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Class = require("libs.hump.class")
Gamestate = require("libs.hump.gamestate")
STI = require("libs.sti")
local Moonshine = require("libs.moonshine")
Camera = require("libs.hump.camera")
Windfield = require("libs.windfield")
require("libs.tserial")
require("core.notifications")
require("entities.enemy")
local zoomFactor = 3
local player = {
x=0,
y=0,
sprite=love.graphics.newImage("assets/images/player_demo.png"),
speed=100,
dir="down"
}
local fullscreen = true
local windowWidth, windowHeight = love.graphics.getDimensions()
local _w = windowWidth/zoomFactor
local _h = windowHeight/zoomFactor
Map = Class {
__include=Gamestate,
init = function(self, mapName)
_gameWorld = Windfield.newWorld(0,0)
_gameWorld:setQueryDebugDrawing(true) -- Remove when deploy
_gameWorld:addCollisionClass('player')
_gameWorld:addCollisionClass('interactive')
_gameWorld:addCollisionClass('enemy')
effect = Moonshine(windowWidth, windowHeight, Moonshine.effects.crt)
.chain(Moonshine.effects.vignette)
.chain(Moonshine.effects.scanlines)
.chain(Moonshine.effects.chromasep)
effect.scanlines.thickness = .2
effect.scanlines.opacity = .5
effect.chromasep.angle = 1
effect.chromasep.radius = 3
notifications = Notifications(zoomFactor)
camera = Camera()
camera:zoom(zoomFactor)
currentMap = STI("assets/maps/"..mapName..".lua")
if currentMap.layers["entities"] then
for i,obj in pairs(currentMap.layers["entities"].objects) do
if obj.name=="player" and obj.type=="player" then
player.x = obj.x
player.y = obj.y
player.collider = _gameWorld:newBSGRectangleCollider(player.x, player.y, 8, 8, 0)
player.collider:setFixedRotation(true)
player.collider:setCollisionClass('player')
player.collider:setObject({
x = player.x,
y = player.y,
dir = player.dir
})
end
if obj.type=="interactive" then
local collider = _gameWorld:newRectangleCollider(obj.x, obj.y, obj.width, obj.height)
local interactiveData = {
type = obj.type,
interactive_type = obj.properties.interactive_type,
message = obj.properties.message and obj.properties.message or nil,
talker_data = obj.properties.talker_data and obj.properties.talker_data or nil
}
collider:setObject(interactiveData)
collider:setCollisionClass('interactive')
collider:setType("static")
end
if obj.type=="enemy" then
enemy = Enemy(obj.x, obj.y, _gameWorld)
enemy:setCollider()
end
end
end
if currentMap.layers["walls"] then
for i,obj in pairs(currentMap.layers["walls"].objects) do
local wall = _gameWorld:newRectangleCollider(obj.x, obj.y, obj.width, obj.height)
wall:setType("static")
end
end
end,
entities={}
}
function Map:update(dt)
local vx = 0
local vy = 0
if love.keyboard.isDown("w") then
vy = player.speed * -1
player.dir = "up"
end
if love.keyboard.isDown("a") then
vx = player.speed * -1
player.dir = "left"
end
if love.keyboard.isDown("s") then
vy = player.speed
player.dir = "down"
end
if love.keyboard.isDown("d") then
vx = player.speed
player.dir = "right"
end
player.collider:setLinearVelocity(vx, vy)
_gameWorld:update(dt)
player.x = player.collider:getX() - 4
player.y = player.collider:getY() - 4
player.collider:setObject({
x = player.x,
y = player.y,
dir = player.dir
})
camera:lookAt(player.x, player.y)
currentMap:update(dt)
if camera.x < _w/2 then
camera.x = _w/2
end
if camera.y < _h/2 then
camera.y = _h/2
end
local mapWidth = currentMap.width * currentMap.tilewidth
local mapHeight = currentMap.height * currentMap.tileheight
if camera.x > (mapWidth - _w/2) then
camera.x = (mapWidth - _w/2)
end
if camera.y > (mapHeight - _h/2) then
camera.y = (mapHeight - _h/2)
end
if player.collider:enter('interactive') then
local _interColliderData = player.collider:getEnterCollisionData('interactive')
local interactiveCollider = _interColliderData.collider
local interactiveData = interactiveCollider:getObject()
if interactiveData.message then
notifications:send(interactiveData.message)
end
end
notifications:update(dt)
enemy:update(dt)
end
function Map:draw()
effect(function()
camera:attach()
drawMapLayer("ground")
drawMapLayer("decorations")
love.graphics.draw(player.sprite, player.x, player.y)
drawMapLayer("foreground")
_gameWorld:draw() -- Debug Collision Draw
enemy:draw()
camera:detach()
notifications:draw()
end)
end
function Map:keypressed(key, scancode)
if(scancode=="f4") then
fullscreen = not fullscreen
love.window.setFullscreen(fullscreen)
resize()
end
end
function drawMapLayer(layerName)
if currentMap.layers[layerName].visible then
currentMap:drawLayer(currentMap.layers[layerName])
end
end
function resize()
_width, _height = love.graphics.getDimensions()
if not(fullscreen) then
_width = 1280
_height = 720
end
effect.resize(_width,_height)
notifications.calculateWindowDimensions()
end
return Map
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