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-- "NOTNAUTS"
-- WHOLE CODE HAS FLAG OF "need a cleanup"
require "ground"
require "player"
require "camera"
debug = false
function love.load ()
-- Graphics
love.graphics.setBackgroundColor(189, 95, 93)
love.graphics.setDefaultFilter("nearest", "nearest")
-- World physics
love.physics.setMeter(64)
world = love.physics.newWorld(0, 9.81*64, true)
world:setCallbacks(beginContact, endContact, preSolve, postSolve)
-- Platforms (`Ground`)
Platforms = {}
table.insert(Platforms, Ground:new(world, 290/2, 180/2, {-91,1, 90,1, 90,10, 5,76, -5,76, -91,10}, "assets/platform_big.png"))
table.insert(Platforms, Ground:new(world, 290/2+140, 180/2+50, {-26,1, 26,1, 26,30, -26,30}, "assets/platform_small.png"))
table.insert(Platforms, Ground:new(world, 290/2-140, 180/2+50, {-26,1, 26,1, 26,30, -26,30}, "assets/platform_small.png"))
table.insert(Platforms, Ground:new(world, 290/2, 180/2-50, {-17,1, 17,1, 17,17, -17,17}, "assets/platform_top.png"))
-- Nauts (`Player`)
Nauts = {}
table.insert(Nauts, Player:new(world, 290/2-10, 180/2 - 80, "assets/leon.png"))
table.insert(Nauts, Player:new(world, 290/2+10, 180/2 - 80, "assets/lonestar.png"))
-- Temporary settings for second player
Nauts[2].name = "Player2"
Nauts[2].key_left = "a"
Nauts[2].key_right = "d"
Nauts[2].key_up = "w"
Nauts[2].key_down = "s"
Nauts[2].key_jump = "h"
Nauts[2].key_hit = "g"
-- Camera
camera = Camera:new()
end
function love.update (dt)
-- Put world in motion!
world:update(dt)
camera:moveFollow()
-- Players
for k,naut in pairs(Nauts) do
naut:update(dt)
end
end
function love.keypressed (key)
-- Switch hitbox display on/off
if key == "x" then
debug = not debug
end
--
if key == "z" then
camera.scale = (camera.scale % 4) + 1
end
-- Players
for k,naut in pairs(Nauts) do
naut:keypressed(key)
end
end
function love.keyreleased(key)
-- Players
for k,naut in pairs(Nauts) do
naut:keyreleased(key)
end
end
function love.draw ()
-- Draw SOME background
-- I'm already bored with solid color!
love.graphics.setColor(193, 100, 99, 255)
love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight()*0.25)
love.graphics.setColor(179, 82, 80, 255)
love.graphics.rectangle("fill", 0, love.graphics.getHeight()*0.8, love.graphics.getWidth(), love.graphics.getHeight()*0.2)
-- Get camera (like this, for now ;_; pass camera object to draw function?)
local offset_x, offset_y = camera:getOffsets()
local scale = camera.scale
-- Draw ground
for k,platform in pairs(Platforms) do
platform:draw(offset_x, offset_y, scale, debug)
end
-- Draw player
for k,naut in pairs(Nauts) do
naut:draw(offset_x, offset_y, scale, debug)
end
end
function beginContact (a, b, coll)
local x,y = coll:getNormal()
if y == -1 then
print(b:getUserData().name .. " is not in air")
b:getUserData().inAir = false
b:getUserData().jumpdouble = true
end
end
function endContact (a, b, coll)
print(b:getUserData().name .. " is in air")
b:getUserData().inAir = true
end
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