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-- Namespace.
local Game = {}
-- Import.
Game.newRoom = require "room"
Game.newPlayer = require "player"
Game.newProp = require "prop"
Game.newMessage = require "message"
Game.quads = require "quads"
-- Various children.
Game.sprites = {}
Game.rooms = {}
Game.props = {}
Game.player = nil
Game.message = nil
Game.delay = 0.08
Game.initial = Game.delay
-- Aliases for window size getters.
Game.getWidth = love.graphics.getWidth
Game.getHeight = love.graphics.getHeight
-- Loads sprites atlases.
function Game.load()
-- Font
Game.font = love.graphics.newImageFont("assets/font.png", " 0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz.,:;-_/\\!@#$%^&*?=+~`|'\"()[]{}<>", 1)
Game.font:setLineHeight(0.875)
love.graphics.setFont(Game.font)
-- Spritesheets
Game.sprites.player = love.graphics.newImage("assets/player.png")
Game.sprites.room = love.graphics.newImage("assets/rooms.png")
Game.sprites.door = love.graphics.newImage("assets/door.png")
Game.sprites.console = love.graphics.newImage("assets/console.png")
Game.sprites.fridge = love.graphics.newImage("assets/fridge.png")
Game.sprites.outside = love.graphics.newImage("assets/outside.png")
Game.sprites.wand = love.graphics.newImage("assets/wand.png")
-- Create new player
Game.player = Game.newPlayer()
end
-- Based on current window sizes returns proper scale for elements.
function Game.getScale()
local w,h = Game.getWidth(), Game.getHeight()
local scale_w = math.ceil(w / 100)
local scale_h = math.ceil(h / 75)
return math.max(scale_w, scale_h)
end
-- Get current offsets.
function Game.getOffsets()
local scale, width, height, mouse_x, mouse_y, player_x, offset_x, offset_y
scale = Game.getScale()
width, height = Game.getWidth(), Game.getHeight()
mouse_x, mouse_y = love.mouse.getPosition()
player_x = Game.player.x * scale
mouse_x = (mouse_x - width / 2)*.02
mouse_y = (mouse_y - height / 2)*.01
offset_x = width/2 - player_x - mouse_x
offset_y = (height - (32 * scale))/2 - mouse_y
return offset_x, offset_y
end
-- Returns mouse position in game world.
function Game.getMousePosition(x, y)
local scale = Game.getScale()
if not x and not y then
local x, y = love.mouse.getPosition()
end
local ox, oy = Game.getOffsets()
x = math.floor((x - ox)/scale)
y = math.floor((y - oy)/scale)
return x, y
end
-- Returns double true if given position is inside any Room.
function Game.inRange(x, y)
local horizontal, vertical = false, false
if y > 0 and y < 32 then
vertical = true
end
local width = 0
for _,room in pairs(Game.rooms) do
if room.discovered then
width = width + room:getDimensions()
end
end
if x > 2 and x < width-1 then
horizontal = true
end
return horizontal, vertical
end
-- Tests if given position is inside any Prop.
function Game.testPosition(x, y)
for _,prop in pairs(Game.props) do
local test = prop:testPosition(x, y)
if test then
return test
end
end
end
-- Returns player. The only one.
function Game.getPlayer()
return Game.player
end
-- Returns current message, beep.
function Game.getMessage()
return Game.message
end
-- Inserts new Room.
function Game.insertRoom(width, height)
local x, y
local last = Game.rooms[#Game.rooms]
if last then
local lw, lh = last:getDimensions()
local lx, ly = last:getPosition()
x, y = lx + lw, ly
end
local room = Game.newRoom():setDimensions(width, height):setPosition(x, y)
table.insert(Game.rooms, room)
return room
end
function Game.insertDoor(room)
local x, y = room:getPosition()
local w, h = room:getDimensions()
local door = Game.insertProp():setPosition(x+w-5,10):setDimensions(10,18)
return door
end
-- Inserts new Prop.
function Game.insertProp(prop)
local prop = prop
if not prop then
prop = Game.newProp()
end
table.insert(Game.props, prop)
return prop
end
-- Sets given or empty message as current message.
function Game.setMessage(message)
local message = message
if not message then
message = Game.newMessage()
end
Game.message = message
return message
end
return Game
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