uh, a lot happened, i murdered physics code, redesigned tiles & levels, now i need to make another level editor. I'm sorry game. I'm sorry git.

This commit is contained in:
lustlion 2021-11-28 03:38:30 +01:00
parent 8607399d16
commit dd2debc0bd
30 changed files with 701 additions and 693 deletions

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LevelProperties = {
pos = {
x = 0,
y = 0
},
offset = {
x = 0,
y = 0
}
}
TileProperties = {
width = 16,
height = 16,
scale = game.scale,
tileset = love.graphics.newImage("assets/terrain/tileset.png")
}
TileCollisions = {
whole = { 001, 002, 003, 004, 005, 006, 007, 008, 009, 010, 011, 012, 013, 014, 015, 016, 018, 019, 020, 021, 022, 024, 025, 026, 027, 028, 029, 030, 031, 032, 033, 034, 035, 036, 037, 038, 039, 040, 041, 042, 043, 044, 045, 049, 050, 051, 052, 054, 055, 056, 057, 061, 062, 063, 064, 065, 066, 067, 068, 069, 85, 086, 087, 088, 089, 090, 091, 092, 093, 094, 095, 096, 097, 098, 099, 100, 101, 102, 103, 104, 105, 106, 107, 108,113, 114, 115, 116, 125, 126, 127, 128, 133, 134, 135, 136, 137, 138, 139, 140, 145, 146, 147, 148, 149, 150, 151, 152 },
platform = { 046, 047, 048, 058, 059, 060 },
ramp_topright_bot = { 109, 161, 117, 157 },
ramp_topright_top = { 110, 162, 118, 158 },
ramp_topleft_top = { 111, 163, 119, 159 },
ramp_topleft_bot = { 112, 164, 120, 160 },
ramp_botright_bot = { 073, 077, 081, 121 },
ramp_botright_top = { 074, 078, 082, 122 },
ramp_botleft_top = { 075, 079, 083, 123 },
ramp_botleft_bot = { 076, 080, 084, 124 }
}

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[[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,19,5,5,5,5,5,5,5,5,5,5,5,9,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66],[68,68,68,68,68,68,68,68,6,4,4,31,32,0,0,0,0,0,55,0,0,0,0,0,0,0,0,2,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66],[66,66,66,66,66,66,66,66,66,66,66,66,30,31,32,0,0,0,0,0,0,0,0,0,0,0,0,2,66,66,66,66,66,66,66,66,66,66,66,66,66,8,5,5,5,5,5,5,5,5,5,5,5,5,9,66,66,66,66,66],[66,66,66,66,66,66,66,66,66,66,66,66,66,66,30,4,4,4,4,4,7,0,0,0,0,0,0,2,66,66,66,66,66,66,66,66,66,66,66,66,66,3,0,0,0,0,0,0,0,0,0,0,0,0,2,66,66,66,66,66],[66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,3,14,0,0,0,0,0,2,66,66,66,66,66,66,66,66,66,66,66,66,66,3,0,0,0,0,0,0,0,0,0,0,0,0,2,66,66,66,66,66],[66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,3,0,14,0,0,0,0,19,5,5,5,5,5,5,5,5,5,5,5,5,5,20,0,0,0,0,0,0,0,0,0,0,0,0,2,66,66,66,66,66],[66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,3,0,0,14,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,66,66,66,66,66],[66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,3,0,0,0,14,0,0,0,0,55,0,0,0,0,55,0,0,0,0,55,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,66,66,66,66,66],[66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,66,66,66,66,66],[66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,3,0,0,0,0,0,6,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,22,66,66,66,66,66],[66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,8,5,5,5,5,20,0,0,0,0,6,22,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66],[66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,3,0,0,0,0,0,0,0,0,6,22,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66],[66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,3,0,0,55,0,0,0,0,6,22,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66],[66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,3,0,0,0,0,0,0,6,22,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66],[66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,21,4,4,4,4,4,4,22,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66],[66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,66]]

16
data/levels/level1.lua Normal file
View File

@ -0,0 +1,16 @@
return {
name = "level1",
tileset = tileset.library,
tiles = {
{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13},
{ },
{ 0, 0, 0, 0, 0, 0, 5,25,26, 6,25,26, 7, 0, 5,25,26, 7},
{ 0, 0, 0, 0, 0, 0, 5,37,38, 6,37,38, 7, 0, 5,37,38, 7},
{ 0, 0, 0, 0, 0, 0, 5,37,38, 6,37,38, 7, 0, 5,37,38, 7},
{ 0, 0, 0, 0, 0, 0, 5,49,50, 6,49,50, 7, 0, 5,49,50, 7},
{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13},
},
objects = {}
}

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@ -1 +0,0 @@
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@ -1 +0,0 @@
[[107,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,105],[120,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,118],[120,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,191,192,118],[122,167,182,1,2,3,4,5,6,7,8,9,10,11,12,13,208,205,121],[119,180,168,14,15,16,17,18,19,20,21,22,23,24,25,26,204,218,119],[119,180,168,27,28,29,30,31,32,33,34,35,36,37,38,39,204,218,119],[119,180,168,40,41,42,43,44,45,46,47,48,49,50,51,52,204,218,119],[119,180,168,53,54,55,56,57,58,59,60,61,62,63,64,65,204,218,119],[119,180,182,66,67,68,69,70,71,72,73,74,75,76,77,78,208,218,119],[119,180,168,79,80,81,82,83,84,85,86,87,88,89,90,91,204,218,119],[119,180,168,92,93,94,95,96,97,98,99,100,101,102,103,104,204,218,119],[119,180,168,105,106,107,108,109,110,111,112,113,114,115,116,117,204,218,119],[119,180,182,118,119,120,121,122,123,124,125,126,127,128,129,130,208,218,119],[119,180,168,131,132,133,134,135,136,137,138,139,140,141,142,143,204,218,119],[119,180,168,144,145,146,147,148,149,150,151,152,153,154,155,156,204,218,119],[119,180,168,157,158,159,160,161,162,163,164,165,166,167,168,169,204,218,119],[119,180,182,170,171,172,173,174,175,176,177,178,179,180,181,182,208,218,119],[119,180,168,183,184,185,186,187,188,189,190,191,192,193,194,195,204,218,119],[119,180,168,196,197,198,199,200,201,202,203,204,205,206,207,208,204,218,119],[119,180,168,209,210,211,212,213,214,215,216,217,218,219,220,221,204,218,119],[119,180,182,222,223,224,225,226,227,228,229,230,231,232,233,234,208,218,119],[119,180,168,235,236,237,238,239,240,241,242,243,244,245,246,247,204,218,119],[119,180,168,248,249,250,251,252,253,254,255,256,257,258,259,260,204,218,119],[119,180,168,261,262,263,264,265,266,267,268,269,270,271,272,273,204,218,119],[119,180,182,274,275,276,277,278,279,280,281,282,283,284,285,286,208,218,119],[119,180,168,287,288,289,290,291,292,293,294,295,296,297,298,299,204,218,119],[119,180,168,300,301,302,303,304,305,306,307,308,309,310,311,312,204,218,119],[119,120,181,0,0,0,0,0,0,0,0,0,0,0,0,0,217,118,119],[119,122,106,106,106,106,106,106,106,106,106,106,106,106,106,106,106,121,119],[119,119,119,119,119,119,119,119,119,119,119,119,119,119,119,119,119,119,119]]

