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main.lua
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main.lua
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-- Import external libraries
class = require("lib.30log")
tiny = require("lib.tiny")
star = require("lib.lua-star")
screen = {}
levelCanvas = love.graphics.newCanvas()
level = {}
levelTable = {}
font = {}
world = {} -- Physics world
camera = {}
player = {}
playerSaveData = {}
debugString = ""
title = {}
titleScreen = true
normalizeDiagonalSpeed = true
seed = love.math.random()*10000
playerName = ""
deathTime = 0
require("src.shaders")
require("src.constants")
require("src.colours")
require("src.music")
require("src.helpers")
require("src.sfx")
require("src.enemies")
require("src.ecs")
require("src.pathfinding")
require("src.gameMenu")
require("src.levelGen.levelManager")
require("controller")
Player = require("src.entities.player")
require("camera")
require("titles")
colours = japanesque
-- Basically an enum; at most 16 entries allowed
collisionCategories = {
player= 16,
enemies= 2,
walls= 3,
}
blockingText = nil
WINDOW_TITLES = {
{ "A Game About Nothing", title1, "green" },
{ "He's a Close-Attacker", title2, "red" },
{ "Terminal Adventure", title3, "blue" },
{ "Wallet Quest", title4, "yellow" },
{ "What's the Deal with ASCII?", title5, "purple" },
}
CHARACTER_NAMES = {
"Jerry the Destroyer",
"George the Mariner",
"Elaine the Graceful",
"Cosmo the Magician"
}
debugRender = false -- Whether or not to draw bounding boxes
canDie = true -- Whether or not the game ends
debug = false
useTiles = true
useMouse = false
gameState = {
canGoUp = false,
canGoDown = false
}
function love.load()
loadShaders()
-- Init physics and world
world = love.physics.newWorld(0, 0, true)
world:setCallbacks(beginContact, endContact)
local tilesWidth = 60
local tilesHeight = 60
-- Screen Settings
screen.tileSize = 24
halfTile = screen.tileSize/2
-- Draw Scale
local px, py = getBaseScreenDim()
screen.width = px -- viewport width
screen.height = py -- viewport height
screen.sx = 1
screen.sy = 1
screen.settings = {
resizable=true,
}
-- Pre-calculated useful values
screen.uiSize = screen.height/5
screen.halfWidth = screen.width/2
planGame()
loadLevel(nil, 1, true)
local playerInitPos = level.map.upstairs
camera = makeCamera(world, playerInitPos.x * screen.tileSize, playerInitPos.y* screen.tileSize)
font = love.graphics.newFont("VeraMono.ttf", screen.tileSize)
love.graphics.setFont(font)
title = randomElement(WINDOW_TITLES)
love.window.setTitle(title[1])
playerName = randomElement(CHARACTER_NAMES)
love.window.updateMode(screen.width, screen.height, screen.settings)
end
function love.update(dt)
keyboardUpdate(dt)
musicUpdate(dt)
menuClosedThisFrame = false
if titleScreen then return end
if menuOpen then
menuUpdate(dt)
else
if blockingText == nil then
moveCamera(camera, dt)
-- Update the Box2D physics world (as opposed to the ECS world)
level:update(dt)
world:update(dt)
else
if blockingText ~= nil then
blockingText.time = blockingText.time - dt
if blockingText.time < 0 then blockingText = nil end
end
end
end
end
function love.draw()
if titleScreen then displayTitleScreen() return end
local dt = love.timer.getDelta()
local sx = screen.sx
local sy = screen.sy
if deathTime < 4 then
-- Draw level canvas
if levelCanvas then
love.graphics.setBackgroundColor(colours.black)
love.graphics.setColor(1,1,1)
-- Enter player coords
love.graphics.scale(sx, sy)
love.graphics.translate(-camera:getX() , -camera:getY())
love.graphics.draw(levelCanvas)
end
if not blockingText and not menuOpen then
ecsWorld:update(dt)
end
-- / CAMERA SPACE
love.graphics.translate(camera:getX() , camera:getY())
if player then drawUI() end
if blockingText ~= nil then
displayBlockingText()
end
if menuOpen then
menuDraw()
end
end
if player.HP <= 0 and not debug then
displayDeathScreen(dt, false)
end
if gameWon == true then
displayDeathScreen(dt, true)
end
end
function getBaseScreenDim()
return screen.tileSize * 40, screen.tileSize * 30
end
function drawUI()
local uiSize = screen.height/5
local halfWidth = screen.width/2
local margin = 12
local lineHeight = 24
local itemStr = ""
love.graphics.setColor(colours.white)
-- DRAW GUI
-- FUTURE OPTIMIZATION - could draw this to canvas on updates instead of re-rendering every screen
love.graphics.translate(0, 4*uiSize) -- Transform into UI screen space
love.graphics.setColor(colours.black)
love.graphics.rectangle('fill', 0, 0, screen.width, uiSize)
love.graphics.setColor(colours.white)
love.graphics.print(playerName, margin, lineHeight)
love.graphics.print("Dungeon: L"..level:getFloorNum(), margin + halfWidth, lineHeight)
love.graphics.print("Health: " .. round(player.HP) .. "/"..player.maxHP, margin, 2*lineHeight)
love.graphics.setColor(colours.green)
love.graphics.print(getAsciiBar(player.HP, player.maxHP), 216, 2*lineHeight)
love.graphics.setColor(colours.white)
love.graphics.print("Magic: " .. round(player.magic) .. "/"..player.maxMagic, margin + halfWidth, 2*lineHeight)
love.graphics.setColor(colours.blue)
love.graphics.print(getAsciiBar(player.magic, player.maxMagic), 216 + halfWidth, 2*lineHeight)
love.graphics.setColor(colours.white)
if activeInventory.z then itemStr = activeInventory.z.name end
love.graphics.print("Z:" .. itemStr, margin, 3*lineHeight)
if activeInventory.x then itemStr = activeInventory.x.name else itemStr = "" end
love.graphics.print("X:" .. itemStr, margin + halfWidth, 3*lineHeight)
love.graphics.print(debugString, margin, 4*lineHeight)
love.graphics.translate(0, -4*uiSize) -- Transform into UI screen space
end
function getAsciiBar(val, max)
local result = "["
local numBars = round(10 * (val / max))
for i=1, numBars do
result = result .. "="
end
for i=numBars, 9 do
result = result .. " "
end
result = result .."]"
