 },
{ x = 3, y = 1 },
}
local offsetsStaggerY = {
{ x = 1, y = 1 },
{ x = 0, y = 2 },
{ x = 1, y = 2 },
{ x = 1, y = 3 },
{ x = 1, y = 1 },
{ x = 0, y = 2 },
{ x = 1, y = 2 },
{ x = 1, y = 3 },
}
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
+57 -57
View File
@@ -4,14 +4,14 @@
-- @copyright 2019
-- @license MIT/X11
local love = _G.love
local utils = require((...):gsub('plugins.box2d', 'utils'))
local lg = require((...):gsub('plugins.box2d', 'graphics'))
local love = _G.love
local utils = require((...):gsub("plugins.box2d", "utils"))
local lg = require((...):gsub("plugins.box2d", "graphics"))
return {
box2d_LICENSE = "MIT/X11",
box2d_URL = "https://github.com/karai17/Simple-Tiled-Implementation",
box2d_VERSION = "2.3.2.7",
box2d_LICENSE = "MIT/X11",
box2d_URL = "https://github.com/karai17/Simple-Tiled-Implementation",
box2d_VERSION = "2.3.2.7",
box2d_DESCRIPTION = "Box2D hooks for STI.",
--- Initialize Box2D physics world.
@@ -19,7 +19,7 @@ return {
box2d_init = function(map, world)
assert(love.physics, "To use the Box2D plugin, please enable the love.physics module.")
local body = love.physics.newBody(world, map.offsetx, map.offsety)
local body = love.physics.newBody(world, map.offsetx, map.offsety)
local collision = {
body = body,
}
@@ -40,32 +40,32 @@ 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)
fixture:setUserData(userdata)
-- Set some custom properties from userdata (or use default set by box2d)
fixture:setFriction(userdata.properties.friction or 0.2)
fixture:setFriction(userdata.properties.friction or 0.2)
fixture:setRestitution(userdata.properties.restitution or 0.0)
fixture:setSensor(userdata.properties.sensor or false)
fixture:setSensor(userdata.properties.sensor or false)
fixture:setFilterData(
userdata.properties.categories or 1,
userdata.properties.mask or 65535,
userdata.properties.group or 0
userdata.properties.mask or 65535,
userdata.properties.group or 0
)
local obj = {
object = object,
body = currentBody,
shape = shape,
object = object,
body = currentBody,
shape = shape,
fixture = fixture,
}
@@ -84,33 +84,33 @@ return {
local function calculateObjectPosition(object, tile)
local o = {
shape = object.shape,
x = (object.dx or object.x) + map.offsetx,
y = (object.dy or object.y) + map.offsety,
w = object.width,
h = object.height,
polygon = object.polygon or object.polyline or object.ellipse or object.rectangle
shape = object.shape,
x = (object.dx or object.x) + map.offsetx,
y = (object.dy or object.y) + map.offsety,
w = object.width,
h = object.height,
polygon = object.polygon or object.polyline or object.ellipse or object.rectangle,
}
local userdata = {
object = o,
properties = object.properties
object = o,
properties = object.properties,
}
o.r = object.rotation or 0
if o.shape == "rectangle" then
local cos = math.cos(math.rad(o.r))
local sin = math.sin(math.rad(o.r))
local oy = 0
local oy = 0
if object.gid then
local tileset = map.tilesets[map.tiles[object.gid].tileset]
local lid = object.gid - tileset.firstgid
local t = {}
local lid = object.gid - tileset.firstgid
local t = {}
-- This fixes a height issue
o.y = o.y + map.tiles[object.gid].offset.y
oy = o.h
o.y = o.y + map.tiles[object.gid].offset.y
oy = o.h
for _, tt in ipairs(tileset.tiles) do
if tt.id == lid then
@@ -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
@@ -149,7 +149,7 @@ return {
if not o.polygon then
o.polygon = utils.convert_ellipse_to_polygon(o.x, o.y, o.w, o.h)
end
local vertices = getPolygonVertices(o)
local vertices = getPolygonVertices(o)
local triangles = love.math.triangulate(vertices)
for _, triangle in ipairs(triangles) do
@@ -167,7 +167,7 @@ return {
end
end
local vertices = getPolygonVertices(o)
local vertices = getPolygonVertices(o)
local triangles = love.math.triangulate(vertices)
for _, triangle in ipairs(triangles) do
@@ -197,12 +197,12 @@ return {