View File

@ -6,7 +6,7 @@ for _, light in pairs(Lights) do
love.graphics.print(light.pos.x,light.pos.x,light.pos.y+40) love.graphics.print(light.pos.x,light.pos.x,light.pos.y+40)
end end
love.graphics.print("time: "..fps_total..", fps: "..fps_draw..", frametime: "..math.floor(current_dt* 1000).."ms", 10*textScale, 0*textScale, 0, textScale) love.graphics.print("time: "..fps_total..", fps: "..fps_draw..", frametime: "..math.floor(current_dt* 1000).."ms", 10*textScale, 0*textScale, 0, textScale)
love.graphics.setColor(1,1,1) love.graphics.setColor(1,1,1)
-- lots of variables -- lots of variables
@ -25,9 +25,24 @@ love.graphics.print("time: "..fps_total..", fps: "..fps_draw..", frametime: "..m
-- player isOnGroundCheck -- player isOnGroundCheck
love.graphics.setColor(1,0,0) love.graphics.setColor(1,0,0)
love.graphics.points(-Camera.pos.x + main_Player.pos.x, -Camera.pos.y + main_Player.pos.y)
end end
function DebugColisions() function DebugColisions()
objects.DrawCollisions() objects.DrawCollisions()
end end
function DebugEntities()
for _, enty in pairs(LoadedEntities) do
-- draw center GREEN
love.graphics.setColor(0,1,0)
love.graphics.circle("fill", -Camera.pos.x + enty.pos.x, -Camera.pos.y + enty.pos.y, 1)
-- draw collision box PURPLE
love.graphics.setColor(0,1,1)
love.graphics.points(
-Camera.pos.x + enty.pos.x + enty.boxCollision.from.x, -Camera.pos.y + enty.pos.y + enty.boxCollision.from.y,
-Camera.pos.x + enty.pos.x + enty.boxCollision.from.x, -Camera.pos.y + enty.pos.y + enty.boxCollision.to.y,
-Camera.pos.x + enty.pos.x + enty.boxCollision.to.x, -Camera.pos.y + enty.pos.y + enty.boxCollision.from.y,
-Camera.pos.x + enty.pos.x + enty.boxCollision.to.x, -Camera.pos.y + enty.pos.y + enty.boxCollision.to.y
)
end
end

View File

@ -39,19 +39,33 @@ end
function Arrow:DoPhysics() function Arrow:DoPhysics()
-- horizontal collisions -- horizontal collisions
if not isThereAnyCollisionAt(self.pos.x + self.vel.x, self.pos.y) then if not isThereAnyCollisionAt(
self.pos.x + self.vel.x,
self.pos.y
) then
self.pos.x = self.pos.x + self.vel.x self.pos.x = self.pos.x + self.vel.x
else else
while not isThereCollisionAt(self.pos.x + math.sign(self.vel.x), self.pos.y) do while not isThereObjectAt(
self.pos.x + math.sign(self.vel.x),
self.pos.y,
objects.collisions
) do
self.pos.x = self.pos.x + math.sign(self.vel.x) self.pos.x = self.pos.x + math.sign(self.vel.x)
end end
self.stuck = true self.stuck = true
end end
-- vertical collision -- vertical collision
if not isThereAnyCollisionAt(self.pos.x, self.pos.y + self.vel.y) then if not isThereAnyCollisionAt(
self.pos.x,
self.pos.y + self.vel.y
) then
self.pos.y = self.pos.y + self.vel.y self.pos.y = self.pos.y + self.vel.y
else else
while not isThereCollisionAt(self.pos.x, self.pos.y + math.sign(self.vel.y)) do while not isThereObjectAt(
self.pos.x,
self.pos.y + math.sign(self.vel.y),
objects.collisions
) do
self.pos.y = self.pos.y + math.sign(self.vel.y) self.pos.y = self.pos.y + math.sign(self.vel.y)
end end
self.stuck = true self.stuck = true

