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authorAki <nthirtyone@gmail.com>2017-08-13 02:26:55 +0200
committerAki <nthirtyone@gmail.com>2017-08-13 02:26:55 +0200
commitb1cf14d64a2d3e28683db87190c4b2c7799c259d (patch)
treee45dac5cc6ce5265e3e3e2c914eb7cc92a820b8b /not/World.lua
parent0dd01913fe0eefc7ba4bc0797877f40fdedf9315 (diff)
parented62b573417bdc85bec616f6016846b02de4c906 (diff)
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Merge branch 'multi'maps
Diffstat (limited to 'not/World.lua')
-rw-r--r--not/World.lua153
1 files changed, 68 insertions, 85 deletions
diff --git a/not/World.lua b/not/World.lua
index bbceec4..c73a3da 100644
--- a/not/World.lua
+++ b/not/World.lua
@@ -1,29 +1,21 @@
--- `World`
-- Used to manage physical world and everything inside it: clouds, platforms, nauts, background etc.
-- TODO: Possibly move common parts of `World` and `Menu` to abstract class `Scene`.
-World = {
- world = --[[love.physics.newWorld]]nil,
- Nauts = --[[{not.Hero}]]nil,
- Platforms = --[[{not.Platform}]]nil,
- Clouds = --[[{not.Cloud}]]nil,
- Decorations = --[[{not.Decoration}]]nil,
- Effects = --[[{not.Effect}]]nil,
- Rays = --[[{not.Ray}]]nil,
- camera = --[[not.Camera]]nil,
- -- cloud generator
- clouds_delay = 5,
- -- Map
- map = nil,
- background = nil,
- -- Gameplay status
- lastNaut = false,
- -- "WINNER"
- win_move = 0,
- -- Music
- music = nil
-}
+World = require "not.Scene":extends()
-World.__index = World
+World.world =--[[love.physics.newWorld]]nil
+World.Nauts =--[[{not.Hero}]]nil
+World.Platforms =--[[{not.Platform}]]nil
+World.Clouds =--[[{not.Cloud}]]nil
+World.Decorations =--[[{not.Decoration}]]nil
+World.Effects =--[[{not.Effect}]]nil
+World.Rays =--[[{not.Ray}]]nil
+World.camera =--[[not.Camera]]nil
+World.music =--[[not.Music]]nil
+World.clouds_delay = 5
+World.map =--[[config.maps.*]]nil
+World.background =--[[image?]]nil
+World.lastNaut = false
require "not.Platform"
require "not.Player"
@@ -31,17 +23,9 @@ require "not.Cloud"
require "not.Effect"
require "not.Decoration"
require "not.Ray"
-require "not.Music"
-- Constructor of `World` ZA WARUDO!
function World:new (map, nauts)
- local o = setmetatable({}, self)
- o:init(map, nauts)
- return o
-end
-
--- Init za warudo
-function World:init (map, nauts)
-- Box2D physical world.
love.physics.setMeter(64)
self.world = love.physics.newWorld(0, 9.81*64, true)
@@ -53,14 +37,13 @@ function World:init (map, nauts)
self.Effects = {}
self.Decorations = {}
self.Rays = {}
- -- Random init; TODO: use LOVE2D's random.
- math.randomseed(os.time())
-- Map and misc.
local map = map or "default"
self:loadMap(map)
self:spawnNauts(nauts)
self.camera = Camera:new(self)
- self.music = Music:new(self.map.theme)
+ musicPlayer:setTrack(self.map.theme)
+ musicPlayer:play()
end
-- The end of the world
@@ -71,7 +54,6 @@ function World:delete ()
for _,naut in pairs(self.Nauts) do
naut:delete()
end
- self.music:delete()
self.world:destroy()
end
@@ -110,20 +92,20 @@ end
-- Get respawn location
function World:getSpawnPosition ()
- local n = math.random(1, #self.map.respawns)
+ local n = love.math.random(1, #self.map.respawns)
return self.map.respawns[n].x, self.map.respawns[n].y
end
-- Add new platform to the world
-- TODO: it would be nice if function parameters would be same as `not.Platform.new`.
