stuff working sort of

This commit is contained in:
Paul Liverman 2014-10-26 15:41:53 -07:00
parent 048dc835d9
commit c921c83b0f
3 changed files with 227 additions and 27 deletions

View File

@ -13,7 +13,7 @@ function love.conf(t)
t.window.resizable = false
t.window.fullscreen = false
t.window.vsync = true --may change?
t.window.vsync = false --may change?
t.window.fsaa = 0
t.window.display = 1
t.window.highdpi = false

98
src/levels.lua Normal file
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@ -0,0 +1,98 @@
local LightWorld = require "lib.light_world"
require "lightWorldRectangleFix"
local Object = {}
Object.__index = Object
function Object.new(x, y, w, h)
local self = {
x = x, y = y,
w = w, h = h,
shadow = lightWorldRectangleFix(lightWorld, x, y, w, h)
}
return self
end
level = {
function()
lightWorld = LightWorld({
drawBackground = drawBackground,
drawForground = drawForeground,
ambient = {80, 80, 100} --previously 60,60,60
})
lightWorld.blur = 0
bgColor = {35, 65, 85}
lights = {
lightWorld:newLight(love.graphics.getWidth() / 2 - 35, love.graphics.getHeight() / 2, 255, 150, 100, 650)
} --x,y,r,g,b,radius
thompson = {
color = {255, 0, 0},
x = 30,
y = love.graphics.getHeight() - 73 -15 - 27, --15 above bottom, 27 is because height of thompson
w = 17,
h = 27,
v = {0, 0}
}
thompson.shadow = lightWorldRectangleFix(lightWorld, thompson.x, thompson.y, thompson.w, thompson.h)
thompson.fixShadowPosition = function()
thompson.shadow.x = thompson.x + thompson.w / 2
thompson.shadow.y = thompson.y + thompson.h / 2
thompson.shadow.data = {
thompson.x, thompson.y,
thompson.x + thompson.w, thompson.y,
thompson.x + thompson.w, thompson.y + thompson.h,
thompson.x, thompson.y + thompson.h
}
end
objects = {
Object.new(0, 0, love.graphics.getWidth(), 15),
Object.new(0, 0, 15, love.graphics.getHeight()),
Object.new(0, love.graphics.getHeight() - 15, love.graphics.getWidth(), 15),
Object.new(love.graphics.getWidth() - 15, 0, 15, love.graphics.getHeight()),
Object.new(100, love.graphics.getHeight() - 60 - 50, 50, 50),
Object.new(420, love.graphics.getHeight() - 170 - 50, 50, 50),
Object.new(431, love.graphics.getHeight() - 33 - 50, 49, 49),
Object.new(276, love.graphics.getHeight() - 85 - 50, 51, 51),
Object.new(27, love.graphics.getHeight() - 167 - 50, 47, 47),
Object.new(677, love.graphics.getHeight() - 81 - 50, 52, 52),
Object.new(628, love.graphics.getHeight() - 107 - 50, 49, 49),
Object.new(597, love.graphics.getHeight() - 223 - 50, 46, 46),
Object.new(311, love.graphics.getHeight() - 272 - 50, 53, 53),
Object.new(700, 68, 50, 50),
Object.new(140, 129, 47, 47),
Object.new(503, 83, 53, 53),
--remember we have 770x370 to work with (minus 30 because of walls)
--[[lightWorldRectangleFix(lightWorld, x, y, w, h),
lightWorldRectangleFix(lightWorld, x, y, w, h),
lightWorldRectangleFix(lightWorld, x, y, w, h),
lightWorldRectangleFix(lightWorld, x, y, w, h),
lightWorldRectangleFix(lightWorld, x, y, w, h),
lightWorldRectangleFix(lightWorld, x, y, w, h),
lightWorldRectangleFix(lightWorld, x, y, w, h),
lightWorldRectangleFix(lightWorld, x, y, w, h),]]
}
goal = {
x = 711,
y = 40,
w = thompson.w + 2,
h = thompson.h + 2
}
goal.collider = {
x = goal.x + goal.w / 2 - 1.5,
y = goal.y + goal.h / 2 - 1.5,
w = 3, h = 3
}
--[[goal = lightWorldRectangleFix(lightWorld, 700, 20, thompson.w + 2, thompson.h + 2)
goal.glowStrength = 5
for k,v in pairs(goal) do
print(k.."="..tostring(v))
end]]
end,
}