View File

@ -3,26 +3,18 @@
function Player:New(x,y) function Player:New(x,y)
local o = Entity:New(x,y) local o = Entity:New(x,y)
Player.health = 3 Player.health = 3
Player.coins = 0 Player.coins = 0
-- physics -- physics
o.vel = { o.moveSpeed = 1.5
x = 0,
y = 0
}
-- constants o.boxCollision = {
o.acc = 45 from = {x = -8, y = -16},
o.friction = 20 to = {x = 8, y = 0}
o.gravity = 9.81 }
o.climbHeight = 4
o.jumpForce = 5
o.maxSpeed = 600
o.jumpMaxSpeed = 9.5
o.zeroSpeed = 0.001
o.lightRange = 20
o.lightRange = 32
-- status -- status
o.isJumping = false o.isJumping = false
o.isOnGround = 0 o.isOnGround = 0
@ -31,14 +23,16 @@
o.canJump = true o.canJump = true
o.canFall = true o.canFall = true
o.canFriction = true o.canFriction = true
o.mask_type = animation.moth_mask o.maskType = animation.moth_mask
-- sprite
o.sprite_offset = {x = 8, y = 16}
o.target_offset = {x = 0, y = 12}
o.body = Animation:New(animation.nancy.idle)
o.mask = Animation:New(animation.moth_mask.idle)
-- lights
-- sprite
o.sprite_offset = {x = 8, y = 16}
o.target_offset = {x = 0, y = 12}
o.body = Animation:New(animation.nancy.idle)
o.mask = Animation:New(animation.moth_mask.idle)
-- lights
o.light = CreateLight(o.pos.x,o.pos.y,o.lightRange)
setmetatable(o, self) setmetatable(o, self)
self.__index = self self.__index = self
@ -47,64 +41,39 @@
end end
function Player:Smart() function Player:Smart()
-- PLATFORMER INPUT if love.keyboard.isDown("a") then self.vel.x = -self.moveSpeed
if self.isOnGround > 0 then elseif love.keyboard.isDown("d") then self.vel.x = self.moveSpeed
-- apply friction else self.vel.x = 0 end
if love.keyboard.isDown("w") then self.vel.y = -self.moveSpeed
elseif love.keyboard.isDown("s") then self.vel.y = self.moveSpeed
else self.vel.y = 0 end
end
-- horizontal input (slide~~) function Player:DoPhysics()
if love.keyboard.isDown('a',"left") then self.pos.x = self.pos.x + self.vel.x
self.vel.x = self.vel.x - self.acc*current_dt self.pos.y = self.pos.y + self.vel.y
end
if love.keyboard.isDown('d',"right") then
self.vel.x = self.vel.x + self.acc*current_dt
end
if self.canJump then
-- vertical input (jump!)
if love.keyboard.isDown("up", "w") and self.isJumping ~= true then
self.vel.y = self.vel.y - self.jumpForce
self.isOnGround = 0
self.isJumping = true
end
end
end
-- fall if down input on platforms
if not isThereCollisionAt(
self.pos.x,
self.pos.y + self.vel.y
) and not isThereLadderAt(
self.pos.x,
self.pos.y + self.vel.y
) and isTherePlatformAt(
self.pos.x,
self.pos.y + self.vel.y
) and love.keyboard.isDown("down", "s")
then
self.pos.y = self.pos.y + tileProperties.height/3
self.isOnGround = 0
end
end end
function Player:HandleAnimation() function Player:HandleAnimation()
self.light.pos.x = self.pos.x-self.target_offset.x
self.light.pos.y = self.pos.y-self.target_offset.y
-- flip sprite to look in the direction is moving -- flip sprite to look in the direction is moving
if self.vel.x ~= 0 then self.sprite_flip.x = math.sign(self.vel.x) end if self.vel.x ~= 0 then self.sprite_flip.x = math.sign(self.vel.x) end
-- animation manager -- animation priority
if self.isOnLadder then if self.vel.y > 1.25 then
self.body = self.body:ChangeTo(animation.nancy.jump)
self.mask = self.mask:ChangeTo(self.mask_type.jump)
elseif self.isOnGround == 0 and self.isJumping and self.vel.y > 1.25 then
self.body = self.body:ChangeTo(animation.nancy.fall) self.body = self.body:ChangeTo(animation.nancy.fall)
self.mask = self.mask:ChangeTo(self.mask_type.fall) self.mask = self.mask:ChangeTo(self.maskType.fall)
elseif self.isOnGround == 0 and self.vel.y < 0 then elseif self.vel.y < 0 then
self.body = self.body:ChangeTo(animation.nancy.jump) self.body = self.body:ChangeTo(animation.nancy.jump)
self.mask = self.mask:ChangeTo(self.mask_type.jump) self.mask = self.mask:ChangeTo(self.maskType.jump)
elseif self.vel.x ~= 0 then elseif self.vel.x ~= 0 then
self.body = self.body:ChangeTo(animation.nancy.run) self.body = self.body:ChangeTo(animation.nancy.run)
self.mask = self.mask:ChangeTo(self.mask_type.run) self.mask = self.mask:ChangeTo(self.maskType.run)
else else
self.body = self.body:ChangeTo(animation.nancy.idle) self.body = self.body:ChangeTo(animation.nancy.idle)
self.mask = self.mask:ChangeTo(self.mask_type.idle) self.mask = self.mask:ChangeTo(self.maskType.idle)
end end
-- special case: idle animation gets slower by time -- special case: idle animation gets slower by time
@ -114,124 +83,17 @@ function Player:HandleAnimation()
self.body:Animate() self.body:Animate()
self.body:Draw( self.body:Draw(
self.pos.x - Camera.pos.x - ( (self.sprite_offset.x) * math.cos(self.sprite_rotation) - (self.sprite_offset.y) * math.sin(self.sprite_rotation)) * self.sprite_scale.x * self.sprite_flip.x, math.floor(self.pos.x) - Camera.pos.x - ( (self.sprite_offset.x) * math.cos(self.sprite_rotation) - (self.sprite_offset.y) * math.sin(self.sprite_rotation)) * self.sprite_scale.x * self.sprite_flip.x,
self.pos.y - Camera.pos.y - ( (self.sprite_offset.x) * math.sin(self.sprite_rotation) + (self.sprite_offset.y) * math.cos(self.sprite_rotation)) * self.sprite_scale.y * self.sprite_flip.y, math.floor(self.pos.y)- Camera.pos.y - ( (self.sprite_offset.x) * math.sin(self.sprite_rotation) + (self.sprite_offset.y) * math.cos(self.sprite_rotation)) * self.sprite_scale.y * self.sprite_flip.y,
self.sprite_rotation, self.sprite_rotation,
self.sprite_scale.x * self.sprite_flip.x, self.sprite_scale.x * self.sprite_flip.x,
self.sprite_scale.y * self.sprite_flip.y self.sprite_scale.y * self.sprite_flip.y
) )
self.mask:Draw( self.mask:Draw(
self.pos.x - Camera.pos.x - ( (self.sprite_offset.x) * math.cos(self.sprite_rotation) - (self.sprite_offset.y) * math.sin(self.sprite_rotation)) * self.sprite_scale.x * self.sprite_flip.x, math.floor(self.pos.x) - Camera.pos.x - ( (self.sprite_offset.x) * math.cos(self.sprite_rotation) - (self.sprite_offset.y) * math.sin(self.sprite_rotation)) * self.sprite_scale.x * self.sprite_flip.x,
self.pos.y - Camera.pos.y - ( (self.sprite_offset.x) * math.sin(self.sprite_rotation) + (self.sprite_offset.y) * math.cos(self.sprite_rotation)) * self.sprite_scale.y * self.sprite_flip.y, math.floor(self.pos.y)- Camera.pos.y - ( (self.sprite_offset.x) * math.sin(self.sprite_rotation) + (self.sprite_offset.y) * math.cos(self.sprite_rotation)) * self.sprite_scale.y * self.sprite_flip.y,
self.sprite_rotation, self.sprite_rotation,
self.sprite_scale.x * self.sprite_flip.x, self.sprite_scale.x * self.sprite_flip.x,
self.sprite_scale.y * self.sprite_flip.y self.sprite_scale.y * self.sprite_flip.y
) )
--[[
love.graphics.print(self.body.frame .. "/".. self.body.frames.." - "..self.body.subframe.."/"..self.body.speed.." ("..current_dt..")")
love.graphics.print(animation.nancy.idle.path,0,20)
love.graphics.print(self.body.path,0,30)
]]
end
function Player:DoPhysics()
-- reset physics resolution
self.canFall = true
self.canJump = true
self.canFriction = true
-- reset flags
self.isOnLadder = false
-- truncate to max & min values
if math.abs(self.vel.x) > self.maxSpeed then
self.vel.x = self.maxSpeed * math.sign(self.vel.x)
end
if math.abs(self.vel.y) > self.maxSpeed then
self.vel.y = self.maxSpeed * math.sign(self.vel.y)
end
if math.abs(self.vel.x) < self.zeroSpeed then
self.vel.x = 0
end
if math.abs(self.vel.y) < self.zeroSpeed then
self.vel.y = 0
end
-- if on air, say so!
if self.vel.y > 5 then
self.isJumping = true
end
-- if its on ground, then say so.
if self.vel.y > 0 then
if isThereAnyCollisionAt(
self.pos.x,
self.pos.y + self.vel.y
) then
self.isOnGround = self.coyoteValue
self.isJumping = false
end
end
-- horizontal collisions
if isThereAnyCollisionAt(self.pos.x + self.vel.x, self.pos.y) then
-- checks for ladders
if isThereLadderAt(self.pos.x + self.vel.x, self.pos.y)
and self.vel.x ~= 0
and not isThereLadderAt(self.pos.x, self.pos.y)
then
self.vel.y = 0
self.vel.x = 0
self.pos.y = self.pos.y - 4 * current_dt
self.canFall = false
self.canJump = false
self.canFriction = false
self.isOnLadder = true
self.isOnGround = self.coyoteValue
end
-- checks for slopes
for i = 1, self.climbHeight do
if not isThereCollisionAt(self.pos.x + self.vel.x, self.pos.y - i)
and self.isOnGround > 0 then
self.pos.x = self.pos.x + self.vel.x * 4/5
self.pos.y = self.pos.y - i
self.canFriction = false
break
end
end
-- hey, you arent permanently stopped while collisioning, just lose a bit of force!
if self.canFriction then
self.vel.x = self.vel.x * (1 - math.min(current_dt * self.friction/15, 1))
end
else
self.pos.x = self.pos.x + self.vel.x
end
-- vertical collision
if self.vel.y > 0
and isThereAnyCollisionAt(self.pos.x, self.pos.y + self.vel.y) then
self.isOnGround = self.coyoteValue
self.isJumping = false
self.vel.y = 0
else
self.pos.y = self.pos.y + self.vel.y
self.isOnGround = math.max(self.isOnGround - 1, 0)
end
-- drop.
if self.canFall then
self.vel.y = self.vel.y + 2*self.gravity * current_dt
end
-- friction hard in ground, soft in air
if self.isOnGround > 0 then
self.vel.x = self.vel.x * (1 - math.min(current_dt * self.friction, 1))
else
self.vel.x = self.vel.x * (1 - math.min(current_dt * self.friction/20, 1))
end
end end