return result
end
function love.resize(width, height)
local px, py = getBaseScreenDim()
screen.sx = width / px
screen.sy = height / py
end
function displayBlockingText()
-- Transparent background
love.graphics.setColor(colours.black[1], colours.black[2], colours.black[3], 0.8)
love.graphics.rectangle("fill", 0, 0, screen.width, screen.height)
-- Text
love.graphics.setColor(colours.white)
font = love.graphics.newFont("VeraMono.ttf", 4*screen.tileSize)
love.graphics.printf(blockingText.text, 0, screen.height/2 - 2*screen.tileSize, screen.width, "center")
font = love.graphics.newFont("VeraMono.ttf", screen.tileSize)
love.graphics.printf(blockingText.subtext, 0, screen.height/2, screen.width, "center")
if blockingText.time < 0 then blockingText = nil end
end
-- TODO: Split different 'screens' into different files, perhaps managed by files
function displayTitleScreen()
-- Transparent background
love.graphics.setColor(colours.black[1], colours.black[2], colours.black[3])
love.graphics.rectangle("fill", 0, 0, screen.width, screen.height)
-- Text
love.graphics.setColor(colours[title[3]])
font = love.graphics.newFont("VeraMono.ttf", 4*screen.tileSize)
love.graphics.printf(title[1], 0, screen.height/2 - 2*screen.tileSize, screen.width, "center")
font = love.graphics.newFont("VeraMono.ttf", screen.tileSize)
love.graphics.printf("Press x, z, or enter to continue", 0, screen.height/2, screen.width, "center")
if keyboard.x or keyboard.z or keyboard['return'] then titleScreen = false end
end
function displayDeathScreen(dt, win)
-- Transparent background
if debug and not win then return end
deathTime = deathTime + dt
local playerWon = win or false
if deathTime < 2 then
local alpha = deathTime/2
love.graphics.setColor(colours.black[1], colours.black[2], colours.black[3], alpha)
love.graphics.rectangle("fill", 0, 0, screen.width, screen.height)
else
love.graphics.setColor(colours.black)
love.graphics.rectangle("fill", 0, 0, screen.width, screen.height)
local alpha = (deathTime - 2) / 2
-- Text
if playerWon then
love.graphics.setColor(colours.green[1], colours.green[2], colours.green[3], alpha)
font = love.graphics.newFont("VeraMono.ttf", 4*screen.tileSize)
love.graphics.printf("You escaped with your wallet!", 0, screen.height/2 - 2*screen.tileSize, screen.width, "center")
font = love.graphics.newFont("VeraMono.ttf", screen.tileSize)
love.graphics.printf("Press x, z, or enter to exit", 0, screen.height/2, screen.width, "center")
else
love.graphics.setColor(colours.red[1], colours.red[2], colours.red[3], alpha)
font = love.graphics.newFont("VeraMono.ttf", 4*screen.tileSize)
love.graphics.printf("You died...", 0, screen.height/2 - 2*screen.tileSize, screen.width, "center")
font = love.graphics.newFont("VeraMono.ttf", screen.tileSize)
love.graphics.printf("Press x, z, or enter to exit", 0, screen.height/2, screen.width, "center")
end
end
if deathTime > 4 then
if keyboard.x or keyboard.z or keyboard['return'] then love.event.quit() end
end
end
function setBlockingText(text, subtext, time)
blockingText = {
text=text,
subtext=subtext,
time=time
}
end
-- These functions are most likely deprecated, for an ECS system that handles the kinds of collisions
function findObjectOfClassInFixtures(obj1, obj2, className)
-- ONLY WORKS IF BOTH ITEMS AREN'T THE SAME CLASS
local result = nil
if obj1.className == className then
result = obj1
elseif obj2.className == className then
result = obj2
end
return result
end
function handlePossibleHit(giver, receiver)
-- Note: receiver is the userData on a fixture
-- By convention, I will only set this value on the
-- fixtures of game objects. (Therefore, non-null implies ECS gameobject)
if receiver == nil then return nil end
if giver.dealHit then giver:dealHit(receiver) end
end
function beginContact(fixture1, fixture2, contact)
local obj1 = fixture1:getUserData()
local obj2 = fixture2:getUserData()
if obj1 ~= nil and obj2 ~= nil then
if obj1.dealHit then obj1:dealHit(obj2) end
if obj2.dealHit then obj2:dealHit(obj1) end
end
if obj1 == nil or obj2 == nil then return nil end
if obj1.onContactStart then
obj1:onContactStart(obj2)
end
if obj2.onContactStart then
obj2:onContactStart(obj1)
end
end
function endContact(fixture1, fixture2, contact)
debugString = ""
local obj1 = fixture1:getUserData()
local obj2 = fixture2:getUserData()
if not (obj1 and obj2) then return end
if obj1.onContactEnd then
obj1:onContactEnd(obj2)
end
if obj2.onContactEnd then
obj2:onContactEnd(obj1)
end
end
function checkObjectWithNameExists(name)
for i,go in ipairs(gameObjects) do
if go.name == name then return true end
end
return false
end