2021-03-18 16:28:10 +00:00
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g3d = require "g3d"
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function love.load()
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-- GRAPHICS
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-- GOOD PIXEL
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love.graphics.setDefaultFilter("nearest")
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-- FONTS
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2021-03-19 18:58:05 +00:00
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DefaultFont = love.graphics.newImageFont("assets/default_font.png",
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2021-03-18 16:28:10 +00:00
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" abcdefghijklmnopqrstuvwxyz" ..
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"ABCDEFGHIJKLMNOPQRSTUVWXYZ0" ..
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"123456789.,!?-+/():;%&`'*#=[]\"")
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love.graphics.setFont(DefaultFont)
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2021-03-19 04:13:44 +00:00
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--fps_count
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fps_count = 0
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fps_second = 0
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fps_draw = 0
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fps_total = 0
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-- camera
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g3d.camera.pivot = { 0, 0, 0 }
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g3d.camera.position = { 0, 0, 0 }
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g3d.camera.pitch = 0
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g3d.camera.zoom = 10
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2021-03-18 16:28:10 +00:00
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speed = 0
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2021-03-19 04:13:44 +00:00
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2021-03-22 19:01:53 +00:00
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-- debug
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scroll = 0
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debug = false
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2021-03-19 18:58:05 +00:00
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-- player
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player = {
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id = 1
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}
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2021-03-19 04:13:44 +00:00
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-- enums
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2021-03-19 18:58:05 +00:00
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require "scripts/enums"
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2021-03-19 04:13:44 +00:00
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2021-03-20 10:17:05 +00:00
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-- functions
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require "scripts/drawing_UI"
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2021-03-19 04:13:44 +00:00
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--objects
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2021-03-19 18:58:05 +00:00
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require "scripts/objects"
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require "scripts/units"
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2021-03-19 04:13:44 +00:00
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-- levels
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2021-03-19 18:58:05 +00:00
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require "scripts/levels"
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2021-03-18 16:28:10 +00:00
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current_level = levels.main_menu
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end
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2021-03-19 04:13:44 +00:00
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function love.update(dt)
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2021-03-18 16:28:10 +00:00
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2021-03-19 04:13:44 +00:00
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-- count frames per seconds
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if fps_second >= 1 then
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fps_second = fps_second - 1
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fps_draw = fps_count
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fps_count = 0
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fps_total = fps_total + 1
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2021-03-18 16:28:10 +00:00
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end
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2021-03-19 04:13:44 +00:00
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fps_second = fps_second + dt
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fps_dt = dt
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fps_count = fps_count + 1
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-- camera: slow, fast, medium?
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2021-03-22 17:14:10 +00:00
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speed = 8
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2021-03-18 16:28:10 +00:00
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2021-03-19 18:58:05 +00:00
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-- do camera
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2021-03-18 16:28:10 +00:00
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if not game_pause then
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2021-03-19 04:13:44 +00:00
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g3d.camera.strategyViewMovement(dt,speed,is_scrolling)
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2021-03-24 03:16:48 +00:00
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local center = -500
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local pos = {g3d.camera.position[1],g3d.camera.position[2]+center,g3d.camera.position[3]}
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current_level.skybox:setTransform(pos)
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2021-03-19 04:13:44 +00:00
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-- movement: w,a,s,d,
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-- rotate: q,e
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-- move by screen: 20 px: sides, forward, backwards
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-- mouse scroll: zoom
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2021-03-18 16:28:10 +00:00
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end
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2021-03-19 04:13:44 +00:00
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-- select troops
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if love.mouse.isDown(1) == true then
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if selecting_troops == false then
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sel_pos_x = love.mouse.getX()
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sel_pos_y = love.mouse.getY()
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2021-03-22 17:14:10 +00:00
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has_troops_selected = false
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2021-03-19 04:13:44 +00:00
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end
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selecting_troops = true
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else
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2021-03-22 17:14:10 +00:00
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if selecting_troops == true then
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-- somehow select entities in area
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has_troops_selected = true
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end
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2021-03-19 04:13:44 +00:00
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selecting_troops = false
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end
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2021-03-22 17:14:10 +00:00
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if has_troops_selected then
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end
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2021-03-19 04:13:44 +00:00
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end
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2021-03-19 18:58:05 +00:00
