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8 Commits

Author SHA1 Message Date
Simon Kellet 8440be2ab1 better movement 4 months ago
Simon Kellet df4184eec4 moved stuff out of love.load 4 months ago
Simon Kellet e8a124fa63 bullet bounce count 4 months ago
Simon Kellet 78b4379143 debug keys 4 months ago
Simon Kellet b8106bc1aa deletes bullets after bouncing so many times 4 months ago
Simon Kellet f8d71bb27d moved 4 months ago
Simon Kellet 7016961609 restart doesnt stop battle music 4 months ago
Simon Kellet 95502bc429 added map 3 4 months ago
  1. 7
      Game/GameKeyPressed.lua
  2. 36
      Game/UpdateGame.lua
  3. 5
      constants.lua
  4. 80
      main.lua
  5. 368
      maps/map3.lua
  6. 67
      maps/map3.tmx
  7. 9
      player.lua
  8. 23
      restart.lua

@ -20,6 +20,7 @@ function GameKeyPressed(key)
end end
-- debug map changes! -- debug map changes!
--[[
if DebugFlag and key == "1" then if DebugFlag and key == "1" then
_G.CUR_LEVEL = 1 _G.CUR_LEVEL = 1
RestartGame() RestartGame()
@ -30,4 +31,10 @@ function GameKeyPressed(key)
RestartGame() RestartGame()
love.load() love.load()
end end
if DebugFlag and key == "3" then
_G.CUR_LEVEL = 3
RestartGame()
love.load()
end
--]]
end end

@ -39,6 +39,14 @@ function UpdateGame(dt)
for i, v in ipairs(Bullets1) do for i, v in ipairs(Bullets1) do
v:update(dt) 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 if v.y < 0 then --top of screen
table.remove(Bullets1, i) table.remove(Bullets1, i)
v.collider:destroy() v.collider:destroy()
@ -46,6 +54,8 @@ function UpdateGame(dt)
table.remove(Bullets1, i) table.remove(Bullets1, i)
v.collider:destroy() v.collider:destroy()
end end
-- Hit player2
if v.collider:enter("Player2") then if v.collider:enter("Player2") then
print("Player1 hit Player2!") print("Player1 hit Player2!")
table.remove(Bullets1, i) table.remove(Bullets1, i)
@ -55,6 +65,7 @@ function UpdateGame(dt)
end end
end end
-- Hit player1
if v.collider:enter("Player1") then if v.collider:enter("Player1") then
print("Player 1 hit themselves!") print("Player 1 hit themselves!")
table.remove(Bullets1, i) table.remove(Bullets1, i)
@ -63,10 +74,24 @@ function UpdateGame(dt)
UserPlayer1.health = UserPlayer1.health - 1 UserPlayer1.health = UserPlayer1.health - 1
end end
end end
--Hit another bullet
if v.collider:enter("Bullet1") then
table.remove(Bullets1, i)
v.collider:destroy()
end
end end
for i, v in ipairs(Bullets2) do for i, v in ipairs(Bullets2) do
v:update(dt) 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 if v.y < 0 then --top of screen
table.remove(Bullets2, i) table.remove(Bullets2, i)
v.collider:destroy() v.collider:destroy()
@ -75,6 +100,7 @@ function UpdateGame(dt)
v.collider:destroy() v.collider:destroy()
end end
-- Hit player2
if v.collider:enter("Player1") then if v.collider:enter("Player1") then
print("Player2 hit Player1!") print("Player2 hit Player1!")
table.remove(Bullets2, i) table.remove(Bullets2, i)
@ -83,16 +109,24 @@ function UpdateGame(dt)
UserPlayer2.health = UserPlayer2.health - 1 UserPlayer2.health = UserPlayer2.health - 1
end end
end end
-- Hit player1
if v.collider:enter("Player2") then if v.collider:enter("Player2") then
print("Player 2 hit themselves!") print("Player 2 hit themselves!")
table.remove(Bullets2, i) table.remove(Bullets2, i)
v.collider:destroy() v.collider:destroy()
if UserPlayer2.health > 0 then if UserPlayer2.health > 0 then
UserPlayer2.health = UserPlayer2.health - 1 UserPlayer2.health = UserPlayer2.health - 1
end end
end end
--Hit another bullet
if v.collider:enter("Bullet2") then
table.remove(Bullets2, i)
v.collider:destroy()
end end
end
UserPlayer1:handleKeys("w", "s", "a", "d", dt) UserPlayer1:handleKeys("w", "s", "a", "d", dt)
UserPlayer2:handleKeys("up", "down", "left", "right", dt) UserPlayer2:handleKeys("up", "down", "left", "right", dt)
UserPlayer1:updateCol() UserPlayer1:updateCol()