function World:createPlatform (x, y, polygon, sprite, animations)
- table.insert(self.Platforms, Platform:new(animations, polygon, self, x, y, sprite))
+ table.insert(self.Platforms, Platform(animations, polygon, x, y, self, sprite))
end
-- Add new naut to the world
-- TODO: separate two methods for `not.Hero` and `not.Player`.
function World:createNaut (x, y, name)
- local naut = Player:new(name, self, x, y)
+ local naut = Player(name, x, y, self)
table.insert(self.Nauts, naut)
return naut
end
@@ -131,14 +113,14 @@ end
-- Add new decoration to the world
-- TODO: `not.World.create*` functions often have different naming for parameters. It is not ground-breaking but it makes reading code harder for no good reason.
function World:createDecoration (x, y, sprite)
- table.insert(self.Decorations, Decoration:new(x, y, sprite))
+ table.insert(self.Decorations, Decoration(x, y, self, sprite))
end
-- Add new cloud to the world
-- TODO: extend variables names to provide better readability.
-- TODO: follow new parameters in `not.Cloud.new` based on `not.Cloud.init`.
function World:createCloud (x, y, t, v)
- table.insert(self.Clouds, Cloud:new(x, y, t, v))
+ table.insert(self.Clouds, Cloud(x, y, t, v, self))
end
-- Randomize Cloud creation
@@ -151,13 +133,13 @@ function World:randomizeCloud (outside)
local x,y,t,v
local m = self.map
if outside then
- x = m.center_x-m.width*1.2+math.random(-50,20)
+ x = m.center_x-m.width*1.2+love.math.random(-50,20)
else
- x = math.random(m.center_x-m.width/2,m.center_x+m.width/2)
+ x = love.math.random(m.center_x-m.width/2,m.center_x+m.width/2)
end
- y = math.random(m.center_y-m.height/2, m.center_y+m.height/2)
- t = math.random(1,3)
- v = math.random(8,18)
+ y = love.math.random(m.center_y-m.height/2, m.center_y+m.height/2)
+ t = love.math.random(1,3)
+ v = love.math.random(8,18)
self:createCloud(x, y, t, v)
end
@@ -165,12 +147,12 @@ end
-- TODO: follow new parameters in `not.Effect.new` based on `not.Effect.init`.
-- TODO: along with `createRay` move this nearer reast of `create*` methods for readability.
function World:createEffect (name, x, y)
- table.insert(self.Effects, Effect:new(name, x, y))
+ table.insert(self.Effects, Effect(name, x, y, self))
end
-- Add a ray
function World:createRay (naut)
- table.insert(self.Rays, Ray:new(naut, self))
+ table.insert(self.Rays, Ray(naut, self))
end
-- get Nauts functions
@@ -210,18 +192,15 @@ function World:onNautKilled (naut)
self:createRay(naut)
local nauts = self:getNautsPlayable()
if self.lastNaut then
- changeScene(Menu:new())
+ sceneManager:removeTopScene()
+ sceneManager:changeScene(Menu())
elseif #nauts < 2 then
self.lastNaut = true
naut:playSound(5, true)
+ sceneManager:addScene(Menu("win"))
end
end
-function World:getBounce (f)
- local f = f or 1
- return math.sin(self.win_move*f*math.pi)
-end
-
-- LÖVE2D callbacks
-- Update ZU WARUDO
function World:update (dt)
@@ -267,18 +246,13 @@ function World:update (dt)
table.remove(self.Rays, _)
end
end
- -- Bounce `winner`
- self.win_move = self.win_move + dt
- if self.win_move > 2 then
- self.win_move = self.win_move - 2
- end
end
-- Draw
function World:draw ()
-- Camera stuff
local offset_x, offset_y = self.camera:getOffsets()
- local scale = self.camera.scale
- local scaler = self.camera.scaler
+ local scale = getScale()
+ local scaler = getRealScale()
-- Background
