-
Notifications
You must be signed in to change notification settings - Fork 1
/
main.lua
419 lines (338 loc) · 11.1 KB
/
main.lua
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
local audio = love.audio
local data = love.data
local event = love.event
local font = love.font
local graphics = love.graphics
local image = love.image
local joystick = love.joystick
local keyboard = love.keyboard
local love_math = love.math
local mouse = love.mouse
local physics = love.physics
local sound = love.sound
local system = love.system
local thread = love.thread
local timer = love.timer
local touch = love.touch
local video = love.video
local window = love.window
math.randomseed(os.time())
--[[ TODO: (see: https://github.com/users/little512/projects/1)
X add tile sheets and tile maps
X add playable character
X add collision map (impassable, passable, etc)
X add rooms (stationary cam, follow cam, doors)
X add event tiles (button [standing], interactable [adjacent actionable])
X add sprites
other:
- make actor class which gets assigned a sprite and defines sprite changing
behavior (probably gets passed deltatime or current frame count)
- make level editor
- work on UI: dialog, inventory, party
- sfx, music support
- work on encounter mechanics
--]]
-- constants
local config = require("src.config")
local whiteTextColor = {1, 1, 1, 1}
local redTextColor = {1, (20 / 255), (20 / 255), 1}
local greenTextColor = {0, 1, (20 / 255), 1}
local blueTextColor = {(100 / 255), (100 / 255), (230 / 255), 1}
local cyanTextColor = {0, 1, 1, 1}
local collectionMode = "count"
-- variables
local showDebugInfo = false
local windowWidth, windowHeight = config.width, config.height
--classes
local tileset = require("src.tileset")
local tilemap = require("src.tilemap")
local player = require("src.player")
local character = require("src.character")
local collisionmap = require("src.collisionmap")
local room = require("src.room")
local eventmap = require("src.eventmap")
local sprite = require("src.sprite")
local actor = require("src.actor")
local actordata = require("src.actordata")
-- class singletons
local input = require("src.input")
local util = require("src.util")
-- variables to load
local loadTime
local startTime
local endTime
local finalTime
local tileset_1
local tilemap_1
local collisionmap_1
local canvas_1
local room_1
local eventmap_1
--local sprite_1
local player_1
local character_1
local characterImage
local characterImageX, characterImageY
local function toggleDebugInfo()
showDebugInfo = not showDebugInfo
end
local function printDebugInfo()
local fps = math.floor(1 / timer.getDelta())
local mem = math.floor(collectgarbage(collectionMode))
graphics.print({whiteTextColor,
"Current FPS: ",
{(fps <= 45 and 1 or 0), (fps >= 30 and 1 or 0), (20 / 255), 1},
fps}, 10, 10)
graphics.print({whiteTextColor,
"Average FPS: ",
{(fps <= 45 and 1 or 0), (fps >= 30 and 1 or 0), (20 / 255), 1},
timer.getFPS()}, 10, 25)
graphics.print({whiteTextColor,
"Memory (kB): ",
blueTextColor,
mem}, 10, 40)
graphics.print({whiteTextColor,
"Axis: ",
cyanTextColor,
player_1.dirX,
whiteTextColor, ", ",
cyanTextColor,
player_1.dirY}, 10, 55)
graphics.print({whiteTextColor,
"AbsPos: ",
cyanTextColor,
character_1.absX,
whiteTextColor, ", ",
cyanTextColor,
character_1.absY}, 10, 70)
graphics.print({whiteTextColor,
"MoveState: ",
(character_1.moving and greenTextColor or whiteTextColor),
(character_1.moving and "moving" or "still"),
whiteTextColor, ", ",
(character_1.running and greenTextColor or (character_1.moving and cyanTextColor or whiteTextColor)),
(character_1.running and "running" or (character_1.moving and "N/A" or "N/A"))}, 10, 85)
graphics.print({whiteTextColor,
"LerpInfo: ",
{1 - (character_1.elap), 1, 1 - (character_1.elap), 1},
tostring(character_1.elap):sub(0,5),
whiteTextColor, ", ",
cyanTextColor,
character_1.x,
whiteTextColor, ", ",
cyanTextColor,
character_1.y}, 10, 100)
graphics.print({whiteTextColor,
