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|
-- `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`.
-- WHOLE CODE HAS FLAG OF "need a cleanup"
require "not.Platform"
require "not.Hero"
require "not.Cloud"
require "not.Effect"
require "not.Decoration"
require "not.Ray"
-- Metatable of `World`
-- nils initialized in constructor
World = {
-- inside
world = nil,
Nauts = nil,
Platforms = nil,
Clouds = nil,
Decorations = nil,
Effects = nil,
Rays = nil,
camera = nil,
-- cloud generator
clouds_delay = 5,
-- Map
map = nil,
background = nil,
-- Gameplay status
lastNaut = false,
-- "WINNER"
win_move = 0,
-- Music
music = nil
}
-- Constructor of `World` ZA WARUDO!
-- TODO: push stuff to initialization method.
function World:new(map, nauts)
-- Meta
local o = {}
setmetatable(o, self)
self.__index = self
-- Physical world initialization
love.physics.setMeter(64)
o.world = love.physics.newWorld(0, 9.81*64, true)
o.world:setCallbacks(o.beginContact, o.endContact)
-- Empty tables for objects
-- TODO: DEAR DEER, do you see it?
local n = {}
o.Nauts = n
local p = {}
o.Platforms = {}
local c = {}
o.Clouds = c
local e = {}
o.Effects = e
local d = {}
o.Decorations = d
local r = {}
o.Rays = r
-- Random init; TODO: use LOVE2D's random.
math.randomseed(os.time())
-- Map
local map = map or "default"
o:loadMap(map)
-- Nauts
o:spawnNauts(nauts)
-- Create camera
o.camera = Camera:new(o)
-- Play music
o.music = Music:new(o.map.theme)
return o
end
-- The end of the world
function World:delete()
self.world:destroy()
for _,platform in pairs(self.Platforms) do
platform:delete()
end
for _,naut in pairs(self.Nauts) do
naut:delete()
end
self.music:delete()
self = nil
end
-- Load map from file
-- TODO: Change current map model to function-based one.
function World:loadMap(name)
local name = name or "default"
name = "maps/" .. name .. ".lua"
local map = love.filesystem.load(name)
self.map = map()
-- Platforms
for _,platform in pairs(self.map.platforms) do
self:createPlatform(platform.x, platform.y, platform.shape, platform.sprite, platform.animations)
end
-- Decorations
for _,decoration in pairs(self.map.decorations) do
self:createDecoration(decoration.x, decoration.y, decoration.sprite)
end
-- Background
self.background = love.graphics.newImage(self.map.background)
-- Clouds
if self.map.clouds then
for i=1,6 do
self:randomizeCloud(false)
end
end
end
-- Spawn all the nauts for the round
function World:spawnNauts(nauts)
for _,naut in pairs(nauts) do
local x,y = self:getSpawnPosition()
local spawn = self:createNaut(x, y, naut[1])
spawn:assignControlSet(naut[2])
end
end
-- Get respawn location
function World:getSpawnPosition()
local n = 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: follow new parameters in `not.Platform.new` based on `not.Platform.init`.
function World:createPlatform(x, y, polygon, sprite, animations)
table.insert(self.Platforms, Platform:new(self, self.world, x, y, polygon, sprite, animations))
end
-- Add new naut to the world
-- TODO: separate two methods for `not.Hero` and `not.Player`.
-- TODO: follow new parameters in `not.Player.new` based on `not.Player.init`.
function World:createNaut(x, y, name)
local naut = Hero:new(self, self.world, x, y, name)
table.insert(self.Nauts, naut)
return naut
end
-- Add new decoration to the world
-- TODO: follow new parameters in `not.Decoration.new` based on `not.Decoration.init`.
function World:createDecoration(x, y, sprite)
table.insert(self.Decorations, Decoration:new(x, y, 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))
end
-- Randomize Cloud creation
function World:randomizeCloud(outside)
if outside == nil then
outside = true
else
outside = outside
end
local x,y,t,v
local m = self.map
if outside then
x = m.center_x-m.width*1.2+math.random(-50,20)
else
x = 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)
self:createCloud(x, y, t, v)
end
-- Add an effect behind nauts
-- 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))
end
-- Add a ray
function World:createRay(naut)
table.insert(self.Rays, Ray:new(naut, self))
end
-- get Nauts functions
-- more than -1 lives
function World:getNautsPlayable()
local nauts = {}
for _,naut in pairs(self.Nauts) do
if naut.lives > -1 then
table.insert(nauts, naut)
end
end
return nauts
end
-- are alive
function World:getNautsAlive()
local nauts = {}
for _,naut in self.Nauts do
if naut.alive then
table.insert(nauts, naut)
end
end
return nauts
end
-- all of them
function World:getNautsAll()
return self.Nauts
end
-- get Map name
function World:getMapName()
return self.map.name
end
-- Event: when player is killed
function World:onNautKilled(naut)
self.camera:startShake()
self:createRay(naut)
local nauts = self:getNautsPlayable()
if self.lastNaut then
changeScene(Menu:new())
elseif #nauts < 2 then
self.lastNaut = true
naut:playSound(5, true)
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)
-- Physical world
self.world:update(dt)
-- Camera
self.camera:update(dt)
-- Engine world: Nauts, Grounds (kek) and Decorations - all Animateds (top kek)
for _,naut in pairs(self.Nauts) do
naut:update(dt)
end
for _,platform in pairs(self.Platforms) do
platform:update(dt)
end
for _,decoration in pairs(self.Decorations) do
decoration:update(dt)
end
-- Clouds
if self.map.clouds then
-- generator
local n = table.getn(self.Clouds)
self.clouds_delay = self.clouds_delay - dt
if self.clouds_delay < 0 and
n < 18
then
self:randomizeCloud()
self.clouds_delay = self.clouds_delay + World.clouds_delay -- World.clouds_delay is initial
end
-- movement
for _,cloud in pairs(self.Clouds) do
if cloud:update(dt) > 340 then
table.remove(self.Clouds, _)
end
end
end
-- Effects
for _,effect in pairs(self.Effects) do
if effect:update(dt) then
table.remove(self.Effects, _)
end
end
-- Rays
for _,ray in pairs(self.Rays) do
if ray:update(dt) then
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
-- Background
love.graphics.draw(self.background, 0, 0, 0, scaler, scaler)
-- TODO: this needs to be reworked!
