game states, more maps.

This commit is contained in:
Tyrel Souza 2018-01-18 00:30:01 -05:00
parent 5332d5b1db
commit add1f7c3f0
5 changed files with 251 additions and 16 deletions

216
camera.lua Normal file
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@ -0,0 +1,216 @@
--[[
Copyright (c) 2010-2015 Matthias Richter
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
Except as contained in this notice, the name(s) of the above copyright holders
shall not be used in advertising or otherwise to promote the sale, use or
other dealings in this Software without prior written authorization.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
]]--
local _PATH = (...):match('^(.*[%./])[^%.%/]+$') or ''
local cos, sin = math.cos, math.sin
local camera = {}
camera.__index = camera
-- Movement interpolators (for camera locking/windowing)
camera.smooth = {}
function camera.smooth.none()
return function(dx,dy) return dx,dy end
end
function camera.smooth.linear(speed)
assert(type(speed) == "number", "Invalid parameter: speed = "..tostring(speed))
return function(dx,dy, s)
-- normalize direction
local d = math.sqrt(dx*dx+dy*dy)
local dts = math.min((s or speed) * love.timer.getDelta(), d) -- prevent overshooting the goal
if d > 0 then
dx,dy = dx/d, dy/d
end
return dx*dts, dy*dts
end
end
function camera.smooth.damped(stiffness)
assert(type(stiffness) == "number", "Invalid parameter: stiffness = "..tostring(stiffness))
return function(dx,dy, s)
local dts = love.timer.getDelta() * (s or stiffness)
return dx*dts, dy*dts
end
end
local function new(x,y, zoom, rot, smoother)
x,y = x or love.graphics.getWidth()/2, y or love.graphics.getHeight()/2
zoom = zoom or 1
rot = rot or 0
smoother = smoother or camera.smooth.none() -- for locking, see below
return setmetatable({x = x, y = y, scale = zoom, rot = rot, smoother = smoother}, camera)
end
function camera:lookAt(x,y)
self.x, self.y = x, y
return self
end
function camera:move(dx,dy)
self.x, self.y = self.x + dx, self.y + dy
return self
end
function camera:position()
return self.x, self.y
end
function camera:rotate(phi)
self.rot = self.rot + phi
return self
end
function camera:rotateTo(phi)
self.rot = phi
return self
end
function camera:zoom(mul)
self.scale = self.scale * mul
return self
end
function camera:zoomTo(zoom)
self.scale = zoom
return self
end
function camera:attach(x,y,w,h, noclip)
x,y = x or 0, y or 0
w,h = w or love.graphics.getWidth(), h or love.graphics.getHeight()
self._sx,self._sy,self._sw,self._sh = love.graphics.getScissor()
if not noclip then
love.graphics.setScissor(x,y,w,h)
end
local cx,cy = x+w/2, y+h/2
love.graphics.push()
love.graphics.translate(cx, cy)
love.graphics.scale(self.scale)
love.graphics.rotate(self.rot)
love.graphics.translate(-self.x, -self.y)
end
function camera:detach()
love.graphics.pop()
love.graphics.setScissor(self._sx,self._sy,self._sw,self._sh)
end
function camera:draw(...)
local x,y,w,h,noclip,func
local nargs = select("#", ...)
if nargs == 1 then
func = ...
elseif nargs == 5 then
x,y,w,h,func = ...
elseif nargs == 6 then
x,y,w,h,noclip,func = ...
else
error("Invalid arguments to camera:draw()")
end
self:attach(x,y,w,h,noclip)
func()
self:detach()
end
-- world coordinates to camera coordinates
function camera:cameraCoords(x,y, ox,oy,w,h)
ox, oy = ox or 0, oy or 0
w,h = w or love.graphics.getWidth(), h or love.graphics.getHeight()
-- x,y = ((x,y) - (self.x, self.y)):rotated(self.rot) * self.scale + center
local c,s = cos(self.rot), sin(self.rot)
x,y = x - self.x, y - self.y
x,y = c*x - s*y, s*x + c*y
return x*self.scale + w/2 + ox, y*self.scale + h/2 + oy
end
-- camera coordinates to world coordinates
function camera:worldCoords(x,y, ox,oy,w,h)
ox, oy = ox or 0, oy or 0
w,h = w or love.graphics.getWidth(), h or love.graphics.getHeight()
-- x,y = (((x,y) - center) / self.scale):rotated(-self.rot) + (self.x,self.y)
local c,s = cos(-self.rot), sin(-self.rot)
x,y = (x - w/2 - ox) / self.scale, (y - h/2 - oy) / self.scale
x,y = c*x - s*y, s*x + c*y
return x+self.x, y+self.y
end
function camera:mousePosition(ox,oy,w,h)
local mx,my = love.mouse.getPosition()
return self:worldCoords(mx,my, ox,oy,w,h)
end
-- camera scrolling utilities
function camera:lockX(x, smoother, ...)
local dx, dy = (smoother or self.smoother)(x - self.x, self.y, ...)
self.x = self.x + dx
return self
end
function camera:lockY(y, smoother, ...)
local dx, dy = (smoother or self.smoother)(self.x, y - self.y, ...)
self.y = self.y + dy
return self
end
function camera:lockPosition(x,y, smoother, ...)
return self:move((smoother or self.smoother)(x - self.x, y - self.y, ...))
end
function camera:lockWindow(x, y, x_min, x_max, y_min, y_max, smoother, ...)
-- figure out displacement in camera coordinates
x,y = self:cameraCoords(x,y)
local dx, dy = 0,0
if x < x_min then
dx = x - x_min
elseif x > x_max then
dx = x - x_max
end
if y < y_min then
dy = y - y_min
elseif y > y_max then
dy = y - y_max
end
-- transform displacement to movement in world coordinates
local c,s = cos(-self.rot), sin(-self.rot)
dx,dy = (c*dx - s*dy) / self.scale, (s*dx + c*dy) / self.scale
-- move
self:move((smoother or self.smoother)(dx,dy,...))
end
-- the module
return setmetatable({new = new, smooth = camera.smooth},
{__call = function(_, ...) return new(...) end})

