205 lines
4.8 KiB
Lua
205 lines
4.8 KiB
Lua
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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DefaultFont = love.graphics.newImageFont("assets/default_font.png",
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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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--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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speed = 0
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-- player
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player = {
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id = 1
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}
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-- enums
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require "scripts/enums"
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-- functions
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require "scripts/drawing_UI"
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--objects
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require "scripts/objects"
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require "scripts/units"
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-- levels
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require "scripts/levels"
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current_level = levels.main_menu
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end
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function love.update(dt)
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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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end
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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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speed = g3d.camera.zoom/2
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-- do camera
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if not game_pause then
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g3d.camera.strategyViewMovement(dt,speed,is_scrolling)
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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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end
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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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end
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selecting_troops = true
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else
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selecting_troops = false
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end
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end
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function love.wheelmoved(_, y)
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-- get scroll to do zoom, and call camera update
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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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end
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function love.keypressed(key)
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-- pause the game
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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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-- select all units button
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if key == "f1" then
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for _, unit in pairs(current_level.units) do
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if unit.faction == player.id then
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unit.is_selected = true
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end
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end
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end
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end
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function love.draw()
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-- get drawing globals
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game_width = love.graphics.getWidth()
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game_height = love.graphics.getHeight()
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-- draw every model in entities
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local ent_count = 0
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for _, entity in pairs(current_level.entities) do
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draw_entity(entity)
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end
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-- draw every unit's troops
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for _, unit in pairs(current_level.units) do for _, entity in pairs(unit.troops) do
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draw_entity(entity)
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end end
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-- draw selection
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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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else
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end
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-- print coords
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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_debug()
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draw_combat_ui()
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end
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for _, entity in pairs(current_level.entities) do
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if entity.model ~= nil then
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if entity.is_animated then
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love.graphics.print("["..entity.name.."] frame: "..entity.anim_frame.."/"..entity.anim_frames..", rm: \""..entity.rotate_mode.."\"",20,20)
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love.graphics.print("["..entity.name.."] animation: "..entity.anim_path,20,40)
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end
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end
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end
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end
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------ DEBUG ------
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function draw_debug()
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love.graphics.print("time: "..fps_total..", fps: "..fps_draw..", frametime: "..fps_dt..", 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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end
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function draw_pause_menu(w,h)
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love.graphics.setColor(1,1,1,0.3)
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love.graphics.rectangle("fill", w, h, game_width-2*w, game_height-2*h)
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love.graphics.setColor(1,1,1,1)
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end
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--------------------
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------ MODELS ------
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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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-- try to animate
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entity.anim_subframe = entity.anim_subframe + 1
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if entity.anim_subframe >= entity.anim_speed then
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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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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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entity.model.mesh:setTexture(entity.anim_imgs[entity.anim_frame])
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end
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-- do rotating models if animated, if has to rotate and if game playing
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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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if rm == "cam_xz" then
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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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local angle = math.atan2(sin,cos)-math.rad(180)
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entity.model:setRotation(0,angle,0)
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end
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end
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entity.model:draw()
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else -- simple loaded entities dont require so much fuss
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entity:draw()
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end
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end
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--------------------
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