love.graphics.draw(self.background, 0, 0, 0, scaler, scaler)
@@ -341,6 +315,10 @@ function World:draw ()
love.graphics.line(x1,y1,x2,y2)
end
+ for _,naut in pairs(self.Nauts) do
+ naut:drawTag(offset_x, offset_y, scale)
+ end
+
-- Draw HUDs
for _,naut in pairs(self.Nauts) do
-- I have no idea where to place them T_T
@@ -350,31 +328,20 @@ function World:draw ()
if _ < 3 then y, e = h-33, 0 end
naut:drawHUD(1+(_%2)*(w-34), y, scale, e)
end
-
- -- Draw winner
- if self.lastNaut then
- local w, h = love.graphics.getWidth()/scale, love.graphics.getHeight()/scale
- local angle = self:getBounce(2)
- local dy = self:getBounce()*3
- love.graphics.setFont(Bold)
- love.graphics.printf("WINNER",(w/2)*scale,(42+dy)*scale,336,"center",(angle*5)*math.pi/180,scale,scale,168,12)
- love.graphics.setFont(Font)
- love.graphics.printf("rofl, now kill yourself", w/2*scale, 18*scale, 160, "center", 0, scale, scale, 80, 3)
- end
end
-- Box2D callbacks
--- beginContact
+-- TODO: Rather than here, these contacts should be in `Hero` (most likely).
+-- TODO: Explode these into more functions.\
+-- TODO: Stop using magical numbers:
+-- [1] -> Platform
+-- [2] -> Hero
+-- [3] -> Punch sensor
function World.beginContact (a, b, coll)
if a:getCategory() == 1 then
local x,y = coll:getNormal()
if y < -0.6 then
- -- TODO: move landing to `not.Hero`
- -- Move them to Hero
- b:getUserData().inAir = false
- b:getUserData().jumpCounter = 2
- b:getUserData().salto = false
- b:getUserData():createEffect("land")
+ b:getUserData():land()
end
local vx, vy = b:getUserData().body:getLinearVelocity()
if math.abs(x) == 1 or (y < -0.6 and x == 0) then
@@ -382,16 +349,27 @@ function World.beginContact (a, b, coll)
end
end
if a:getCategory() == 3 then
- b:getUserData():damage(a:getUserData()[2])
+ if b:getCategory() == 2 then
+ b:getUserData():damage(a:getUserData()[2])
+ end
+ if b:getCategory() == 3 then
+ a:getBody():getUserData():damage(b:getUserData()[2])
+ b:getBody():getUserData():damage(a:getUserData()[2])
+ local x1,y1 = b:getBody():getUserData():getPosition()
+ local x2,y2 = a:getBody():getUserData():getPosition()
+ local x = (x2 - x1) / 2 + x1 - 12
+ local y = (y2 - y1) / 2 + y1 - 15
+ a:getBody():getUserData().world:createEffect("clash", x, y)
+ end
end
if b:getCategory() == 3 then
- a:getUserData():damage(b:getUserData()[2])
+ if a:getCategory() == 2 then
+ a:getUserData():damage(b:getUserData()[2])
+ end
end
end
--- endContact
function World.endContact (a, b, coll)
if a:getCategory() == 1 then
- -- Move them to Hero
b:getUserData().inAir = true
end
end
@@ -403,10 +381,15 @@ function World:controlpressed (set, action, key)
local map = self:getMapName()
local nauts = {}
for _,naut in pairs(self:getNautsAll()) do
- table.insert(nauts, {naut.name, naut:getControlSet()})
+ table.insert(nauts, {naut.name, naut:getControllerSet()})
end
- local new = World:new(map, nauts)
- changeScene(new)
+ local new = World(map, nauts)
+ sceneManager:changeScene(new)
+ end
+ if key == "escape" then
+ sceneManager:addScene(Menu("pause"))
+ self:setInputDisabled(true)
+ self:setSleeping(true)
end
for k,naut in pairs(self:getNautsAll()) do
naut:controlpressed(set, action, key)
@@ -416,4 +399,4 @@ function World:controlreleased (set, action, key)
for k,naut in pairs(self:getNautsAll()) do
naut:controlreleased(set, action, key)
end
-end \ No newline at end of file
+end