View File

@ -5,6 +5,12 @@ function Entity:New(x,y)
o = {} o = {}
o.pos = {x = x, y = y} o.pos = {x = x, y = y}
o.vel = {x = 0, y = 0} o.vel = {x = 0, y = 0}
o.boxCollision = {
from = {x = x, y = y},
to = {x = x, y = y}
}
o.class = "Entity" o.class = "Entity"
o.sprite_offset = {x = 0, y = 0} o.sprite_offset = {x = 0, y = 0}
@ -12,13 +18,44 @@ function Entity:New(x,y)
o.sprite_rotation = math.rad(0) o.sprite_rotation = math.rad(0)
o.sprite_flip = { x = 1, y = 1} o.sprite_flip = { x = 1, y = 1}
o.illuminated = false o.illuminated = false
setmetatable(o, self) setmetatable(o, self)
self.__index = self self.__index = self
return o return o
end end
function Entity:Move(target, speed) -- target = {tx int, ty int} / speed = int -- returns true if theres a collision at that point. also marks collisioned tile as collision true
function Entity:isCollidingAt(x,y,object)
local result = false
for _, col in pairs(object) do
result = self.pos.x + self.boxCollision.from.x < col.to.x
and self.pos.x + self.boxCollision.to.x > col.from.x
and self.pos.y + self.boxCollision.from.y < col.to.y
and self.pos.y + self.boxCollision.to.y > col.from.y
if result == true then break end
end
return result
end
function Entity:isCollidingWith(entity)
return self.pos.x + self.boxCollision.from.x < entity.pos.x + entity.boxCollision.to.x
and self.pos.x + self.boxCollision.to.x > entity.pos.x + entity.boxCollision.from.x
and self.pos.y + self.boxCollision.from.y < entity.pos.y + entity.boxCollision.to.y
and self.pos.y + self.boxCollision.to.y > entity.pos.y + entity.boxCollision.from.y
end
function Entity:isCollidingAtAll(x,y)
local result = false
if not result then
result = self:isCollidingAt(x,y,objects.collisions)
end
if not result then
result = self:isCollidingAt(x,y,objects.ladders)
end
if not result then
result = self:isCollidingAt(x,y,objects.platforms)
end
return result
end end
--[[function Entity:Draw() --[[function Entity:Draw()

View File

@ -1,4 +1,5 @@
-- animations -- animationsç
-- all these are linear animations, maybe in the future make proper animations?
animation = { animation = {
kupo = { kupo = {
body = { body = {
@ -63,6 +64,9 @@ animation = {
} }
} }
-- animation loader
-- im unsure if this is too memory expensive (probably)
-- this should go elsewhere, maybe
for _, object in pairs(animation) do for _, object in pairs(animation) do
for _, anim in pairs(object) do for _, anim in pairs(object) do
anim.imgs = {} anim.imgs = {}
@ -77,15 +81,21 @@ levelProperties = {
x = 0, x = 0,
y = 0 y = 0
}, },
-- im unsure why there's offset at all, here
offset = { offset = {
x = 0, x = 0,
y = 0 y = 0
} }
} }
tileset = {
bricks = love.graphics.newImage("assets/tileset/bricks.png"),
books = love.graphics.newImage("assets/tileset/bricks.png"),
library = love.graphics.newImage("assets/tileset/library.png")
}
tileProperties = { tileProperties = {
width = 16, width = 16,
height = 16, height = 16,
scale = 1, scale = 1,
tileset = love.graphics.newImage("assets/terrain/tileset.png")
} }