-- Draw clouds
for _,cloud in pairs(self.Clouds) do
cloud:draw(offset_x, offset_y, scale)
end
-- Draw decorations
for _,decoration in pairs(self.Decorations) do
decoration:draw(offset_x, offset_y, scale)
end
-- Draw effects
for _,effect in pairs(self.Effects) do
effect:draw(offset_x,offset_y, scale)
end
-- Draw player
for _,naut in pairs(self.Nauts) do
naut:draw(offset_x, offset_y, scale, debug)
end
-- Draw ground
for _,platform in pairs(self.Platforms) do
platform:draw(offset_x, offset_y, scale, debug)
end
-- Draw rays
for _,ray in pairs(self.Rays) do
ray:draw(offset_x, offset_y, scale)
end
-- draw center
if debug then
local c = self.camera
local w, h = love.graphics.getWidth(), love.graphics.getHeight()
-- draw map center
love.graphics.setColor(130,130,130)
love.graphics.setLineWidth(1)
love.graphics.setLineStyle("rough")
local cx, cy = c:getPositionScaled()
local x1, y1 = c:translatePosition(self.map.center_x, cy)
local x2, y2 = c:translatePosition(self.map.center_x, cy+h)
love.graphics.line(x1,y1,x2,y2)
local x1, y1 = c:translatePosition(cx, self.map.center_y)
local x2, y2 = c:translatePosition(cx+w, self.map.center_y)
love.graphics.line(x1,y1,x2,y2)
-- draw ox, oy
love.graphics.setColor(200,200,200)
love.graphics.setLineStyle("rough")
local cx, cy = c:getPositionScaled()
local x1, y1 = c:translatePosition(0, cy)
local x2, y2 = c:translatePosition(0, cy+h)
love.graphics.line(x1,y1,x2,y2)
local x1, y1 = c:translatePosition(cx, 0)
local x2, y2 = c:translatePosition(cx+w, 0)
love.graphics.line(x1,y1,x2,y2)
end
-- Draw HUDs
for _,naut in pairs(self.Nauts) do
-- I have no idea where to place them T_T
-- let's do: bottom-left, bottom-right, top-left, top-right
local w, h = love.graphics.getWidth()/scale, love.graphics.getHeight()/scale
local y, e = 1, 1
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
function World.beginContact(a, b, coll)
if a:getCategory() == 1 then
local x,y = coll:getNormal()
if y < -0.6 then
print(b:getUserData().name .. " is not in air")
-- Move them to Hero
b:getUserData().inAir = false
b:getUserData().jumpnumber = 2
b:getUserData().salto = false
b:getUserData():createEffect("land")
end
local vx, vy = b:getUserData().body:getLinearVelocity()
if math.abs(x) == 1 or (y < -0.6 and x == 0) then
b:getUserData():playSound(3)
end
end
if a:getCategory() == 3 then
b:getUserData():damage(a:getUserData()[2])
end
if b:getCategory() == 3 then
a:getUserData():damage(b:getUserData()[2])
end
end
-- endContact
function World.endContact(a, b, coll)
if a:getCategory() == 1 then
print(b:getUserData().name .. " is in air")
-- Move them to Hero
b:getUserData().inAir = true
end
end
-- Controller callbacks
-- TODO: names of this methods don't follow naming patterns in this project. See `Controller` and change it.
function World:controlpressed(set, action, key)
if key == "f6" and debug then
local map = self:getMapName()
local nauts = {}
for _,naut in pairs(self:getNautsAll()) do
table.insert(nauts, {naut.name, naut:getControlSet()})
end
local new = World:new(map, nauts)
changeScene(new)
end
for k,naut in pairs(self:getNautsAll()) do
naut:controlpressed(set, action, key)
end
end
function World:controlreleased(set, action, key)
for k,naut in pairs(self:getNautsAll()) do
naut:controlreleased(set, action, key)
end
end
|