diff --git a/.DS_Store b/.DS_Store new file mode 100644 index 0000000..0ce70f6 Binary files /dev/null and b/.DS_Store differ diff --git a/assets/character_block.png b/assets/character_block.png new file mode 100644 index 0000000..2b7bddf Binary files /dev/null and b/assets/character_block.png differ diff --git a/assets/levels/level_1.lua b/assets/levels/level_1.lua new file mode 100644 index 0000000..d4e535c --- /dev/null +++ b/assets/levels/level_1.lua @@ -0,0 +1,449 @@ +return { + version = "1.2", + luaversion = "5.1", + tiledversion = "1.2.4", + orientation = "orthogonal", + renderorder = "right-down", + width = 200, + height = 20, + tilewidth = 32, + tileheight = 32, + nextlayerid = 2, + nextobjectid = 1, + properties = {}, + tilesets = { + { + name = "tile_cave_platform", + firstgid = 1, + tilewidth = 32, + tileheight = 32, + spacing = 0, + margin = 0, + columns = 11, + image = "../tile_cave_platform.png", + imagewidth = 352, + imageheight = 384, + tileoffset = { + x = 0, + y = 0 + }, + grid = { + orientation = "orthogonal", + width = 32, + height = 32 + }, + properties = { + ["collidable"] = "" + }, + terrains = {}, + tilecount = 132, + tiles = { + { + id = 0, + properties = { + ["collidable"] = "true" + } + }, + { + id = 1, + properties = { + ["collidable"] = "true" + } + }, + { + id = 2, + properties = { + ["collidable"] = "true" + } + }, + { + id = 3, + properties = { + ["collidable"] = "true" + } + }, + { + id = 5, + properties = { + ["collidable"] = "true" + } + }, + { + id = 6, + properties = { + ["collidable"] = "true" + } + }, + { + id = 11, + properties = { + ["collidable"] = "true" + } + }, + { + id = 12, + properties = { + ["collidable"] = "true" + } + }, + { + id = 13, + properties = { + ["collidable"] = "true" + } + }, + { + id = 14, + properties = { + ["collidable"] = "true" + } + }, + { + id = 15, + properties = { + ["collidable"] = "true" + } + }, + { + id = 22, + properties = { + ["collidable"] = "true" + } + }, + { + id = 23, + properties = { + ["collidable"] = "true" + } + }, + { + id = 24, + properties = { + ["collidable"] = "true" + } + }, + { + id = 25, + properties = { + ["collidable"] = "true" + } + }, + { + id = 26, + properties = { + ["collidable"] = "true" + } + }, + { + id = 27, + properties = { + ["collidable"] = "true" + } + }, + { + id = 28, + properties = { + ["collidable"] = "true" + } + }, + { + id = 34, + properties = { + ["collidable"] = "true" + } + }, + { + id = 35, + properties = { + ["collidable"] = "true" + } + }, + { + id = 36, + properties = { + ["collidable"] = "true" + } + }, + { + id = 49, + properties = { + ["collidable"] = "true" + } + }, + { + id = 59, + properties = { + ["collidable"] = "true" + } + }, + { + id = 61, + properties = { + ["collidable"] = "true" + } + }, + { + id = 62, + properties = { + ["collidable"] = "true" + } + }, + { + id = 66, + properties = { + ["collidable"] = "true" + } + }, + { + id = 67, + properties = { + ["collidable"] = "true" + } + }, + { + id = 68, + properties = { + ["collidable"] = "true" + } + }, + { + id = 69, + properties = { + ["collidable"] = "true" + } + }, + { + id = 70, + properties = { + ["collidable"] = "true" + } + }, + { + id = 72, + properties = { + ["collidable"] = "true" + } + }, + { + id = 73, + properties = { + ["collidable"] = "true" + } + }, + { + id = 74, + properties = { + ["collidable"] = "true" + } + }, + { + id = 75, + properties = { + ["collidable"] = "true" + } + }, + { + id = 76, + properties = { + ["collidable"] = "true" + } + }, + { + id = 77, + properties = { + ["collidable"] = "true" + } + }, + { + id = 78, + properties = { + ["collidable"] = "true" + } + }, + { + id = 86, + properties = { + ["collidable"] = "true" + } + }, + { + id = 87, + properties = { + ["collidable"] = "true" + } + }, + { + id = 88, + properties = { + ["collidable"] = "true" + } + }, + { + id = 89, + properties = { + ["collidable"] = "true" + } + }, + { + id = 90, + properties = { + ["collidable"] = "true" + } + }, + { + id = 91, + properties = { + ["collidable"] = "true" + } + }, + { + id = 92, + properties = { + ["collidable"] = "true" + } + }, + { + id = 93, + properties = { + ["collidable"] = "true" + } + }, + { + id = 94, + properties = { + ["collidable"] = "true" + } + }, + { + id = 95, + properties = { + ["collidable"] = "true" + } + }, + { + id = 97, + properties = { + ["collidable"] = "true" + } + }, + { + id = 98, + properties = { + ["collidable"] = "true" + } + }, + { + id = 100, + properties = { + ["collidable"] = "true" + } + }, + { + id = 101, + properties = { + ["collidable"] = "true" + } + }, + { + id = 102, + properties = { + ["collidable"] = "true" + } + }, + { + id = 103, + properties = { + ["collidable"] = "true" + } + }, + { + id = 104, + properties = { + ["collidable"] = "true" + } + }, + { + id = 105, + properties = { + ["collidable"] = "true" + } + }, + { + id = 106, + properties = { + ["collidable"] = "true" + } + }, + { + id = 107, + properties = { + ["collidable"] = "true" + } + }, + { + id = 108, + properties = { + ["collidable"] = "true" + } + }, + { + id = 114, + properties = { + ["collidable"] = "true" + } + }, + { + id = 115, + properties = { + ["collidable"] = "true" + } + }, + { + id = 116, + properties = { + ["collidable"] = "true" + } + } + } + } + }, + layers = { + { + type = "tilelayer", + id = 1, + name = "Tile Layer 1", + x = 0, + y = 0, + width = 200, + height = 20, + visible = true, + opacity = 1, + offsetx = 0, + offsety = 0, + properties = {}, + encoding = "lua", + data = { + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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Each gamestate holds one of these. + +local Entities = { + active = true, + world = nil, + entityList = {} +} + +function Entities:enter(world) + self:clear() + + self.world = world +end + +function Entities:add(entity) + table.insert(self.entityList, entity) +end + +function Entities:addMany(entities) + for k, entity in pairs(entities) do + table.insert(self.entityList, entity) + end +end + +function Entities:remove(entity) + for i, e in ipairs(self.entityList) do + if e == entity then + table.remove(self.entityList, i) + return + end + end +end + +function Entities:removeAt(index) + table.remove(self.entityList, index) +end + +function Entities:clear() + self.world = nil + self.entityList = {} +end + +function Entities:draw() + for i, e in ipairs(self.entityList) do + e:draw(i) + end +end + +function Entities:update(dt) + for i, e in ipairs(self.entityList) do + e:update(dt, i) + end +end + +return Entities \ No newline at end of file diff --git a/entities/Entity.lua b/entities/Entity.lua new file mode 100644 index 0000000..86ea775 --- /dev/null +++ b/entities/Entity.lua @@ -0,0 +1,26 @@ +-- Represents a single drawable object +local Class = require 'libs.hump.class' + +local Entity = Class{} + +function Entity:init(world, x, y, w, h) + self.world = world + self.x = x + self.y = y + self.w = w + self.h = h +end + +function Entity:getRect() + return self.x, self.y, self.w, self.h +end + +function Entity:draw() + -- Do nothing by default, but we still have to have something to call +end + +function Entity:update(dt) + -- Do nothing by default, but we still have to have something to call +end + +return Entity \ No newline at end of file diff --git a/entities/ground.lua b/entities/ground.lua new file mode 100644 index 0000000..fb35235 --- /dev/null +++ b/entities/ground.lua @@ -0,0 +1,18 @@ +local Class = require 'libs.hump.class' +local Entity = require 'entities.Entity' + +local Ground = Class{ + __includes = Entity -- Ground class inherits our Entity class +} + +function Ground:init(world, x, y, w, h) + Entity.init(self, world, x, y, w, h) + + self.world:add(self, self:getRect()) +end + +function Ground:draw() + love.graphics.rectangle('fill', self:getRect()) +end + +return Ground \ No newline at end of file diff --git a/entities/player.lua b/entities/player.lua new file mode 100644 index 0000000..8e2641f --- /dev/null +++ b/entities/player.lua @@ -0,0 +1,91 @@ +local Class = require 'libs.hump.class' +local Entity = require 'entities.Entity' + +local player = Class{ + __includes = Entity -- Player class inherits our Entity class +} + +function player:init(world, x, y) + self.img = love.graphics.newImage('/assets/character_block.png') + + Entity.init(self, world, x, y, self.img:getWidth(), self.img:getHeight()) + + -- Add our unique player values + self.xVelocity = 0 -- current