View File

@ -1,20 +1,22 @@
function LevelLoadTiles() function LevelLoadTiles()
LevelInfo = {}
Tiles = dofile("Mothback/data/tiles.lua")
--[[ --[[
on level format: on level format:
id = tile identifier id = tile identifier
depth = order in the render depth = order in the render
force = rendering other tile instead of the one in this position force = rendering other tile instead of the one in this position
overlay = render another tile id overlay = render another tile id or, if multiple tiles {id, id, id,} or
overlay_depth = foreground/background overlay depth overlay_depth = foreground/background overlay depth
type = collision type type = collision type
]] ]]
LevelTiles = json.decode(getInput("Mothback/data/levels/"..currLevel..".json"))
LevelInfo.Width = LevelGetWidth() LevelData = dofile("Mothback/data/levels/"..currLevel..".lua")
LevelInfo.Height = LevelGetHeight() Tiles = dofile("Mothback/data/tileset/library.lua")
LevelTiles = LevelData.tiles
LevelData.Width = LevelGetWidth()
LevelData.Height = LevelGetHeight()
LevelIndexTiles() LevelIndexTiles()
TileCreateObjects() TileCreateObjects()
end end
@ -35,8 +37,8 @@ function LevelIndexTiles()
TileIndex = {} TileIndex = {}
-- number of tiles in tileset! -- number of tiles in tileset!
local width = tileProperties.tileset:getPixelWidth()/tileProperties.width local width = LevelData.tileset:getPixelWidth()/tileProperties.width
local height = tileProperties.tileset:getPixelHeight()/tileProperties.height local height = LevelData.tileset:getPixelHeight()/tileProperties.height
for i = 0, height do for i = 0, height do
for j = 0, width do for j = 0, width do
TileIndex[i*width+j+1] = love.graphics.newQuad( TileIndex[i*width+j+1] = love.graphics.newQuad(
@ -44,12 +46,12 @@ function LevelIndexTiles()
i*tileProperties.height, i*tileProperties.height,
tileProperties.width, tileProperties.width,
tileProperties.height, tileProperties.height,
tileProperties.tileset:getDimensions() LevelData.tileset:getDimensions()
) )
end end
end end
-- init animated tile properties
for _, properties in pairs(Tiles) do for _, properties in pairs(Tiles) do
if properties.animation ~= nil then if properties.animation ~= nil then
properties.tileset = love.graphics.newImage("assets/terrain/"..properties.animation..".png") properties.tileset = love.graphics.newImage("assets/terrain/"..properties.animation..".png")
@ -75,18 +77,44 @@ function LevelIndexTiles()
image_count = image_count + 1 image_count = image_count + 1
table.insert(properties.imgs,quad) table.insert(properties.imgs,quad)
end end
end end
properties.image_count = image_count properties.image_count = image_count
end end
end end
-- instance level tiles according to the properties
for i = 1, #LevelTiles do
for j = 1, #LevelTiles[i] do
local id = LevelTiles[i][j]
LevelTiles[i][j] = {}
local tile = LevelTiles[i][j]
tile.id = id
for _, properties in pairs(Tiles) do
if properties.id == tile.id then
if type(properties.overlay) == "table" then
tile.display_overlay = properties.overlay[math.random(#properties.overlay)]
else
tile.display_overlay = properties.overlay
end
if type(properties.force) == "table" then
tile.display = properties.force[math.random(#properties.force)]
else
tile.display = properties.force
end
end
end
end
end
end end
function LevelDisplayForeground() function LevelDisplayForeground()
for i = 1, #LevelTiles do for i = 1, #LevelTiles do
for j = 1, #LevelTiles[i] do for j = 1, #LevelTiles[i] do
if LevelTiles[i][j] ~= 0 then if LevelTiles[i][j].id ~= 0 then
local depth = TileGetDepth(LevelTiles[i][j]) local depth = TileGetDepth(LevelTiles[i][j])
DrawTile( DrawTile(
@ -102,9 +130,10 @@ function LevelDisplayForeground()
end end
function LevelDisplayBackground() function LevelDisplayBackground()
love.graphics.setColor(0.7,0.7,0.7)
for i = 1, #LevelTiles do for i = 1, #LevelTiles do
for j = 1, #LevelTiles[i] do for j = 1, #LevelTiles[i] do
if LevelTiles[i][j] ~= 0 then if LevelTiles[i][j].id ~= 0 then
local depth = TileGetDepth(LevelTiles[i][j]) local depth = TileGetDepth(LevelTiles[i][j])
DrawTile( DrawTile(
@ -117,28 +146,28 @@ function LevelDisplayBackground()
end end
end end
end end
love.graphics.setColor(1,1,1)
end end
function TileGetType(tile)
function TileGetType(tile_id)
for _, properties in ipairs(Tiles) do for _, properties in ipairs(Tiles) do
if properties.id == tile_id then if properties.id == tile.id then
return properties.type return properties.type
end end
end end
end end
function TileGetDepth(tile_id) function TileGetDepth(tile)
for _, properties in ipairs(Tiles) do for _, properties in ipairs(Tiles) do
if properties.id == tile_id then if properties.id == tile.id then
return properties.depth return properties.depth
end end
end end
end end
function TileGetLight(tile_id) function TileGetLight(tile)
for _, properties in ipairs(Tiles) do for _, properties in ipairs(Tiles) do
if properties.id == tile_id then if properties.id == tile.id then
return properties.light return properties.light
end end
end end
@ -165,7 +194,7 @@ function TileCreateObjects()
for i = 1, #LevelTiles do for i = 1, #LevelTiles do
for j = 1, #LevelTiles[i] do for j = 1, #LevelTiles[i] do
if LevelTiles[i][j] ~= 0 then if LevelTiles[i][j].id ~= 0 then
local type = TileGetType(LevelTiles[i][j]) local type = TileGetType(LevelTiles[i][j])
local light = TileGetLight(LevelTiles[i][j]) local light = TileGetLight(LevelTiles[i][j])
@ -180,7 +209,7 @@ function TileCreateObjects()
light light
) )
end end
if type == "whole" then if type == "whole" then
local col = Collision:New( local col = Collision:New(
base_x, base_x,
@ -471,9 +500,10 @@ function AnimateTiles()
end end
end end
function DrawTile(tile_id,x,y,depth) function DrawTile(tile,x,y,depth)
for _, properties in pairs(Tiles) do for _, properties in pairs(Tiles) do
if tile_id == properties.id then if tile.id == properties.id then
if properties.animation ~= nil then if properties.animation ~= nil then
if properties.imgs[properties.current_image] ~= nil if properties.imgs[properties.current_image] ~= nil
and properties.depth == depth and properties.depth == depth
@ -488,18 +518,20 @@ function DrawTile(tile_id,x,y,depth)
) end ) end
elseif properties.depth == depth then elseif properties.depth == depth then
if properties.force ~= nil then if properties.force ~= nil then
if properties.force ~= 0 then
love.graphics.draw( love.graphics.draw(
tileProperties.tileset, LevelData.tileset,
TileIndex[properties.force], TileIndex[tile.display],
x, x,
y, y,
0, 0,
tileProperties.scale, tileProperties.scale,
tileProperties.scale tileProperties.scale
) )
end
else else
love.graphics.draw( love.graphics.draw(
tileProperties.tileset, LevelData.tileset,
TileIndex[properties.id], TileIndex[properties.id],
x, x,
y, y,
@ -528,8 +560,8 @@ function DrawTile(tile_id,x,y,depth)
end end
else else
love.graphics.draw( love.graphics.draw(
tileProperties.tileset, LevelData.tileset,
TileIndex[properties.overlay], TileIndex[tile.display_overlay],
x, x,
y, y,
0, 0,
@ -539,6 +571,11 @@ function DrawTile(tile_id,x,y,depth)
end end
end end
end end
--[[
love.graphics.setColor(0,0,1)
love.graphics.print(tostring(tile.display),x+16,y)
love.graphics.setColor(1,1,1)
]]
end end
end end
end end