@ -8,6 +8,9 @@
-- --
GAMESTATE = "MENU" GAMESTATE = "MENU"
-- Mute for game
MUTED = false
MENU_POS = 0 MENU_POS = 0
MENU_MAX = 3 --0 play, 1 ?, 2 ?, 3 quit MENU_MAX = 3 --0 play, 1 ?, 2 ?, 3 quit
@ -16,7 +19,7 @@ PAUSE_POS = 0
PAUSE_MAX = 2 -- 0 resume, 1 menu, 2 quit PAUSE_MAX = 2 -- 0 resume, 1 menu, 2 quit
BULLETS_MAX = 10 -- MAX amount of bullets a player can shoot BULLETS_MAX = 10 -- MAX amount of bullets a player can shoot
--BULLETS_BOUCE_MAX = 7 -- MAX amount of bounces before exploding! BULLETS_BOUNCE_MAX = 7 -- MAX amount of bounces before exploding!
BULLETS_LIFETIME = 50 BULLETS_LIFETIME = 50
-- WIN flags for P1 and P2 -- WIN flags for P1 and P2

@ -1,21 +1,55 @@
Object = require("libs/classic")
require("constants") require("constants")
WF = require("libs/windfield") WF = require("libs/windfield")
STI = require("libs/sti") STI = require("libs/sti")
World = WF.newWorld(0, 0) --no gravity World = WF.newWorld(0, 0) --no gravity
World:setQueryDebugDrawing(true) -- Draws the area of a query for 10 frames --World:setQueryDebugDrawing(true) -- Draws the area of a query for 10 frames
World:addCollisionClass("Player1") World:addCollisionClass("Player1")
World:addCollisionClass("Bullet1") World:addCollisionClass("Bullet1")
World:addCollisionClass("Player2") World:addCollisionClass("Player2")
World:addCollisionClass("Bullet2") World:addCollisionClass("Bullet2")
World:addCollisionClass("Wall") World:addCollisionClass("Wall")
require("restart")
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 --Fonts used in the game
GameFont = love.graphics.newFont("assets/Daydream.ttf", 60) GameFont = love.graphics.newFont("assets/Daydream.ttf", 60)
DebugFont = love.graphics.newFont("assets/Daydream.ttf", 12) DebugFont = love.graphics.newFont("assets/Daydream.ttf", 12)
MenuFont = love.graphics.newFont("assets/Daydream.ttf", 45) MenuFont = love.graphics.newFont("assets/Daydream.ttf", 45)
Walls = {} 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() function love.run()
if love.load then if love.load then
love.load(love.arg.parseGameArguments(arg), arg) love.load(love.arg.parseGameArguments(arg), arg)
@ -70,34 +104,14 @@ function love.run()
end end
end end
function love.load() function love.load(args)
Object = require("libs/classic")
require("libs/restart")
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")
-- Set a random seed -- Set a random seed
love.math.setRandomSeed(love.timer.getTime()) love.math.setRandomSeed(love.timer.getTime())
--Game consts --Game values (reset after each load)
HEALTH = 3 HEALTH = 3
DELAY = 0.5 P1_DELAY = 0.5
P2_DELAY = 0.5
--Bullet lists --Bullet lists
Bullets1 = {} Bullets1 = {}
@ -106,28 +120,16 @@ function love.load()
DebugFlag = false DebugFlag = false
EnableKeyPress1 = true EnableKeyPress1 = true
KeyPressTime1 = 0 KeyPressTime1 = 0
KeyDelay1 = DELAY KeyDelay1 = P1_DELAY
EnableKeyPress2 = true EnableKeyPress2 = true
KeyPressTime2 = 0 KeyPressTime2 = 0
KeyDelay2 = DELAY KeyDelay2 = P2_DELAY
local playerSpeed = 12000 local playerSpeed = 12000
UserPlayer1 = Player(1, 1000, 100, HEALTH, "assets/player1.png", playerSpeed) UserPlayer1 = Player(1, 1000, 100, HEALTH, "assets/player1.png", playerSpeed)
UserPlayer2 = Player(2, 200, 300, HEALTH, "assets/player2.png", playerSpeed) UserPlayer2 = Player(2, 200, 300, HEALTH, "assets/player2.png", playerSpeed)
-- 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,
})
--STI Map loading --STI Map loading
LoadMap(_G.CUR_LEVEL) LoadMap(_G.CUR_LEVEL)
end end

