diff --git a/main.lua b/main.lua index 113f2ac..1208fec 100644 --- a/main.lua +++ b/main.lua @@ -1,21 +1,25 @@ --load peachy peachy = require("libs/peachy") +--load globals +local globals = require("modules/globals") +game = globals.game + --load player player = require("modules/player") ---load hump camera -Camera = require("libs/hump/camera") -camera = Camera(player.x, player.y) +--load floors +floors = require("modules/floors") --load content_loader local content_loader = require("modules/content_loader") spritesheets = content_loader.spritesheets sound_effects = content_loader.sound_effects ---load globals -local globals = require("modules/globals") -local game = globals.game +player:init(sound_effects, spritesheets, game) +--load hump camera +Camera = require("libs/hump/camera") +camera = Camera(player.object.body:getX(), player.object.body:getY()) --load draw_callback draw_mod = require("modules/draw_callback") @@ -27,9 +31,10 @@ update_mod = require("modules/update_callback") local update_callback = update_mod.update local updateinit = update_mod.updateinit -drawerinit(spritesheets, player, game, camera) -updateinit(game, camera) -player:init(sound_effects, spritesheets, game) +floors:addFloor("Bottom", game, 0, (game:getcurlevel().height /4) - 160, game:getcurlevel().width, 160, 255, 255, 255, 255) + +drawerinit(spritesheets, player, game, camera, floors) +updateinit(game, camera, floors) --play music for level game:getcurlevel().music:play() @@ -39,5 +44,5 @@ function love.draw() end function love.update(dt) - update_callback(dt) + update_callback(dt) end \ No newline at end of file diff --git a/modules/draw_callback.lua b/modules/draw_callback.lua index 93c92e9..e42bad8 100644 --- a/modules/draw_callback.lua +++ b/modules/draw_callback.lua @@ -2,32 +2,40 @@ local spritesheets = {} local player = {} local game = {} local camera = {} +local floors = {} -function drawerinit(spritesheetst, playert, gamex, camerax) +function drawerinit(spritesheetst, playert, gamex, camerax, floorsx) spritesheets = spritesheetst player = playert game = gamex camera = camerax + floors = floorsx end local function draw() camera:attach() + --draw rectangle with bottom at 980y and top at 850y which stretches acress the entire modules/player --draw background - love.graphics.draw(game.levels[game.level].background, 0, 0) + love.graphics.draw(game:getcurlevel().background, 0, -(game:getcurlevel().height) + 280) + --draw floors + for i = 1, #floors, 1 do + love.graphics.setColor(love.math.colorFromBytes(floors[i].color[1], floors[i].color[2], floors[i].color[3], floors[i].color[4])) + love.graphics.rectangle("fill", floors[i].x, floors[i].y, floors[i].width, floors[i].height) + end --draw player_animation - player.animation:draw(player.x, player.y) + player.animation:draw(player.object.body:getX(), player.object.body:getY()) if player.state == "idle" then - spritesheets["player_idle"]:draw(player.x, player.y) + spritesheets["player_idle"]:draw(player.object.body:getX(), player.object.body:getY()) elseif player.state == "walk_left" then - spritesheets["player_walk_left"]:draw(player.x, player.y) + spritesheets["player_walk_left"]:draw(player.object.body:getX(), player.object.body:getY()) elseif player.state == "walk_right" then - spritesheets["player_walk_right"]:draw(player.x, player.y) + spritesheets["player_walk_right"]:draw(player.object.body:getX(), player.object.body:getY()) elseif player.state == "jump" then - spritesheets["player_jump"]:draw(player.x, player.y) + spritesheets["player_jump"]:draw(player.object.body:getX(), player.object.body:getY()) elseif player.state == "die" then - spritesheets["player_die"]:draw(player.x, player.y) + spritesheets["player_die"]:draw(player.object.body:getX(), player.object.body:getY()) else - spritesheets["player_default"]:draw(player.x, player.y) + spritesheets["player_default"]:draw(player.object.body:getX(), player.object.body:getY()) end camera:detach() end diff --git a/modules/floors.lua b/modules/floors.lua new file mode 100644 index 0000000..5a5c3af --- /dev/null +++ b/modules/floors.lua @@ -0,0 +1,28 @@ +local floors = {} +floors.addFloor = function(self, name, game, x, y, w, h, r, g, b, a) + local floor = {} + floor.name = name + floor.x = x + floor.y = y + floor.width = w + floor.height = h + floor.userdata = "floor" + floor.color = {r, g, b, a} + floor.body = love.physics.newBody(game.world, x + w / 2, y, "static") + floor.shape = love.physics.newRectangleShape(w, h) + floor.fixture = love.physics.newFixture(floor.body, floor.shape) + floor.fixture:setUserData(floor.userdata) + table.insert(self, floor) + game.objects.floors = self.floors +end +floors.listFloors = function(self) + allstr = "" + for i,v in pairs(self) do + --if v is not a function + if type(v) ~= "function" then + allstr = allstr .. (v.name..": \""..v.body:getX().."\"; y: \""..v.body:getY().."\";;;") + end + end + return allstr +end +return floors \ No newline at end of file diff --git a/modules/globals.lua b/modules/globals.lua index f523384..dbdeeaa 100644 --- a/modules/globals.lua +++ b/modules/globals.lua @@ -8,18 +8,26 @@ game.fullscreen = false game.level = 1 game.level_count = 1 game.levels = {} +game.objects = {} +--set up physics +love.physics.setMeter(64) +game.world = love.physics.newWorld(0, 9.81*64, true) game.getcurlevel = function(self) return self.levels[self.level] end + for i = 1, game.level_count, 1 do game.levels[i] = {} game.levels[i].background = love.graphics.newImage("assets/images/backgrounds/level".. i .."