View File

@ -5,15 +5,19 @@ function CreateDarkness()
return love.graphics.newCanvas(game.width, game.height) return love.graphics.newCanvas(game.width, game.height)
end end
function CreateLight(x,y,range) function CreateLight(x,y,range,lum,flicker)
local o = {} local o = {}
o.pos = { o.pos = {
x = x, x = x,
y = y y = y
} }
o.range = range o.range = range
o.lum = lum or 1
o.flicker_value = flicker or 1
o.flicker = 0 o.flicker = 0
o.dim = 0 o.dim = 0
o.flicker_speed = flicker_speed or 10
o.flicker_time = 0
table.insert(Lights,o) table.insert(Lights,o)
return o return o
end end
@ -23,54 +27,46 @@ function SetDarkness()
love.graphics.rectangle("fill",0,0,game.width,game.height) love.graphics.rectangle("fill",0,0,game.width,game.height)
end end
function DoDarkness()
love.graphics.setColor(0,0,0,1)
love.graphics.rectangle("fill",0,0,game.width,game.height)
end
function DoLights() function DoLights()
LightTimer = LightTimer + 1
if LightTimer >= 3 then for _, light in pairs(Lights) do
LightTimer = LightTimer - 3 light.flicker_time = light.flicker_time + 1
for _, light in pairs(Lights) do
light.flicker = math.random(-1,1) if light.flicker_time >= light.flicker_speed then
light.dim = (light.range+light.flicker)/2 light.flicker_time = light.flicker_time - light.flicker_speed
light.flicker = 0 + math.random(-1,1)
light.flicker = math.min(math.max(light.flicker, -light.flicker_value),light.flicker_value)
end end
end end
--[[
love.graphics.setBlendMode("replace")
-- first, border -- first, border
love.graphics.setColor(1,1,1) love.graphics.setColor(1,1,1)
for _, light in pairs(Lights) do for _, light in pairs(Lights) do
--[[love.graphics.circle( love.graphics.circle(
"fill", "fill",
light.pos.x - Camera.pos.x, light.pos.x - Camera.pos.x,
light.pos.y - Camera.pos.y, light.pos.y - Camera.pos.y,
light.range + light.flicker + 1 light.range + light.flicker + 1
)]] )
end end
]]
love.graphics.setBlendMode("replace")
for _, enty in pairs(LoadedEntities) do for _, enty in pairs(LoadedEntities) do
end end
love.graphics.setColor(0,0,0,0.5)
for _, light in pairs(Lights) do local shades = 200
love.graphics.circle( for i=1, shades do
"fill", for _, light in pairs(Lights) do
light.pos.x - Camera.pos.x, local luminosity = shades*light.lum/100
light.pos.y - Camera.pos.y, love.graphics.setColor(0,0,0,math.min(1,math.max(0,(shades-i-luminosity+1)/(shades-luminosity+1))))
light.range + light.flicker love.graphics.circle(
) "fill",
end light.pos.x - Camera.pos.x,
-- then, light light.pos.y - Camera.pos.y,
love.graphics.setColor(0,0,0,0) (light.range + light.flicker)*(shades-i+1)/shades
for _, light in pairs(Lights) do )
love.graphics.circle( end
"fill",
light.pos.x - Camera.pos.x,
light.pos.y - Camera.pos.y,
light.range + light.flicker - light.dim
)
end end
love.graphics.setBlendMode("alpha") love.graphics.setBlendMode("alpha")
end end

View File

@ -6,7 +6,6 @@ objects = {
ladders = {} ladders = {}
} }
-- level functions -- level functions
function objects.DrawCollisions() function objects.DrawCollisions()
for _, col in pairs(objects.collisions) do for _, col in pairs(objects.collisions) do
@ -24,32 +23,14 @@ function objects.DrawCollisions()
end end
-- returns true if theres a collision at that point. also marks collisioned tile as collision true -- returns true if theres a collision at that point. also marks collisioned tile as collision true
function isThereCollisionAt(x,y) function isThereObjectAt(x,y,objectType)
local result = false local result = false
for _, col in pairs(objects.collisions) do for _, col in pairs(objectType) do
if x >= col.from.x and x <= col.to.x and y >= col.from.y and y <= col.to.y then if x >= col.from.x
result = true and x <= col.to.x
col.collision = true and y >= col.from.y
end and y <= col.to.y
end and col.disable ~= true then
return result
end
function isTherePlatformAt(x,y)
local result = false
for _, col in pairs(objects.platforms) do
if x >= col.from.x and x <= col.to.x and y >= col.from.y and y <= col.to.y and col.disable ~= true then
result = true
col.collision = true
end
end
return result
end
function isThereLadderAt(x,y)
local result = false
for _, col in pairs(objects.ladders) do
if x >= col.from.x and x <= col.to.x and y >= col.from.y and y <= col.to.y and col.disable ~= true then
result = true result = true
col.collision = true col.collision = true
end end
@ -60,28 +41,13 @@ end
function isThereAnyCollisionAt(x,y) function isThereAnyCollisionAt(x,y)
local result = false local result = false
if not result then if not result then
for _, col in pairs(objects.collisions) do result = isThereObjectAt(x,y,objects.collisions)
if x >= col.from.x and x <= col.to.x and y >= col.from.y and y <= col.to.y then
result = true
col.collision = true
end
end
end end
if not result then if not result then
for _, col in pairs(objects.ladders) do result = isThereObjectAt(x,y,objects.ladders)
if x >= col.from.x and x <= col.to.x and y >= col.from.y and y <= col.to.y and col.disable ~= true then
result = true
col.collision = true
end
end
end end
if not result then if not result then
for _, col in pairs(objects.platforms) do result = isThereObjectAt(x,y,objects.platforms)
if x >= col.from.x and x <= col.to.x and y >= col.from.y and y <= col.to.y and col.disable ~= true then
result = true
col.collision = true
end
end
end end
return result return result
end end

