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-- `World`
-- Used to manage physical world and everything inside it: clouds, platforms, nauts, background etc.
-- WHOLE CODE HAS FLAG OF "need a cleanup"
require "ground"
require "player"
require "cloud"
require "effect"
require "decoration"
-- Metatable of `World`
-- nils initialized in constructor
World = {
-- inside
world = nil,
Nauts = nil,
Platforms = nil,
Clouds = nil,
Decorations = nil,
Effects = nil,
camera = nil,
-- cloud generator
clouds_delay = 5,
clouds_initial = nil,
-- Map
map = nil,
-- Gameplay status
lastNaut = false
}
-- Constructor of `World` ZA WARUDO!
function World:new(map, ...)
-- 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
local n = {}
o.Nauts = n
local p = {}
o.Platforms = {}
local c = {}
o.Clouds = c
local e = {}
o.Effects = e
local d = {}
o.Decorations = d
-- Random init
math.randomseed(os.time())
-- Map
local map = map or "default"
o:loadMap(map)
-- Nauts
o:spawnNauts(...)
-- Create camera
o.camera = Camera:new(o)
-- Cloud generator
o.clouds_initial = o.clouds_delay
for i=1,6 do
o:randomizeCloud(false)
end
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 = nil
end
-- Load map from file
function World:loadMap(name)
local name = name or "default"
name = "maps/" .. name .. ".lua"
local map = love.filesystem.load(name)
self.map = map()
for _,platform in pairs(self.map.platforms) do
self:createPlatform(platform.x, platform.y, platform.shape, platform.sprite)
end
for _,decoration in pairs(self.map.decorations) do
self:createDecoration(decoration.x, decoration.y, decoration.sprite)
end
end
-- Spawn all the nauts for the round
function World:spawnNauts(...)
local params = {...}
local nauts = nil
if type(params[1][1]) == "table" then
nauts = params[1]
else
nauts = params
end
for _,naut in pairs(nauts) do
local x,y = self:getSpawnPosition()
local spawn = self:createNaut(x, y, naut[1])
spawn:assignController(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
function World:createPlatform(x, y, polygon, sprite)
table.insert(self.Platforms, Ground:new(self, self.world, x, y, polygon, sprite))
end
-- Add new naut to the world
function World:createNaut(x, y, name)
local naut = Player:new(self, self.world, x, y, name)
table.insert(self.Nauts, naut)
return naut
end
-- Add new decoration to the world
function World:createDecoration(x, y, sprite)
table.insert(self.Decorations, Decoration:new(x, y, sprite))
end
-- Add new cloud to the world
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
function World:createEffect(name, x, y)
table.insert(self.Effects, Effect:new(name, x, y))
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
-- Event: when player is killed
function World:onNautKilled(naut)
self.camera:startShake()
local nauts = self:getNautsPlayable()
if self.lastNaut then
local m = Menu:new()
for _,controller in pairs(Controllers) do
m:assignController(controller)
end
changeScene(m)
elseif #nauts < 2 then
self.lastNaut = true
end
end
-- Update ZU WARUDO
function World:update(dt)
-- Physical world
self.world:update(dt)
-- Camera
self.camera:update(dt)
-- Nauts
for _,naut in pairs(self.Nauts) do
naut:update(dt)
end
-- Clouds
-- 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 + self.clouds_initial
end
-- movement
for _,cloud in pairs(self.Clouds) do
if cloud:update(dt) > 340 then
table.remove(self.Clouds, _)
end
end
-- Effects
for _,effect in pairs(self.Effects) do
if effect:update(dt) then
table.remove(self.Effects, _)
end
end
end
-- Draw
function World:draw()
-- Hard-coded background (for now)
love.graphics.setColor(self.map.color_bot)
love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight())
love.graphics.setColor(self.map.color_mid)
love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight()*0.8)
love.graphics.setColor(self.map.color_top)
love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight()*0.25)
-- Camera stuff
local offset_x, offset_y = self.camera:getOffsets()
local scale = self.camera.scale
-- 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 center
if debug then
local c = self.camera
local w, h = love.graphics.getWidth(), love.graphics.getHeight()
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)
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
love.graphics.setFont(Bold)
love.graphics.printf("WINNER",(w*0.25)*scale,(20)*scale,w/2,"center",0,scale,scale)
love.graphics.setFont(Font)
end
end
-- beginContact
function World.beginContact(a, b, coll)
if a:getCategory() == 1 then
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
b:getUserData().salto = false
b:getUserData():createEffect("land")
end
end
end
-- endContact
function World.endContact(a, b, coll)
if a:getCategory() == 1 then
print(b:getUserData().name .. " is in air")
b:getUserData().inAir = true
end
end
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