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@ -1,46 +1,148 @@
--local LightWorld = require "lib.light_world"
local g = 890
local fudgeFactor = 0.8
local timer = 0
local lightSway = true
local levelBeat = false
local currentLevel = 1
function love.load()
require "lightWorldRectangleFix"
require "levels"
level[currentLevel]()
end
local LightWorld = require "lib.light_world"
lightWorld = LightWorld({
drawBackground = drawBackground,
drawForground = drawForeground,
ambient = {60, 60, 60}
})
local function checkAABB(A, B)
--if A
if A.x + A.w < B.x or
A.y + A.h < B.y or
A.x > B.x + B.w or
A.y > B.y + B.h
then return false end
return true
end
light = lightWorld:newLight(love.graphics.getWidth() / 2, love.graphics.getHeight() / 2, 255, 150, 100, 600) --x,y,r,g,b,radius
bgColor = {35, 65, 85}
thompson = {
color = {255, 0, 0},
x = 50,
y = 50,
w = 17,
h = 27
}
thompson.shadow = lightWorldRectangleFix(lightWorld, thompson.x, thompson.y, thompson.w, thompson.h)
local function approxEqual(A, B)
local epsilon = 0.002
return math.abs(A-B) < epsilon
end
function love.update(dt)
love.window.setTitle("Thompson Was a Clone (FPS:" .. love.timer.getFPS() .. ")") --for testing purposes only
if dt > 0.002 then dt = 0.002 end
timer = timer + dt
-- adjust light position based on timer
if lightSway then
lights[1].x = lights[1].x + timer * 0.002
else
lights[1].x = lights[1].x - timer * 0.002
end
if timer > 9 then
timer = 0
lightSway = not lightSway
end
if approxEqual(timer, math.floor(timer)) then
if levelBeat then
currentLevel = currentLevel + 1
level[currentLevel]()
return
end
end
-- player control
if thompson.onGround and love.keyboard.isDown("w") or thompson.onGround and love.keyboard.isDown(" ") then
--if not thompson.isJumping then
thompson.v[2] = -g/2
--thompson.isJumping = true
--end
--thompson.isJumping = false
elseif love.keyboard.isDown("s") then
--do nothing
else
--thompson.isJumping = false
end
if love.keyboard.isDown("a") then
thompson.v[1] = -g/4
elseif love.keyboard.isDown("d") then
thompson.v[1] = g/4
else
thompson.v[1] = 0
end
-- reset button
if love.keyboard.isDown("r") then
level[1]() --hardcoded to first level!!
end
-- apply gravity
thompson.v[2] = thompson.v[2] + g * dt
-- update position
thompson.x = thompson.x + thompson.v[1] * dt
thompson.y = thompson.y + thompson.v[2] * dt
thompson.fixShadowPosition()
-- check win condition
if checkAABB(thompson, goal.collider) then
thompson.color = {255, 255, 255}
levelBeat = true
end
-- check for collisions & fix velocity/position
thompson.onGround = false --we assume he isn't until he hits one
for i=1,#objects do
if checkAABB(thompson, objects[i]) then
if thompson.y + thompson.h * fudgeFactor < objects[i].y then
-- thompson landed
thompson.v[2] = 0
thompson.y = objects[i].y - thompson.h
thompson.onGround = true
elseif thompson.y > objects[i].y + objects[i].h * fudgeFactor then
-- thompson bumped his head
thompson.v[2] = 0
thompson.y = objects[i].y + objects[i].h
elseif thompson.x + thompson.w * fudgeFactor < objects[i].x then
-- thompson hit his left side into a wall
thompson.v[1] = 0
thompson.x = objects[i].x - thompson.w
elseif thompson.x > objects[i].x + objects[i].w * fudgeFactor then
-- thompson hit his right side into a wall
thompson.v[1] = 0
thompson.x = objects[i].x + objects[i].w
end
end
end
end
function love.draw()
lightWorld:draw(0, 0, 1)
--drawBackground()
--drawForeground()
-- goal
love.graphics.setColor(255, 255, 255)
love.graphics.setLineWidth(2)
love.graphics.rectangle("line", goal.x, goal.y, goal.w, goal.h)
-- thompson
love.graphics.setColor(thompson.color)
love.graphics.rectangle("fill", thompson.x, thompson.y, thompson.w, thompson.h)
end
function drawBackground()
love.graphics.setColor(bgColor)
love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight())
-- objects
love.graphics.setColor(0, 0, 0)
for i=1,#objects do
--love.graphics.rectangle("fill", objects[i].x - objects[i].width / 2, objects[i].y - objects[i].height / 2, objects[i].width, objects[i].height)
love.graphics.rectangle("fill", objects[i].x, objects[i].y, objects[i].w, objects[i].h)
end
-- goal
--[[love.graphics.setColor(255, 255, 255)
love.graphics.setLineWidth(2)
love.graphics.rectangle("line", goal.x, goal.y, goal.w, goal.h)]]
end
function drawForeground()
love.graphics.setColor(thompson.color)
love.graphics.rectangle("fill", thompson.x, thompson.y, thompson.w, thompson.h)
--[[
love.graphics.setColor(255, 0, 0) --red
love.graphics.rectangle("fill", 10, 10, 17, 27) --x,y,width,height]]
--nothing
end