View File

@ -1,348 +1,350 @@
return { return {
{ {
id = 1, id = 1,
type = "whole", force = 0,
depth = "foreground" overlay_tileset = tileset.books,
}, type = "whole",
{ depth = "foreground"
id = 2, },
type = "whole", {
depth = "foreground" id = 2,
}, type = "whole",
{ depth = "foreground"
id = 3, },
type = "whole", {
depth = "foreground" id = 3,
}, type = "whole",
{ depth = "foreground"
id = 4, },
type = "whole", {
depth = "foreground" id = 4,
}, type = "whole",
{ depth = "foreground"
id = 5, },
type = "whole", {
depth = "foreground" id = 5,
}, type = "whole",
{ depth = "foreground"
id = 6, },
type = "whole", {
depth = "foreground" id = 6,
}, type = "whole",
{ depth = "foreground"
id = 7, },
type = "whole", {
depth = "foreground" id = 7,
}, type = "whole",
{ depth = "foreground"
id = 8, },
type = "whole", {
depth = "foreground" id = 8,
}, type = "whole",
{ depth = "foreground"
id = 9, },
type = "whole", {
depth = "foreground" id = 9,
}, type = "whole",
{ depth = "foreground"
id = 10, },
type = "half_bottom", {
depth = "foreground" id = 10,
}, type = "half_bottom",
{ depth = "foreground"
id = 11, },
type = "half_bottom", {
depth = "foreground" id = 11,
}, type = "half_bottom",
{ depth = "foreground"
id = 12, },
type = "whole", {
depth = "foreground" id = 12,
}, type = "whole",
{ depth = "foreground"
id = 13, },
type = "whole", {
depth = "foreground" id = 13,
}, type = "whole",
{ depth = "foreground"
id = 14, },
type = "whole", {
depth = "foreground" id = 14,
}, type = "whole",
{ depth = "foreground"
id = 15, },
type = "half_right", {
depth = "foreground" id = 15,
}, type = "half_right",
{ depth = "foreground"
id = 16, },
type = "half_left", {
depth = "foreground" id = 16,
}, type = "half_left",
{ depth = "foreground"
id = 17, },
type = "half_bottom", {
depth = "foreground" id = 17,
}, type = "half_bottom",
{ depth = "foreground"
id = 18, },
type = "half_top", {
depth = "foreground" id = 18,
}, type = "half_top",
{ depth = "foreground"
id = 19, },
type = "whole", {
depth = "foreground" id = 19,
}, type = "whole",
{ depth = "foreground"
id = 20, },
type = "whole", {
depth = "foreground" id = 20,
}, type = "whole",
{ depth = "foreground"
id = 21, },
type = "whole", {
depth = "foreground" id = 21,
}, type = "whole",
{ depth = "foreground"
id = 22, },
type = "whole", {
depth = "foreground" id = 22,
}, type = "whole",
{ depth = "foreground"
id = 23, },
type = "half_top", {
depth = "foreground" id = 23,
}, type = "half_top",
{ depth = "foreground"
id = 24, },
type = "half_top", {
depth = "foreground" id = 24,
}, type = "half_top",
{ depth = "foreground"
id = 25, },
type = "whole", {
depth = "foreground" id = 25,
}, type = "whole",
{ depth = "foreground"
id = 26, },
type = "whole", {
depth = "foreground" id = 26,
}, type = "whole",
{ depth = "foreground"
id = 27, },
type = "ramp2_bot_right_half", {
depth = "foreground" id = 27,
}, type = "ramp2_bot_right_half",
{ depth = "foreground"
id = 28, },
type = "ramp2_bot_right_whole", {
depth = "foreground" id = 28,
}, type = "ramp2_bot_right_whole",
{ depth = "foreground"
id = 29, },
type = "whole", {
depth = "foreground" id = 29,
}, type = "whole",
{ depth = "foreground"
id = 30, },
type = "whole", {
depth = "foreground" id = 30,
}, type = "whole",
{ depth = "foreground"
id = 31, },
type = "ramp2_bot_left_whole", {
depth = "foreground" id = 31,
}, type = "ramp2_bot_left_whole",
{ depth = "foreground"
id = 32, },
type = "ramp2_bot_left_half", {
depth = "foreground" id = 32,
}, type = "ramp2_bot_left_half",
{ depth = "foreground"
id = 33, },
type = "empty", {
depth = "foreground" id = 33,
}, type = "empty",
{ depth = "foreground"
id = 34, },
type = "empty", {
depth = "foreground" id = 34,
}, type = "empty",
{ depth = "foreground"
id = 35, },
type = "empty", {
depth = "foreground" id = 35,
}, type = "empty",
{ depth = "foreground"
id = 36, },
type = "empty", {
depth = "foreground" id = 36,
}, type = "empty",
{ depth = "foreground"
id = 37, },
type = "empty", {
depth = "foreground" id = 37,
}, type = "empty",
{ depth = "foreground"
id = 38, },
type = "empty", {
depth = "foreground" id = 38,
}, type = "empty",
{ depth = "foreground"
id = 39, },
type = "whole", {
depth = "foreground" id = 39,
}, type = "whole",
{ depth = "foreground"
id = 40, },
type = "empty", {
depth = "foreground" id = 40,
}, type = "empty",
{ depth = "foreground"
id = 41, },
type = "empty", {
depth = "foreground" id = 41,
}, type = "empty",
{ depth = "foreground"
id = 42, },
type = "empty", {
depth = "foreground" id = 42,
}, type = "empty",
{ depth = "foreground"
id = 43, },
type = "empty", {
depth = "foreground" id = 43,
}, type = "empty",
{ depth = "foreground"
id = 44, },
type = "empty", {
depth = "foreground" id = 44,
}, type = "empty",
{ depth = "foreground"
id = 45, },
type = "empty", {
depth = "foreground" id = 45,
}, type = "empty",
{ depth = "foreground"
id = 46, },
type = "empty", {
depth = "foreground" id = 46,
}, type = "empty",
{ depth = "foreground"
id = 47, },
type = "empty", {
depth = "foreground" id = 47,
}, type = "empty",
{ depth = "foreground"
id = 48, },
type = "empty", {
depth = "foreground" id = 48,
}, type = "empty",
{ depth = "foreground"
id = 49, },
type = "whole", {
depth = "foreground" id = 49,
}, type = "whole",
{ depth = "foreground"
id = 50, },
type = "whole", {
depth = "foreground" id = 50,
}, type = "whole",
{ depth = "foreground"
id = 51, },
type = "whole", {
depth = "foreground" id = 51,
}, type = "whole",
{ depth = "foreground"
id = 52, },
type = "whole", {
depth = "foreground" id = 52,
}, type = "whole",
{ depth = "foreground"
id = 53, },
type = "empty", {
depth = "foreground" id = 53,
}, type = "empty",
{ depth = "foreground"
id = 54, },
type = "empty", {
depth = "foreground" id = 54,
}, type = "empty",
{ depth = "foreground"
id = 55, },
type = "empty", {
depth = "foreground", id = 55,
light = 60 type = "empty",
}, depth = "foreground",
{ light = 60
id = 56, },
type = "empty", {
depth = "foreground" id = 56,
}, type = "empty",
{ depth = "foreground"
id = 57, },
type = "empty", {
depth = "foreground" id = 57,
}, type = "empty",
{ depth = "foreground"
id = 58, },
type = "empty", {
depth = "foreground" id = 58,
}, type = "empty",
{ depth = "foreground"
id = 59, },
type = "empty", {
depth = "foreground" id = 59,
}, type = "empty",
{ depth = "foreground"
id = 60, },
type = "empty", {
depth = "foreground" id = 60,
}, type = "empty",
{ depth = "foreground"
id = 61, },
type = "empty", {
depth = "foreground" id = 61,
}, type = "empty",
{ depth = "foreground"
id = 62, },
type = "empty", {
depth = "foreground" id = 62,
}, type = "empty",
{ depth = "foreground"
id = 63, },
type = "empty", {
depth = "foreground" id = 63,
}, type = "empty",
{ depth = "foreground"
id = 64, },
type = "empty", {
depth = "foreground" id = 64,
}, type = "empty",
{ depth = "foreground"
id = 65, },
type = "whole", {
depth = "foreground" id = 65,
}, type = "whole",
{ depth = "foreground"
id = 66, },
type = "whole", {
depth = "foreground" id = 66,
}, type = "whole",
{ depth = "foreground"
id = 67, },
type = "whole", {
depth = "foreground" id = 67,
}, type = "whole",
{ depth = "foreground"
id = 68, },
type = "whole", {
depth = "foreground" id = 68,
}, type = "whole",
{ depth = "foreground"
id = 119, },
type = "whole", {
depth = "foreground" id = 119,
} type = "whole",
} depth = "foreground"
}
}