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function love.wheelmoved(_, y)
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2021-03-22 19:01:53 +00:00
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if debug then
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scroll = scroll+15*y
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else
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2021-03-19 18:58:05 +00:00
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-- get scroll to do zoom, and call camera update
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2021-03-19 04:13:44 +00:00
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g3d.camera.zoom = math.min(math.max(3,g3d.camera.zoom-y/1.5),30)
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is_scrolling = true
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2021-03-22 19:01:53 +00:00
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end
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2021-03-18 16:28:10 +00:00
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end
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function love.keypressed(key)
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2021-03-19 18:58:05 +00:00
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-- pause the game
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2021-03-18 16:28:10 +00:00
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if key == "escape" then
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if game_pause then
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game_pause = false
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else
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game_pause = true
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end
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end
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2021-03-19 18:58:05 +00:00
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-- select all units button
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2021-03-22 17:14:10 +00:00
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if key == "f2" then
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if has_troops_selected then
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has_troops_selected = false
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else
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has_troops_selected = true
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2021-03-19 18:58:05 +00:00
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end
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2021-03-22 17:14:10 +00:00
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2021-03-24 03:16:48 +00:00
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for _, u in pairs(current_level.units) do for _, entity in pairs(current_level.entities) do
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if entity.unit ~= nil and entity.unit == u.id then
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if has_troops_selected then
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entity.is_selected = false
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entity.selected_model = nil
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else
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entity.is_selected = true
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entity.selected_model = g3d.newModel("assets/objects/horizontal_plane.obj",img.effects.is_selected,{entity.pos[1],entity.pos[2]+0.5,entity.pos[3]},{0,0,0},{16,16,16})
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end
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2021-03-22 17:14:10 +00:00
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end
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end end
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end
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if key == "f1" then
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if debug then debug = false else debug = true end
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2021-03-19 18:58:05 +00:00
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end
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2021-03-18 16:28:10 +00:00
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end
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function love.draw()
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2021-03-22 17:14:10 +00:00
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-- get drawing globals
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2021-03-18 16:28:10 +00:00
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game_width = love.graphics.getWidth()
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game_height = love.graphics.getHeight()
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2021-03-22 17:14:10 +00:00
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-- LAYER 1: THE WORLD
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2021-03-24 03:16:48 +00:00
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draw_entity(current_level.skybox)
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2021-03-22 17:14:10 +00:00
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2021-03-19 18:58:05 +00:00
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-- draw every model in entities
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2021-03-19 04:13:44 +00:00
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local ent_count = 0
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for _, entity in pairs(current_level.entities) do
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2021-03-24 03:16:48 +00:00
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if entity.unit == nil then draw_entity(entity) end
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2021-03-18 16:28:10 +00:00
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end
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2021-03-22 17:14:10 +00:00
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2021-03-19 18:58:05 +00:00
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-- draw every unit's troops
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2021-03-24 03:16:48 +00:00
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for _, u in pairs(current_level.units) do for _, entity in pairs(current_level.entities) do
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if entity.unit ~= nil and entity.unit == u.id then draw_entity(entity) end
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2021-03-22 17:14:10 +00:00
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end end
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-- LAYER 2: THE USER INTERFACE
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if game_pause then
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draw_pause_menu(30,30)
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else
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draw_combat_ui()
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end
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2021-03-19 04:13:44 +00:00
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2021-03-22 17:14:10 +00:00
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-- LAYER 3: INPUT & DEBUG
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-- draw selection area
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2021-03-19 04:13:44 +00:00
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if selecting_troops == true then
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love.graphics.rectangle("line",sel_pos_x,sel_pos_y, love.mouse.getX() - sel_pos_x, love.mouse.getY() - sel_pos_y)
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2021-03-18 16:28:10 +00:00
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end
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2021-03-22 17:14:10 +00:00
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-- debug
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if debug then draw_debug() end
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2021-03-18 16:28:10 +00:00
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end
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2021-03-20 10:17:05 +00:00
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------ DEBUG ------
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2021-03-19 18:58:05 +00:00
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function draw_debug()
|
2021-03-22 17:14:10 +00:00
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-- draw game data
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love.graphics.print("time: "..fps_total..", fps: "..fps_draw..", frametime: "..math.floor(fps_dt* 1000).."ms, x: "..math.floor(g3d.camera.position[1])..", y: "..math.floor(g3d.camera.position[2])..", z: "..math.floor(g3d.camera.position[3]), x, y)
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-- draw selected entities data (scrolleable?!)