-- Every instance of a tile
if tile.properties.collidable == true then
local object = {
shape = "rectangle",
x = instance.x,
y = instance.y,
width = map.tilewidth,
height = map.tileheight,
properties = tile.properties
shape = "rectangle",
x = instance.x,
y = instance.y,
width = map.tilewidth,
height = map.tileheight,
properties = tile.properties,
}
calculateObjectPosition(object, instance)
@@ -222,12 +222,12 @@ return {
for _, instance in ipairs(tiles) do
if instance.layer == layer then
local object = {
shape = "rectangle",
x = instance.x,
y = instance.y,
width = tileset.tilewidth,
height = tileset.tileheight,
properties = tile.properties
shape = "rectangle",
x = instance.x,
y = instance.y,
width = tileset.tilewidth,
height = tileset.tileheight,
properties = tile.properties,
}
calculateObjectPosition(object, instance)
@@ -240,12 +240,12 @@ return {
end
elseif layer.type == "imagelayer" then
local object = {
shape = "rectangle",
x = layer.x or 0,
y = layer.y or 0,
width = layer.width,
height = layer.height,
properties = layer.properties
shape = "rectangle",
x = layer.x or 0,
y = layer.y or 0,
width = layer.width,
height = layer.height,
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.
+48 -55
View File
@@ -4,13 +4,13 @@
-- @copyright 2019
-- @license MIT/X11
local lg = require((...):gsub('plugins.bump', 'graphics'))
local lg = require((...):gsub("plugins.bump", "graphics"))
return {
bump_LICENSE = "MIT/X11",
bump_URL = "https://github.com/karai17/Simple-Tiled-Implementation",
bump_VERSION = "3.1.7.1",
bump_DESCRIPTION = "Bump hooks for STI.",
bump_LICENSE = "MIT/X11",
bump_URL = "https://github.com/karai17/Simple-Tiled-Implementation",
bump_VERSION = "3.1.7.1",
bump_DESCRIPTION = "Bump hooks for STI.",
--- Adds each collidable tile to the Bump world.
-- @param world The Bump world to add objects to.
@@ -29,15 +29,14 @@ return {
for _, object in ipairs(tile.objectGroup.objects) do
if object.properties.collidable == true then
local t = {
name = object.name,
type = object.type,
x = instance.x + map.offsetx + object.x,
y = instance.y + map.offsety + object.y,
width = object.width,
height = object.height,
layer = instance.layer,
properties = object.properties
name = object.name,
type = object.type,
x = instance.x + map.offsetx + object.x,
y = instance.y + map.offsety + object.y,
width = object.width,
height = object.height,
layer = instance.layer,
properties = object.properties,
}
world:add(t, t.x, t.y, t.width, t.height)
@@ -49,13 +48,13 @@ return {
-- Every instance of a tile
if tile.properties and tile.properties.collidable == true then
local t = {
x = instance.x + map.offsetx,
y = instance.y + map.offsety,
width = map.tilewidth,
height = map.tileheight,
layer = instance.layer,
type = tile.type,
properties = tile.properties
x = instance.x + map.offsetx,
y = instance.y + map.offsety,
width = map.tilewidth,
height = map.tileheight,
layer = instance.layer,
type = tile.type,
properties = tile.properties,
}
world:add(t, t.x, t.y, t.width, t.height)
@@ -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,
width = object.width,
height = object.height,
layer = layer,
properties = object.properties
name = object.name,
type = object.type,
x = ((x - 1) * map.tilewidth + tile.offset.x + map.offsetx) + object.x,
y = ((y - 1) * map.tileheight + tile.offset.y + map.offsety) + object.y,
width = object.width,
height = object.height,
layer = layer,
properties = object.properties,
}
world:add(t, t.x, t.y, t.width, t.height)
@@ -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,
width = tile.width,
height = tile.height,
layer = layer,
type = tile.type,
properties = tile.properties
x = (x - 1) * map.tilewidth + tile.offset.x + map.offsetx,
y = (y - 1) * map.tileheight + tile.offset.y + map.offsety,
width = tile.width,
height = tile.height,
layer = layer,
type = tile.type,
properties = tile.properties,
}
