split into multiple source files

This commit is contained in:
Paul Liverman
2014-10-26 15:57:21 -07:00
parent c921c83b0f
commit ee793381cb
3 changed files with 144 additions and 145 deletions

33
src/draw.lua Normal file
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function love.draw()
lightWorld:draw(0, 0, 1)
-- 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()
--nothing
end

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@@ -1,148 +1,6 @@
--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() function love.load()
require "update"
require "draw"
require "levels" require "levels"
level[currentLevel]() level[1]()
end
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
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)
-- 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()
--nothing
end end

108
src/update.lua Normal file
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local g = 890
local fudgeFactor = 0.8
local timer = 0
local lightSway = true
local levelBeat = false
local currentLevel = 1
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
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