"DiagonalInfo: ",
cyanTextColor,
tostring(character_1.player.diagonal),
whiteTextColor, ", ",
cyanTextColor,
tostring(character_1.player.direction),
whiteTextColor, ", ",
cyanTextColor,
character_1.player.ambiguity}, 10, 115)
graphics.print({whiteTextColor,
"ButtonState: ",
(player_1.AButton and greenTextColor or whiteTextColor),
"A",
whiteTextColor, ", ",
(player_1.BButton and redTextColor or whiteTextColor),
"B"}, 10, 130)
graphics.print({whiteTextColor,
"LoadTime: ",
greenTextColor,
tostring(loadTime):sub(0,5),
whiteTextColor,
" seconds"}, 10, windowHeight - 35)
graphics.print({whiteTextColor,
"Version: ",
cyanTextColor,
config.version_major,
whiteTextColor, ".",
cyanTextColor,
config.version_minor,
whiteTextColor, ".",
cyanTextColor,
config.version_patch .. " ",
greenTextColor,
config.version_suffix}, 10, windowHeight - 20)
end
function love.load()
startTime = timer.getTime()
graphics.setDefaultFilter("nearest", "nearest", 1) -- turn off anti-aliasing, this is a pixelated game :)
input:addHookReleased("escape", event.quit)
input:addHookReleased("f9", util.debugInform)
-- create tileset from image
tileset_1 = tileset.new("data/img/tileset_1.png", 32) -- each tile is 32 pixels wide in this tileset
-- create quads to use
tileset_1:createTile("gradient", 1, 0, tileset_1.scale, tileset_1.scale)
tileset_1:createTile("black", 0, 0, tileset_1.scale, tileset_1.scale)
tileset_1:createTile("white", 1, 1, tileset_1.scale, tileset_1.scale)
-- create tilemap from tileset
tilemap_1 = tilemap.new(tileset_1, 20, 15, tileset_1.tiles.gradient)
collisionmap_1 = collisionmap.new(20, 15, true)
collisionmap_1:setCollisionState(collisionmap.states.NONPASSABLE, 1, 2)
collisionmap_1:setCollisionState(collisionmap.states.NONPASSABLE, 2, 3)
collisionmap_1:setCollisionState(collisionmap.states.NONPASSABLE, 3, 2)
tilemap_1:setTile(tileset_1.tiles.white, 1, 2)
tilemap_1:setTile(tileset_1.tiles.white, 2, 3)
tilemap_1:setTile(tileset_1.tiles.white, 3, 2)
tilemap_1:setTile(tileset_1.tiles.black, 2, 2)
eventmap_1 = eventmap.new(20, 15)
eventmap_1:registerEvent("event_1",
eventmap.types.BUTTON,
eventmap.interactions.ACTION,
(function(character, s)
print(s)
end),
"Event triggered!")
eventmap_1:setEvent("event_1", 2, 2)
room_1 = room.new(tilemap_1, collisionmap_1, eventmap_1, 0, 0, 2, true)
room_1:drawTilemapCanvas(true) -- tilemap must be updated once before it will show up (i have no idea why)
player_1 = player.new()
characterImage = graphics.newImage("data/img/plr.png")
character_1 = character.new(player_1, characterImage, room_1)
characterImageX, characterImageY = character_1.character:getDimensions()
player_1:registerControls()
input:addHookReleased("f1", toggleDebugInfo) -- wait for the info to be loaded
--sprite_1 = sprite.new("data/img/spritesheet_1.png", 32, 32, 2, 0)
--sprite_1:createQuad("dark_red", 0, 1, sprite_1.scaleX, sprite_1.scaleY)
--sprite_1:setQuad("dark_red")
--room_1:addSprite("sprite_1", sprite_1)
local sprite1, sprite2
room_1:addSprite("sprite2", (function()
sprite1 = sprite.new(
"data/img/spritesheet_1.png", 32, 32, 5, 0)
:createQuad("color", 0, 0, 32, 32)
:setQuad("color")
return sprite1
end)())
room_1:addSprite("sprite3", (function()
sprite2 = sprite.new(
"data/img/spritesheet_1.png", 32, 32, 6 * 32, 0)
:createQuad("color", 0, 0, 32, 32)
:setQuad("color")
sprite2.precise = true
return sprite2
end)())
for x = 0, 2 do
for y = 0, 1 do
sprite1:createQuad(x .. y, x, y, 32, 32)
sprite2:createQuad(x .. y, x, y, 32, 32)
end
end
actor_1 = (function()
local a = actor.new((function()
local s = sprite.new(
"data/img/spritesheet_1.png", 32, 32, 8, 0)
:createQuad("00", 0, 0, 32, 32)
:createQuad("10", 1, 0, 32, 32)
:createQuad("20", 2, 0, 32, 32)
:setQuad("00")
return s
end)(),
actordata.new("frames", 30, "actor_1"):pushQuad("00"):pushQuad("10"):pushQuad("20"),
room_1)
return a
end)()
endTime = timer.getTime()
loadTime = endTime - startTime
print("Finished loading in " .. loadTime .. " seconds.")
