love.math.setRandomSeed(os.time()) -- Gamestates --local won = require "gamestates.won" --TODO MAKE THIS local lost = require "gamestates.lost" local paused = require "gamestates.paused" -- This Gamestate local game = {} -- Locals local boxes = {} local score, totalScore = 0, 0 local level, time, startingTime = 0, 0, 0 local previousState, gameSettings --these are defined on each entry to this gamestate local screenWidth, screenHeight --defines where things are rendered local boxColumns, boxRows --defines how many boxes --these are loaded from values passed on entry to this gamestate local boxSize, colorStep, timeLimit = 20, 80, 60 --default values just in case local function nextLevel() totalScore = totalScore + score score = 0 level = level + 1 time = time + timeLimit --your remaining time is added on to the next level startingTime = time --save where you started on this level for scoring -- (re)create black boxes boxes = {} for i=0,boxColumns do boxes[i] = {} for j=0,boxRows do boxes[i][j] = {0, 0, 0} end end -- assign a random set of boxes random colors for i=1,math.floor(math.pow(level, 1.07) * 1.03 + 2) do --(level * 1.5 + 2) local x, y = love.math.random(0, #boxes), love.math.random(0, #boxes[1]) boxes[x][y] = {love.math.random(0, 255), love.math.random(0, 255), love.math.random(0, 255)} boxes[x][y][1] = boxes[x][y][1] - boxes[x][y][1] % colorStep --is this right? boxes[x][y][2] = boxes[x][y][2] - boxes[x][y][2] % colorStep boxes[x][y][3] = boxes[x][y][3] - boxes[x][y][3] % colorStep end end local function colorsEqual(A, B) if A[1] == B[1] and A[2] == B[2] and A[3] == B[3] then return true end return false end local function copyColor(A) return {A[1], A[2], A[3]} end function game:enter(previous, settings) -- save the state we came from previousState = previous -- set locals based on screen size screenWidth = love.graphics.getWidth() screenHeight = love.graphics.getHeight() boxColumns = math.floor(screenWidth / boxSize) - 1 boxRows = math.floor(screenHeight / boxSize) - 5 -- save the settings for later use gameSettings = settings or gameSettings -- set how to play the game based on settings boxSize = gameSettings.boxSize colorStep = gameSettings.colorStep timeLimit = gameSettings.timeLimit -- set the font we're going to use love.graphics.setNewFont(28) -- this is nextLevel shit nextLevel() end function game:resume(previous, action) if action == "LOST" then game:enter(previousState) --we want to keep the old values totalScore = 0 --this should have happened in game:leave() but does not for an unknown reason end if action == "UNPAUSED" then love.graphics.setNewFont(28) -- fix our font! end end function game:update(dt) -- check if level complete local coloredBoxes = {} for i=0,#boxes do for j=0,#boxes[i] do if not colorsEqual(boxes[i][j], {0, 0, 0}) then table.insert(coloredBoxes, boxes[i][j]) end end end local won, color if #coloredBoxes >= 2 then won = true color = copyColor(coloredBoxes[1]) for i=2,#coloredBoxes do if not colorsEqual(color, coloredBoxes[i]) then won = false end end end if won then -- TODO we need a brief push/pop of gamestate to display a winning message nextLevel() end -- else decrement time, and check if out of time time = time - dt if time <= 0 then -- TODO we need to pass an image of the screen and data about time of losing Gamestate.push(lost, love.graphics.newScreenshot(), totalScore + score) -- call leave to clean up the gamestate game:leave() end -- update the current score score = #coloredBoxes / math.pow(startingTime - time, 0.02) * colorStep end function game:draw() --boxes for i=0,#boxes do for j=0,#boxes[i] do love.graphics.setColor(boxes[i][j]) love.graphics.rectangle("fill", i * boxSize, j * boxSize + boxSize * 2, boxSize, boxSize) end end --lines -- vertical love.graphics.setColor(255, 255, 255) for i=0,boxColumns+1 do love.graphics.line(i * boxSize, 0 + boxSize * 2, i * boxSize, screenHeight - boxSize * 2) end -- horizontal for j=0,boxRows+1 do love.graphics.line(0, j * boxSize + boxSize * 2, screenWidth, j * boxSize + boxSize * 2) end -- Info Overlays --love.graphics.setNewFont(28) --purposely stays same no matter screen res love.graphics.setColor(255, 255, 255) -- top of screen stuff love.graphics.printf(string.format("Total Score: %.1f", totalScore), 0, 3, screenWidth / 2, "center") --love.graphics.printf(string.format("Best Score: %.1f", bestScore), screenWidth / 2, 3, screenWidth / 2, "center") -- bottom of screen stuff love.graphics.printf(string.format("Time: %.1f", time), 0, screenWidth / 2 + 25, screenWidth / 2, "center") love.graphics.printf("Level: "..level, 0, screenWidth / 2 + 25, screenWidth, "center") love.graphics.printf(string.format("Current Score: %.1f", score), screenWidth / 2, screenWidth / 2 + 25, screenWidth / 2, "center") end function game:mousepressed(x, y, button) -- new x/y adjusted for where boxes actually are local nx = math.floor(x / boxSize) local ny = math.floor((y - boxSize * 2) / boxSize) -- check if we are actually over a box first if boxes[nx][ny] then -- left, red if button == "l" then boxes[nx][ny][1] = boxes[nx][ny][1] + colorStep if boxes[nx][ny][1] > 255 then boxes[nx][ny][1] = 0 end -- middle, green elseif button == "m" or button == "wu" or button == "wd" then boxes[nx][ny][2] = boxes[nx][ny][2] + colorStep if boxes[nx][ny][2] > 255 then boxes[nx][ny][2] = 0 end -- right, blue elseif button == "r" then boxes[nx][ny][3] = boxes[nx][ny][3] + colorStep if boxes[nx][ny][3] > 255 then boxes[nx][ny][3] = 0 end end end end function game:leave() --double check the correctness of this level = 0 score = 0 totalScore = 0 time = 0 startingTime = 0 end function game:keypressed(key, unicode) if key == " " then Gamestate.push(paused, love.graphics.newScreenshot()) elseif key == "escape" then Gamestate.switch(previousState) end end function game:focus(isFocused) if not isFocused then Gamestate.push(paused, love.graphics.newScreenshot()) end end return game