world:add(t, t.x, t.y, t.width, t.height)
@@ -112,23 +109,23 @@ return {
world:add(layer, layer.x, layer.y, layer.width, layer.height)
table.insert(collidables, layer)
end
end
end
-- individual collidable objects in a layer that is not "collidable"
-- or whole collidable objects layer
if layer.type == "objectgroup" then
if layer.type == "objectgroup" then
for _, obj in ipairs(layer.objects) do
if layer.properties.collidable == true or obj.properties.collidable == true then
if obj.shape == "rectangle" then
local t = {
name = obj.name,
type = obj.type,
x = obj.x + map.offsetx,
y = obj.y + map.offsety,
width = obj.width,
height = obj.height,
layer = layer,
properties = obj.properties
name = obj.name,
type = obj.type,
x = obj.x + map.offsetx,
y = obj.y + map.offsety,
width = obj.width,
height = obj.height,
layer = layer,
properties = obj.properties,
}
if obj.gid then
@@ -143,7 +140,7 @@ return {
end
end
map.bump_world = world
map.bump_world = world
map.bump_collidables = collidables
end,
@@ -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.
+41 -37
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
@@ -51,13 +57,17 @@ end
-- We just don't know.
function utils.get_tiles(imageW, tileW, margin, spacing)
imageW = imageW - margin
imageW = imageW - margin
local n = 0
while imageW >= tileW do
imageW = imageW - tileW
if n ~= 0 then imageW = imageW - spacing end
if imageW >= 0 then n = n + 1 end
if n ~= 0 then
imageW = imageW - spacing
end
if imageW >= 0 then
n = n + 1
end
end
return n
@@ -65,8 +75,8 @@ end
-- Decompress tile layer data
function utils.get_decompressed_data(data)
local ffi = require "ffi"
local d = {}
local ffi = require("ffi")
local d = {}
local decoded = ffi.cast("uint32_t*", data)
for i = 0, data:len() / ffi.sizeof("uint32_t") do
@@ -79,8 +89,8 @@ end
-- Convert a Tiled ellipse object to a LOVE polygon
function utils.convert_ellipse_to_polygon(x, y, w, h, max_segments)
local ceil = math.ceil
local cos = math.cos
local sin = math.sin
local cos = math.cos
local sin = math.sin
local function calc_segments(segments)
local function vdist(a, b)
@@ -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
@@ -106,8 +116,8 @@ function utils.convert_ellipse_to_polygon(x, y, w, h, max_segments)
for _, i in ipairs(v) do
local angle = (i / segments) * math.pi * 2
local px = x + w / 2 + cos(angle) * w / 2
local py = y + h / 2 + sin(angle) * h / 2
local px = x + w / 2 + cos(angle) * w / 2
local py = y + h / 2 + sin(angle) * h / 2
table.insert(vertices, { x = px / m, y = py / m })
end
@@ -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
@@ -130,8 +140,8 @@ function utils.convert_ellipse_to_polygon(x, y, w, h, max_segments)
for i = 0, segments do
local angle = (i / segments) * math.pi * 2
local px = x + w / 2 + cos(angle) * w / 2
local py = y + h / 2 + sin(angle) * h / 2
local px = x + w / 2 + cos(angle) * w / 2
local py = y + h / 2 + sin(angle) * h / 2
table.insert(vertices, { x = px, y = py })
end
@@ -141,30 +151,26 @@ end
function utils.rotate_vertex(map, vertex, x, y, cos, sin, oy)
if map.orientation == "isometric" then
x, y = utils.convert_isometric_to_screen(map, x, y)
x, y = utils.convert_isometric_to_screen(map, x, y)
vertex.x, vertex.y = utils.convert_isometric_to_screen(map, vertex.x, vertex.y)
end
vertex.x = vertex.x - x
vertex.y = vertex.y - y
return
x + cos * vertex.x - sin * vertex.y,
y + sin * vertex.x + cos * vertex.y - (oy or 0)
return x + cos * vertex.x - sin * vertex.y, y + sin * vertex.x + cos * vertex.y - (oy or 0)
end
--- Project isometric position to cartesian position
function utils.convert_isometric_to_screen(map, x, y)
local mapW = map.width
local tileW = map.tilewidth
local tileH = map.tileheight
local tileX = x / tileH
local tileY = y / tileH
local mapW = map.width
local tileW = map.tilewidth
local tileH = map.tileheight
local tileX = x / tileH