end
-- [[ testing for switching rooms: ]]
local _debug_switchedRooms = false
function _debug_switchRooms()
if not _debug_switchedRooms then
graphics.setColor(1, 1, 1, 1)
local _tile = tilemap.new(tileset_1, 5, 5, tileset_1.tiles.gradient)
local _collision = collisionmap.new(_tile.x, _tile.y, false)
local _room = room.new(_tile, _collision, nil, 0, 2, 1.5, false)
_room:drawTilemapCanvas(true)
character_1:setRoom(_room)
_debug_switchedRooms = true
else
character_1:setRoom(room_1)
_debug_switchedRooms = false
end
end
input:addHookReleased("e", _debug_switchRooms)
-- [[ testing for switching rooms ]]
local fc = 0
function love.update(dt)
fc = fc + 1
-- update movement
if (character_1.player.inputting and not character_1.moving) or character_1.moving then
local _x, _y = util.absToPixels(character_1.absX,
character_1.absY,
character_1,
tilemap_1.tileset)
character_1:move(_x, _y, dt)
end
-- update room clearing
character_1.currentRoom:updateSpriteCanvas()
-- update tilemap clearing
character_1.currentRoom:updateTilemapCanvas()
-- update actors
character_1.currentRoom:updateActors(dt, fc)
if fc % 30 == 0 then
for i, v in pairs(character_1.currentRoom.lists.sprite) do
if i ~= "actor_1" then
v:setQuad(math.random(0,2) .. math.random(0,1))
end
end
local randomTile = math.random(1,3)
tilemap_1:setTile(
(randomTile == 1 and tileset_1.tiles["white"]) or
(randomTile == 2 and tileset_1.tiles["black"]) or
(randomTile == 3 and tileset_1.tiles["gradient"]), 7, 0
)
character_1.currentRoom:makeSpriteCanvasDirty()
character_1.currentRoom:makeTilemapCanvasDirty()
end
end
function love.resize(w, h)
windowWidth = w
windowHeight = h
end
function love.draw()
graphics.setColor(1, 1, 1, 1)
graphics.push()
local _scale = character_1.currentRoom.scale
-- scale
graphics.scale(_scale)
-- translate
if character_1.currentRoom.cameraMode then
graphics.translate((-character_1.x + ((windowWidth / _scale) / 2) -
characterImageX / (tilemap_1.tileset.scale / characterImageX)),
(-character_1.y + ((windowHeight / _scale) / 2) -
characterImageY / (tilemap_1.tileset.scale / characterImageY)) )
else
graphics.translate(((windowWidth / _scale) / 2) -
((character_1.currentRoom.maps.tile.x *
character_1.currentRoom.maps.tile.tileset.scale) / 2) +
character_1.currentRoom.stationaryX,
((windowHeight / _scale) / 2) -
((character_1.currentRoom.maps.tile.y *
character_1.currentRoom.maps.tile.tileset.scale) / 2) +
character_1.currentRoom.stationaryY)
end
-- draw background image
-- draw tiles
character_1.currentRoom:drawTilemapCanvas()
-- draw sprites
-- NOTE: fixed sprite drifting by drawing sprites to a canvas
character_1.currentRoom:drawSpriteCanvas()
-- draw character
graphics.draw(character_1.character, character_1.x, character_1.y)
graphics.pop()
if showDebugInfo then
printDebugInfo()
end
end
-- local finals = {}
function love.quit()
-- do something with finals
finalTime = timer.getTime() - startTime
print("Final uptime: " .. finalTime)
end