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uc = 0
|
2021-03-24 03:16:48 +00:00
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for _, u in pairs(current_level.units) do for _, entity in pairs(current_level.entities) do
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if entity.unit ~= nil and entity.unit == u.id then
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uc = uc + 1
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if entity.model ~= nil then
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if entity.is_animated and entity.is_selected == true then
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love.graphics.setColor(0,0,0,0.3)
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love.graphics.rectangle("fill",15,-85+80*uc+scroll,game_width-30,70)
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love.graphics.setColor(1,1,1)
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love.graphics.print("["..u.name..", model: "..entity.name.." (id: "..entity.num..")] (level id: "..entity.tnum..")",20,-80+80*uc+scroll)
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love.graphics.print("frame: "..entity.anim_frame.."/"..entity.anim_frames..", rm: \""..entity.rotate_mode.."\"",40,-60+80*uc+scroll)
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love.graphics.print("animation: "..entity.anim_path,40,-40+80*uc+scroll)
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end
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2021-03-22 17:14:10 +00:00
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end
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end
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end end
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2021-03-19 18:58:05 +00:00
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end
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2021-03-20 10:17:05 +00:00
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function draw_pause_menu(w,h)
|
2021-03-18 16:28:10 +00:00
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love.graphics.setColor(1,1,1,0.3)
|
2021-03-20 10:17:05 +00:00
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love.graphics.rectangle("fill", w, h, game_width-2*w, game_height-2*h)
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2021-03-18 16:28:10 +00:00
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love.graphics.setColor(1,1,1,1)
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end
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2021-03-20 10:17:05 +00:00
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--------------------
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2021-03-18 16:28:10 +00:00
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2021-03-20 10:17:05 +00:00
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------ MODELS ------
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2021-03-19 18:58:05 +00:00
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function draw_entity(entity)
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if entity.model ~= nil then
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-- do animated models if animated, if anim_path and if game playing
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if entity.is_animated == true and entity.anim_path ~= nil and game_pause ~= true then
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|
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-- try to animate
|
2021-03-22 17:14:10 +00:00
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entity.anim_subframe = entity.anim_subframe + 30*fps_dt
|
2021-03-19 18:58:05 +00:00
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if entity.anim_subframe >= entity.anim_speed then
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|
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entity.anim_frame = entity.anim_frame + 1
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entity.anim_subframe = entity.anim_subframe - entity.anim_speed
|
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end
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|
|
-- cycle
|
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|
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if entity.anim_frame >= entity.anim_frames+1 then entity.anim_frame = entity.anim_frame - entity.anim_frames end
|
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|
|
-- change
|
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|
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entity.model.mesh:setTexture(entity.anim_imgs[entity.anim_frame])
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end
|
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|
|
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|
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-- do rotating models if animated, if has to rotate and if game playing
|
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|
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if entity.rotate_mode ~= nil and entity.rotate_mode ~= "none" and game_pause ~= true then
|
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|
|
local rm = entity.rotate_mode
|
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|
|
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|
|
if rm == "cam_xz" then
|
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|
|
|
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|
|
local sin = g3d.camera.position[1]-entity.model.translation[1]
|
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|
|
local cos = g3d.camera.position[3]-entity.model.translation[3]
|
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|
|
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|
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local angle = math.atan2(sin,cos)-math.rad(180)
|
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|
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|
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entity.model:setRotation(0,angle,0)
|
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|
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end
|
|
|
|
end
|
|
|
|
|
2021-03-22 17:14:10 +00:00
|
|
|
if entity.shadow ~= nil then
|
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|
|
entity.shadow:draw()
|
|
|
|
end
|
|
|
|
|
|
|
|
if entity.is_selected ~= nil and entity.is_selected ~= false and entity.selected_model ~= nil then
|
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|
|
entity.selected_model:draw()
|
|
|
|
end
|
|
|
|
|
2021-03-19 18:58:05 +00:00
|
|
|
entity.model:draw()
|
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|
|
else -- simple loaded entities dont require so much fuss
|
|
|
|
entity:draw()
|
|
|
|
end
|
|
|
|
end
|
2021-03-20 10:17:05 +00:00
|
|
|
--------------------
|
2021-03-19 18:58:05 +00:00
|
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