@ -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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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,
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10, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 12,
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19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 21
}
},
{
type = "tilelayer",
x = 0,
y = 0,
width = 25,
height = 15,
id = 2,
name = "inner walls",
class = "",
visible = true,
opacity = 1,
offsetx = 0,
offsety = 0,
parallaxx = 1,
parallaxy = 1,
properties = {},
encoding = "lua",
data = {
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0, 42, 43, 44, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 33, 34, 35, 54, 40, 0, 0, 0,
0, 51, 52, 53, 0, 0, 0, 0, 0, 31, 31, 31, 0, 0, 0, 0, 0, 42, 43, 44, 54, 11, 0, 0, 0,
0, 0, 0, 0, 0, 0, 11, 11, 11, 40, 40, 40, 0, 0, 0, 0, 0, 51, 52, 53, 31, 11, 0, 0, 0,
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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 = {}
}
}
}
}
}

@ -0,0 +1,67 @@
<?xml version="1.0" encoding="UTF-8"?>
<map version="1.10" tiledversion="1.11.0" orientation="orthogonal" renderorder="right-down" width="25" height="15" tilewidth="64" tileheight="64" infinite="0" nextlayerid="4" nextobjectid="23">
<editorsettings>
<export target="map3.lua" format="lua"/>
</editorsettings>
<tileset firstgid="1" name="tileset" tilewidth="64" tileheight="64" tilecount="54" columns="9">
<image source="../assets/tileset.png" width="576" height="384"/>
</tileset>
<layer id="1" name="floor" width="25" height="15">
<data encoding="csv">
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</data>
</layer>
<layer id="2" name="inner walls" width="25" height="15">
<data encoding="csv">
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0,0,0,0,0,0,11,11,11,40,40,40,0,0,0,0,0,51,52,53,31,11,0,0,0,
0,0,0,0,0,0,32,32,32,33,34,35,31,31,0,0,0,54,54,31,40,0,0,0,0,
0,0,0,0,0,0,41,41,41,42,43,44,40,40,0,0,0,0,0,40,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,51,52,53,32,32,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,33,34,34,34,35,0,0,0,0,41,41,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,42,43,43,43,44,0,0,0,0,0,0,0,0,0,0,54,54,54,0,0,0,0,
0,0,0,42,43,43,43,44,0,0,0,0,0,0,0,33,34,34,34,34,35,0,0,0,0,
0,0,0,51,52,52,52,53,0,0,0,0,0,0,0,42,43,43,43,43,44,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,51,52,52,52,52,53,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
</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>

@ -60,12 +60,15 @@ function Player:handleKeys(up, down, left, right, dt)
if love.keyboard.isDown(up) then if love.keyboard.isDown(up) then
self.vx = cos(self.rotation) * (self.speed * dt) self.vx = cos(self.rotation) * (self.speed * dt)
self.vy = sin(self.rotation) * (self.speed * dt) self.vy = sin(self.rotation) * (self.speed * dt)
elseif love.keyboard.isDown(down) then end
if love.keyboard.isDown(down) then
self.vx = cos(self.rotation) * (self.speed / 2 * dt) * -1 self.vx = cos(self.rotation) * (self.speed / 2 * dt) * -1
self.vy = sin(self.rotation) * (self.speed / 2 * dt) * -1 self.vy = sin(self.rotation) * (self.speed / 2 * dt) * -1
elseif love.keyboard.isDown(left) then end
if love.keyboard.isDown(left) then
self.rotation = self.rotation - (self.rotSpeed * dt) self.rotation = self.rotation - (self.rotSpeed * dt)
elseif love.keyboard.isDown(right) then end
if love.keyboard.isDown(right) then
self.rotation = self.rotation + (self.rotSpeed * dt) self.rotation = self.rotation + (self.rotSpeed * dt)
end end
self.collider:setLinearVelocity(self.vx, self.vy) self.collider:setLinearVelocity(self.vx, self.vy)

@ -29,9 +29,30 @@ function ClearBullets(bullets)
end end
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() function RestartGame()
setNewLevelFromRandom(getLevelCount())
-- Stop the music -- Stop the music
StopAllMusic() --StopAllMusic()
-- Clear the players collision -- Clear the players collision
ClearPlayerCollision() ClearPlayerCollision()
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