80
data/tileset/library.lua Normal file
View File

@ -0,0 +1,80 @@
return {
{
id = 1,
type = "whole",
depth = "foreground"
},
{
id = 2,
type = "emtpy",
depth = "foreground"
},
{
id = 5,
type = "emtpy",
depth = "background"
},
{
id = 6,
type = "emtpy",
depth = "background"
},
{
id = 7,
type = "emtpy",
depth = "background"
},
{
id = 13,
type = "whole",
depth = "foreground"
},
{
id = 25,
overlay = {17,19,21,23},
type = "emtpy",
depth = "background"
},
{
id = 26,
overlay = {18,20,22,24},
type = "emtpy",
depth = "background"
},
{
id = 37,
overlay = {29,31,33,35,42,44,46,48},
type = "emtpy",
depth = "background"
},
{
id = 38,
overlay = {30,32,34,36,41,43,45,47},
type = "emtpy",
depth = "background"
},
{
id = 49,
overlay = {53,55,57,59},
type = "emtpy",
depth = "background"
},
{
id = 50,
overlay = {54,56,58,60},
type = "emtpy",
depth = "background"
},
{
id = 61,
overlay = {1},
type = "emtpy",
depth = "background"
},
{
id = 62,
overlay = {1},
type = "emtpy",
depth = "background"
}
}

View File

@ -34,6 +34,7 @@ function love.load()
table.insert(LoadedEntities,main_Player) table.insert(LoadedEntities,main_Player)
table.insert(LoadedEntities,Kupo:New(700,150)) table.insert(LoadedEntities,Kupo:New(700,150))
table.insert(LoadedEntities,Kupo:New(800,150)) table.insert(LoadedEntities,Kupo:New(800,150))
CreateLight(200,64,80,nil,5,{1,0,0})
main_Player.sprite = love.graphics.newImage("assets/characters/nancy/idle1.png") main_Player.sprite = love.graphics.newImage("assets/characters/nancy/idle1.png")
end end
@ -85,7 +86,7 @@ function love.keypressed(key)
end end
if key == "f2" then if key == "f2" then
main_Player.pos.x, main_Player.pos.y = 0,-0.1 main_Player.pos.x, main_Player.pos.y = -16,-0.1
end end
if key == "f3" then if key == "f3" then
@ -129,7 +130,7 @@ function love.draw()
local pcr, pcg, pcb, pca = love.graphics.getColor() local pcr, pcg, pcb, pca = love.graphics.getColor()
love.graphics.setCanvas(Canvas.Darkness) love.graphics.setCanvas(Canvas.Darkness)
DoDarkness() SetDarkness()
DoLights() DoLights()
DoBorder() DoBorder()
@ -137,19 +138,24 @@ function love.draw()
love.graphics.setColor(1,1,1,1) love.graphics.setColor(1,1,1,1)
love.graphics.setCanvas() love.graphics.setCanvas()
love.graphics.scale(1,1) love.graphics.scale(1,1)
--DrawDarkness() DrawDarkness()
-- HUD -- HUD
-- Scale control -- Scale control
textScale = 0.5 textScale = 0.5
--debug --debug
if debug then DebugUI() end if debug then DebugUI() end
if debug_collision then DebugColisions() end if debug_collision then
love.graphics.setCanvas(Canvas.Darkness)
SetDarkness()
love.graphics.setCanvas()
--DrawDarkness()
DebugColisions()
DebugEntities()
end
-- reset color -- reset color
love.graphics.setColor(pcr,pcg,pcb,pca) love.graphics.setColor(pcr,pcg,pcb,pca)
local pcr, pcg, pcb, pca = love.graphics.getColor() local pcr, pcg, pcb, pca = love.graphics.getColor()
if do_pause then PauseUI() end if do_pause then PauseUI() end
love.graphics.setColor(pcr,pcg,pcb,pca) love.graphics.setColor(pcr,pcg,pcb,pca)

View File

@ -2,10 +2,14 @@
(X) REHANDLE ANIMATIONS (X) REHANDLE ANIMATIONS
(X) 3 COLOR PALETTE (GOLD) (X) 3 COLOR PALETTE (GOLD)
(X) MASKS FUNCTIONALITY (X) MASKS FUNCTIONALITY
( ) MAKE ARROW CANVAS SO THAT ARROWS WHEN STUCK CAN BE STORED AS IMAGE AND ARE NOT LAGGY!!! ( ) MAKE ARROW CANVAS SO THAT
ARROWS WHEN STUCK CAN BE STORED
AS IMAGE AND NOT ENTITIES!!!
( ) DO GODS ( ) DO GODS
( ) DO DAMAGE TO PLAYER ( ) DO DAMAGE TO PLAYER
( ) DO FAIRY ( ) DO FAIRY
( ) DO FLIES ( ) DO FLIES
( ) DO UI ( ) DO UI
( ) MAKE PHYSICS CONSISTENT > ( ) MAKE PHYSICS CONSISTENT
> > ( ) MAKE HITBOXES
> > ( ) PHYSICS BY FRAME

View File

@ -0,0 +1,2 @@
Barry
Magma Crisp "Maggie"