This commit is contained in:
Cadey Ratio 2019-09-06 15:50:17 -04:00
parent d05cab9c85
commit 2ee3b2a8c0
16 changed files with 1147 additions and 0 deletions

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</layer>
</map>

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After

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55
entities/Entities.lua Normal file
View File

@ -0,0 +1,55 @@
-- Represents a collection of drawable entities. 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

26
entities/Entity.lua Normal file
View File

@ -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

18
entities/ground.lua Normal file
View File

@ -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

91
entities/player.lua Normal file
View File

@ -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

46
gamestates/LevelBase.lua Normal file
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-- 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

51
gamestates/gameLevel1.lua Normal file
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-- 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

3
gamestates/mainMenu.lua Normal file
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local mainMenu = {}
return mainMenu

25
gamestates/pause.lua Normal file
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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

24
libs/camera.lua Normal file
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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

18
main.lua Normal file
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-- 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

3
run.sh Executable file
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#!/bin/sh
open -a love .