velocity on x, y axes + self.yVelocity = 0 + self.acc = 100 -- the acceleration of our player + self.maxSpeed = 600 -- the top speed + self.friction = 20 -- slow our player down - we could toggle this situationally to create icy or slick platforms + self.gravity = 80 -- we will accelerate towards the bottom + + -- These are values applying specifically to jumping + self.isJumping = false -- are we in the process of jumping? + self.isGrounded = false -- are we on the ground? + self.hasReachedMax = false -- is this as high as we can go? + self.jumpAcc = 500 -- how fast do we accelerate towards the top + self.jumpMaxSpeed = 11 -- our speed limit while jumping + + self.world:add(self, self:getRect()) +end + +function player:collisionFilter(other) + local x, y, w, h = self.world:getRect(other) + local playerBottom = self.y + self.h + local otherBottom = y + h + + if playerBottom <= y then -- bottom of player collides with top of platform. + return 'slide' + end +end + +function player:update(dt) + local prevX, prevY = self.x, self.y + + -- Apply Friction + self.xVelocity = self.xVelocity * (1 - math.min(dt * self.friction, 1)) + self.yVelocity = self.yVelocity * (1 - math.min(dt * self.friction, 1)) + + -- Apply gravity + self.yVelocity = self.yVelocity + self.gravity * dt + + if love.keyboard.isDown("left", "a") and self.xVelocity > -self.maxSpeed then + self.xVelocity = self.xVelocity - self.acc * dt + elseif love.keyboard.isDown("right", "d") and self.xVelocity < self.maxSpeed then + self.xVelocity = self.xVelocity + self.acc * dt + end + + -- The Jump code gets a lttle bit crazy. Bare with me. + if love.keyboard.isDown("up", "w") then + if -self.yVelocity < self.jumpMaxSpeed and not self.hasReachedMax then + self.yVelocity = self.yVelocity - self.jumpAcc * dt + elseif math.abs(self.yVelocity) > self.jumpMaxSpeed then + self.hasReachedMax = true + end + + self.isGrounded = false -- we are no longer in contact with the ground + end + + -- these store the location the player will arrive at should + local goalX = self.x + self.xVelocity + local goalY = self.y + self.yVelocity + + -- Move the player while testing for collisions + self.x, self.y, collisions, len = self.world:move(self, goalX, goalY, self.collisionFilter) + + -- Loop through those collisions to see if anything important is happening + for i, coll in ipairs(collisions) do + if coll.touch.y > goalY then -- We touched below (remember that higher locations have lower y values) our intended target. + self.hasReachedMax = true -- this scenario does not occur in this demo + self.isGrounded = false + elseif coll.normal.y < 0 then + self.hasReachedMax = false + self.isGrounded = true + end + end +end + +function player:draw() + love.graphics.draw(self.img, self.x, self.y) +end + +return player \ No newline at end of file diff --git a/gamestates/LevelBase.lua b/gamestates/LevelBase.lua new file mode 100644 index 0000000..76d1548 --- /dev/null +++ b/gamestates/LevelBase.lua @@ -0,0 +1,46 @@ +-- Each level will inherit from this class which itself inherits from Gamestate. +-- This class is Gamestate but with function for loading up Tiled maps. + +local bump = require 'libs.bump.bump' +local Gamestate = require 'libs.hump.gamestate' +local Class = require 'libs.hump.class' +local sti = require 'libs.sti.sti' -- New addition here +local Entities = require 'entities.Entities' +local camera = require 'libs.camera' -- New addition here + +local LevelBase = Class{ + __includes = Gamestate, + init = function(self, mapFile) + self.map = sti(mapFile, { 'bump' }) + self.world = bump.newWorld(32) + self.map:resize(love.graphics.getWidth(), love.graphics.getHeight()) + + self.map:bump_init(self.world) + + Entities:enter() + end; + Entities = Entities; + camera = camera +} + +function LevelBase:keypressed(key) + -- All levels will have a pause menu + if Gamestate.current() ~= pause and key == 'p' then + Gamestate.push(pause) + end +end + +function LevelBase:positionCamera(player, camera) + local mapWidth = self.map.width * self.map.tilewidth -- get width in pixels + local halfScreen = love.graphics.getWidth() / 2 + + if player.x < (mapWidth - halfScreen) then -- use this value until we're approaching the end. + boundX = math.max(0, player.x - halfScreen) -- lock camera at the left side of the screen. + else + boundX = math.min(player.x - halfScreen, mapWidth - love.graphics.getWidth()) -- lock camera at the right side of the screen + end + + camera:setPosition(boundX, 0) +end + +return LevelBase \ No newline at end of file diff --git a/gamestates/gameLevel1.lua b/gamestates/gameLevel1.lua new file mode 100644 index 0000000..eb8ba77 --- /dev/null +++ b/gamestates/gameLevel1.lua @@ -0,0 +1,51 @@ +-- Import our libraries. +local Gamestate = require 'libs.hump.gamestate' +local Class = require 'libs.hump.class' + +-- Grab our base class +local LevelBase = require 'gamestates.LevelBase' + +-- Import the Entities we will build. +local Player = require 'entities.player' +local camera = require 'libs.camera' + +-- Declare a couple immportant variables +player = nil + +local gameLevel1 = Class{ + __includes = LevelBase +} + +function gameLevel1:init() + LevelBase.init(self, 'assets/levels/level_1.lua') +end + +function gameLevel1:enter() + player = Player(self.world, 32, 64) + LevelBase.Entities:add(player) +end + +function gameLevel1:update(dt) + self.map:update(dt) -- remember, we inherited map from LevelBase + LevelBase.Entities:update(dt) -- this executes the update function for each individual Entity + + LevelBase.positionCamera(self, player, camera) +end + +function gameLevel1:draw() + -- Attach the camera before drawing the entities + camera:set() + + self.map:draw(-camera.x, -camera.y) -- Remember that we inherited map from LevelBase + LevelBase.Entities:draw() -- this executes the draw function for each individual Entity + + camera:unset() + -- Be sure to detach after running to avoid weirdness +end + +-- All levels will have a pause menu +function gameLevel1:keypressed(key) + LevelBase:keypressed(key) +end + +return gameLevel1 \ No newline at end of file diff --git a/gamestates/mainMenu.lua b/gamestates/mainMenu.lua new file mode 100644 index 0000000..36decad --- /dev/null +++ b/gamestates/mainMenu.lua @@ -0,0 +1,3 @@ +local mainMenu = {} + +return mainMenu \ No newline at end of file diff --git a/gamestates/pause.lua b/gamestates/pause.lua new file mode 100644 index 0000000..ae23051 --- /dev/null +++ b/gamestates/pause.lua @@ -0,0 +1,25 @@ +pause = Gamestate.new() + +function pause:enter(from) + self.from = from -- record previous state +end + +function pause:draw() + local w, h = love.graphics.getWidth(), love.graphics.getHeight() + -- draw previous screen + self.from:draw() + + -- overlay with pause message + love.graphics.setColor(0,0,0, 100) + love.graphics.rectangle('fill', 0,0, w, h) + love.graphics.setColor(255,255,255) + love.graphics.printf('PAUSE', 0, h/2, w, 'center') +end + +function pause:keypressed(key) + if key == 'p' then + return Gamestate.pop() -- return to previous state + end +end + +return pause \ No newline at end of file diff --git a/libs/camera.lua b/libs/camera.lua new file mode 100644 index 0000000..1f19522 --- /dev/null +++ b/libs/camera.lua @@ -0,0 +1,24 @@ +camera = {} +camera.x = 0 +camera.y = 0 + +function camera:set() + love.graphics.push() + love.graphics.translate(-self.x, -self.y) +end + +function camera:unset() + love.graphics.pop() +end + +function camera:move(dx, dy) + self.x = self.x + (dx or 0) + self.y = self.y + (dy or 0) +end + +function camera:setPosition(x, y) + self.x = x or self.x + self.y = y or self.y +end + +return camera \ No newline at end of file diff --git a/main.lua b/main.lua new file mode 100644 index 0000000..02fed19 --- /dev/null +++ b/main.lua @@ -0,0 +1,18 @@ +-- Pull in Gamestate from the HUMP library +Gamestate = require 'libs.hump.gamestate' + +-- Pull in each of our game states +local mainMenu = require 'gamestates.mainmenu' +local gameLevel1 = require 'gamestates.gameLevel1' +local pause = require 'gamestates.pause' + +function love.load() + Gamestate.registerEvents() + Gamestate.switch(gameLevel1) +end + +function love.keypressed(key) + if key == "escape" then + love.event.push("quit") + end +end \ No newline at end of file diff --git a/run.sh b/run.sh new file mode 100755 index 0000000..059fbba --- /dev/null +++ b/run.sh @@ -0,0 +1,3 @@ +#!/bin/sh + +open -a love . \ No newline at end of file