_hires.png") game.levels[i].width = game.levels[i].background:getWidth() game.levels[i].height = game.levels[i].background:getHeight() + --print level dimensions + print("Level " .. i .. " dimensions: " .. game.levels[i].width .. "x" .. game.levels[i].height) game.levels[i].music = love.audio.newSource("assets/audio/music/track".. i ..".ogg", "static") game.levels[i].music:setLooping(true) end + return { game = game } \ No newline at end of file diff --git a/modules/player.lua b/modules/player.lua index 096d322..ef755a7 100644 --- a/modules/player.lua +++ b/modules/player.lua @@ -1,51 +1,70 @@ local player = {} -player.x = 0 -player.y = 500 player.width = 140 player.height = 160 -player.speed = 200 -player.speed_jumping = 400 -player.speed_walking = 200 -player.jump_height = 500 +player.speed = 320000 +player.speed_jumping = 640000 +player.speed_walking = 320000 +player.jump_height = 400 player.state = "idle" player.direction = "right" player.alive = true +player.object = {} player.init = function(self, sound_effects, spritesheets, game) self.sound_effects = sound_effects self.spritesheets = spritesheets self.game = game - self.x = self.game.width / 2 + 8 - self.y = self.game.height + 8 - player.animation = spritesheets["player_idle"] + self.animation = spritesheets["player_idle"] + self.object.body = love.physics.newBody(game.world, player.width, player.height, "dynamic") + self.object.shape = love.physics.newRectangleShape(player.width, player.height) + self.object.fixture = love.physics.newFixture(self.object.body, self.object.shape) + self.object.fixture:setUserData("player") + self.spawnx, self.spawny = game:getcurlevel().width / 2, game:getcurlevel().height / 4 - self.height * 2 + self.object.body:setPosition(self.spawnx, self.spawny) + self.game.player = self end player.walk_right = function(self, dt) - if self.x < self.game:getcurlevel().width - self.width - self.game.width - 8 and self.alive then - self.x = self.x + self.speed * dt + if self.alive then + self.object.body:applyForce(self.speed * dt, 0) self.state = "walk_right" self.direction = "right" self.animation = self.spritesheets["player_walk_right"] end end player.walk_left = function(self, dt) - if self.x > self.game.width / 2 + 8 and self.alive then - self.x = self.x - self.speed * dt + if self.alive then + self.object.body:applyForce(-(self.speed * dt), 0) self.state = "walk_left" self.direction = "left" self.animation = self.spritesheets["player_walk_left"] end end player.jump = function(self, dt) - if self.y > self.game.height / 2 + 8 and self.alive then - self.y = self.y - self.jump_height * dt - self.state = "jump" - self.animation = self.spritesheets["player_jump"] - self.sound_effects["jump"]:play() + --check if alive and if on floor + if self.alive then + --check all contacts + for i,v in pairs(self.object.body:getContacts()) do + --get fixtures + local fixtureA, fixtureB = v:getFixtures( ) + --get userdata + local userdataA = fixtureA:getUserData() + local userdataB = fixtureB:getUserData() + --check if on floor + if userdataA == "floor" or userdataB == "floor" then + --jump + self.object.body:applyLinearImpulse(0, -self.jump_height) + self.state = "jump" + self.animation = self.spritesheets["player_jump"] + self.sound_effects["jump"]:play() + break + end + + end end end player.down = function(self, dt) - if self.y < self.game:getcurlevel().height - self.height - self.game.height / 2 - 8 and self.alive then - self.y = self.y + self.jump_height * dt + if self.alive then + self.object.body:applyForce(0, self.jump_height * dt) self.state = "jump" self.animation = self.spritesheets["player_jump"] self.sound_effects["jump"]:play() @@ -82,4 +101,17 @@ player.default = function(self, dt) self.animation = self.spritesheets["player_default"] end end +player.update = function(self, dt) + if self.alive then + --check if below map + if self.object.body:getY() > self.game:getcurlevel().height then + self:die() + --reset position, rotation and velocity + self.object.body:setPosition(self.spawnx, self.spawny) + self.object.body:setAngle(0) + self.object.body:setLinearVelocity(0, 0) + self:revive() + end + end +end return player \ No newline at end of file diff --git a/modules/update_callback.lua b/modules/update_callback.lua index 1e70b9e..8d2a0cd 100644 --- a/modules/update_callback.lua +++ b/modules/update_callback.lua @@ -1,11 +1,14 @@ local game = {} local camera = {} -local function updateinit(gamex, camerax) +local floors = {} +local function updateinit(gamex, camerax, floorsx) game = gamex camera = camerax + floors = floorsx end local function update(dt) + game.world:update(dt) --update player_animation if spritesheets["player_die"]:getFrame() ~= 16 then spritesheets["player_die"]:update(dt) @@ -51,10 +54,23 @@ local function update(dt) player:revive(dt) end if key("x") then - print("x: \""..player.x.."\"; y: \""..player.y.."\"") + --print coordinates of all objects + local allstr = floors:listFloors() + allstr = allstr .. ("Player: \""..game.player.object.body:getX().."\"; y: \""..game.player.object.body:getY().."\";;;") + print(allstr) + end + if key("c") then + --reset player position + player.object.body:setX(player.spawnx) + player.object.body:setY(player.spawny) + --and velocity + player.object.body:setLinearVelocity(0, 0) + --and rotation + player.object.body:setAngle(0) end end - local dx,dy = (player.x - camera.x) / 2, (player.y - camera.y) / 2 + player:update(dt) + local dx,dy = (player.object.body:getX() - camera.x) / 2, (player.object.body:getY() - camera.y) / 2 camera:move(dx, dy) end return {