local tileY = y / tileH
local offsetX = mapW * tileW / 2
return
(tileX - tileY) * tileW / 2 + offsetX,
(tileX + tileY) * tileH / 2
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
+899 -692
View File
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
+116 -83
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
@@ -13,111 +72,83 @@ 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("libs/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("Pause/UpdatePause")
require("Game/DrawGame")
require("Menu/DrawMenu")
require("Pause/DrawPause")
require("Game/GameKeyPressed")
require("Menu/MenuKeyPressed")
require("Pause/PauseKeyPressed")
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)
-- Music streaming
musicMenu = love.audio.newSource("music/menu.mp3", "stream")
musicBattle = love.audio.newSource("music/battle.mp3", "stream")
musicStory = love.audio.newSource("music/story.mp3", "stream")
musicPause = musicBattle:clone()
musicPause:setFilter{
type = 'lowpass',
volume = 0.3,
highgain = 0.4,
}
--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)
@@ -130,14 +161,16 @@ function love.keypressed(key)
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() then
if not musicMenu:isPlaying() and not _G.MUTED then
musicMenu:setVolume(0.5)
love.audio.play(musicMenu)
end
@@ -145,9 +178,9 @@ function love.update(dt)
if _G.GAMESTATE == "PAUSE" then
UpdatePause(dt)
-- Handle music
if not musicPause:isPlaying() then
--musicBattle:setVolume(0)
--musicPause:setVolume(0.5)
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
@@ -155,13 +188,16 @@ function love.update(dt)
if _G.GAMESTATE == "GAME" then
UpdateGame(dt)
-- Handle music
if not musicBattle:isPlaying() then
--musicBattle:setVolume(0.5)
--musicPause:setVolume(0)
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
function love.draw()
@@ -173,11 +209,8 @@ 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()
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 = {
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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",
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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 = 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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<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">
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
</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")
+94 -78
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
@@ -35,91 +44,98 @@ 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)
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
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)
end
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(self.bulletSpeed)
table.insert(Bullets1, newBullet)
KeyPressTime1 = KeyDelay1
EnableKeyPress1 = false
end
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 love.keyboard.isDown("space") then
local newBullet = self:shoot(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 love.keyboard.isDown("return") then
local newBullet = self:shoot(bulletSpeed)
table.insert(Bullets2, newBullet)
KeyPressTime2 = KeyDelay2
EnableKeyPress2 = false
end
end
if EnableKeyPress2 == true and self.p == 2 then
if love.keyboard.isDown("return") then
local newBullet = self:shoot(self.bulletSpeed)
table.insert(Bullets2, newBullet)
KeyPressTime2 = KeyDelay2
EnableKeyPress2 = false
end
self.x = self.collider:getX()
self.y = self.collider:getY()
end
end
+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
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-- 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
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function truncate(number, decdigits)
number = number * (10 ^ decdigits)
number = math.floor(number)
number = number / (10 ^ decdigits)
return number
end