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@ -1,5 +1,8 @@
--[[ LOVE STUFF ]] --[[ LOVE STUFF ]]
function love.load() function love.load()
gameState = "menu"
myFont = love.graphics.newFont(30)
love.window.setMode(1440, 700) love.window.setMode(1440, 700)
myWorld = love.physics.newWorld(0, 500, false) myWorld = love.physics.newWorld(0, 500, false)
myWorld:setCallbacks(beginContact, endContact, preSolve, postSolve) myWorld:setCallbacks(beginContact, endContact, preSolve, postSolve)
@ -13,9 +16,11 @@ function love.load()
require('coin') require('coin')
anim8 = require 'anim8' anim8 = require 'anim8'
sti = require 'sti' sti = require 'sti'
camera = require 'camera'
platforms = {} platforms = {}
cam = camera()
gameMap = sti("maps/map.lua", { "box2d" }) gameMap = sti("maps/map.lua", { "box2d" })
for i, obj in pairs(gameMap.layers['platforms'].objects) do for i, obj in pairs(gameMap.layers['platforms'].objects) do
spawnPlatform(obj.x, obj.y, obj.width, obj.height) spawnPlatform(obj.x, obj.y, obj.width, obj.height)
@ -35,12 +40,16 @@ function love.update(dt)
gameMap:update(dt) gameMap:update(dt)
coinUpdate(dt) coinUpdate(dt)
cam:lookAt(player.body:getX(), love.graphics.getHeight()/2)
for i,c in ipairs(coins) do for i,c in ipairs(coins) do
c.animation:update(dt) c.animation:update(dt)
end end
end end
function love.draw() function love.draw()
cam:attach()
gameMap:drawLayer(gameMap.layers['Tile Layer 1']) gameMap:drawLayer(gameMap.layers['Tile Layer 1'])
love.graphics.draw( love.graphics.draw(
@ -53,12 +62,21 @@ function love.draw()
for i, c in ipairs(coins) do for i, c in ipairs(coins) do
c.animation:draw(sprites.coin_sheet, c.x, c.y, nil, nil, nil, 20.5, 21) c.animation:draw(sprites.coin_sheet, c.x, c.y, nil, nil, nil, 20.5, 21)
end end
cam:detach()
if gameState == "menu" then
love.graphics.setFont(myFont)
love.graphics.printf("Press any key to begin!", 0, 50, love.graphics.getWidth(), "center")
end
end end
function love.keypressed(key, scancode, isrepeat) function love.keypressed(key, scancode, isrepeat)
if key == "space" and player.grounded then if key == "space" and player.grounded then
player.body:applyLinearImpulse(0, -2800) player.body:applyLinearImpulse(0, -2800)
end end
if gameState == "menu" then
gameState = "game"
end
end end
function spawnPlatform(x, y, width, height) function spawnPlatform(x, y, width, height)

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@ -8,7 +8,7 @@ return {
height = 10, height = 10,
tilewidth = 70, tilewidth = 70,
tileheight = 70, tileheight = 70,
nextobjectid = 64, nextobjectid = 65,
properties = {}, properties = {},
tilesets = { tilesets = {
{ {
@ -282,7 +282,7 @@ return {
name = "coins", name = "coins",
visible = true, visible = true,
opacity = 1, opacity = 1,
offsetx = 0, offsetx = -33,
offsety = 0, offsety = 0,
draworder = "topdown", draworder = "topdown",
properties = {}, properties = {},

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8"?> <?xml version="1.0" encoding="UTF-8"?>
<map version="1.0" tiledversion="1.1.1" orientation="orthogonal" renderorder="right-down" width="100" height="10" tilewidth="70" tileheight="70" infinite="0" nextobjectid="64"> <map version="1.0" tiledversion="1.1.1" orientation="orthogonal" renderorder="right-down" width="100" height="10" tilewidth="70" tileheight="70" infinite="0" nextobjectid="65">
<tileset firstgid="1" name="map" tilewidth="70" tileheight="70" spacing="2" tilecount="156" columns="12"> <tileset firstgid="1" name="map" tilewidth="70" tileheight="70" spacing="2" tilecount="156" columns="12">
<image source="tiles_spritesheet.png" trans="ff05fa" width="914" height="936"/> <image source="tiles_spritesheet.png" trans="ff05fa" width="914" height="936"/>
</tileset> </tileset>

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@ -11,20 +11,21 @@ player.grounded = false
player.direction = DIRECTION_RIGHT player.direction = DIRECTION_RIGHT
function playerUpdate(dt) function playerUpdate(dt)
if love.keyboard.isDown('a') then if gameState == "game" then
player.body:setX(player.body:getX() - player.speed * dt) if love.keyboard.isDown('a') then
player.direction = DIRECTION_LEFT player.body:setX(player.body:getX() - player.speed * dt)
end player.direction = DIRECTION_LEFT
end
if love.keyboard.isDown('d') then if love.keyboard.isDown('d') then
player.body:setX(player.body:getX() + player.speed * dt) player.body:setX(player.body:getX() + player.speed * dt)
player.direction = DIRECTION_RIGHT player.direction = DIRECTION_RIGHT
end end
if player.grounded == true then if player.grounded == true then
player.sprite = sprites.player_stand player.sprite = sprites.player_stand
else else
player.sprite = sprites.player_jump player.sprite = sprites.player_jump
end
end end
end end