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