I dont fucking know how to solve this shit i hate git #3

Merged
lustlion merged 11 commits from :master into master 2022-01-18 20:20:36 +00:00
3 changed files with 189 additions and 162 deletions

View File

@ -73,16 +73,16 @@ function Player:Smart()
if math.abs(self.vel.x) < self.zeroSpeed then self.vel.x = 0 end if math.abs(self.vel.x) < self.zeroSpeed then self.vel.x = 0 end
if keybind:Check(keybind.moveLeft) then if Keybind:Check(Keybind.move.left) then
self.move_x = -self.moveSpeed self.move_x = -self.moveSpeed
elseif keybind:Check(keybind.moveRight) then elseif Keybind:Check(Keybind.move.right) then
self.move_x = self.moveSpeed self.move_x = self.moveSpeed
else else
self.move_x = 0 self.move_x = 0
end end
self.vel.x = self.vel.x self.vel.x = self.vel.x
if keybind:Check(keybind.moveJump) then if Keybind:Check(Keybind.move.jump) then
if self.isOnGround then if self.isOnGround then
self.vel.y = -self.jumpImpulse self.vel.y = -self.jumpImpulse
end end
@ -90,18 +90,18 @@ function Player:Smart()
end end
self.dashCooldownTimer = math.max(0,self.dashCooldownTimer - current_dt) self.dashCooldownTimer = math.max(0,self.dashCooldownTimer - current_dt)
if keybind:Check(keybind.moveDash) then if Keybind:Check(Keybind.move.dash) then
if self.dashCooldownTimer == 0 if self.dashCooldownTimer == 0
and not self.isDashing and not self.isDashing
and self.dashCount > 0 then and self.dashCount > 0 then
self.dashCount = self.dashCount - 1 self.dashCount = self.dashCount - 1
self.isDashing = true self.isDashing = true
local vertical = 0 local vertical = 0
if keybind:Check(keybind.moveDown) then vertical = vertical + 1 end if Keybind:Check(Keybind.move.down) then vertical = vertical + 1 end
if keybind:Check(keybind.moveUp) then vertical = vertical - 1 end if Keybind:Check(Keybind.move.up) then vertical = vertical - 1 end
local horizontal = 0 local horizontal = 0
if keybind:Check(keybind.moveRight) then horizontal = horizontal + 1 end if Keybind:Check(Keybind.move.right) then horizontal = horizontal + 1 end
if keybind:Check(keybind.moveLeft) then horizontal = horizontal - 1 end if Keybind:Check(Keybind.move.left) then horizontal = horizontal - 1 end
if horizontal == 0 and vertical == 0 then if horizontal == 0 and vertical == 0 then
horizontal = self.sprite_flip.x horizontal = self.sprite_flip.x

View File

@ -1,7 +1,9 @@
keybind = {} Keybind = {}
Keybind.move = {}
Keybind.menu = {}
function keybind:Check(key) function Keybind:Check(action)
for _, keyname in pairs(key) do for _, keyname in pairs(action) do
if type(keyname) == "string" then if type(keyname) == "string" then
if love.keyboard.isDown(keyname) then return true end if love.keyboard.isDown(keyname) then return true end
else else
@ -11,11 +13,36 @@ function keybind:Check(key)
return false return false
end end
function Keybind:Colision(cat, key)
for _, action in pairs(cat) do
for _, keyname in pairs(action) do
if key == keyname then return true end
end
end
return false
end
keybind.moveLeft = {"left", "a"} function Keybind:Add(action, key)
keybind.moveRight = {"right", "d"} table.insert(action, key)
keybind.moveUp = {"up", "w"} end
keybind.moveDown = {"down", "s"}
keybind.moveJump = {"z", "space"} function Keybind:Change(action, position, key)
keybind.moveAttack = {"x", 1} action[position] = key
keybind.moveDash = {"c", 2} end
function Keybind:Remove(action)
action = {}
end
function Keybind:Default()
Keybind.move.left = {"left", "a"}
Keybind.move.right = {"right", "d"}
Keybind.move.up = {"up", "w"}
Keybind.move.down = {"down", "s"}
Keybind.move.jump = {"z", "space"}
Keybind.move.attack = {"x", 1}
Keybind.move.dash = {"c", 2}
end
-- Set default values at start
Keybind:Default()

288
main.lua
View File

@ -1,144 +1,144 @@
function love.load() function love.load()
arrow = 0 arrow = 0
do_pause = false do_pause = false
debug = false debug = false
debug_collision = false debug_collision = false
editor_mode = false editor_mode = false
textScale = 1 textScale = 1
fps_count = 0 fps_count = 0
fps_second = 0 fps_second = 0
fps_draw = 0 fps_draw = 0
fps_total = 0 fps_total = 0
love.graphics.setColor(1,1,1) love.graphics.setColor(1,1,1)
love.keyboard.setKeyRepeat(true) love.keyboard.setKeyRepeat(true)
love.graphics.setDefaultFilter("nearest") -- good pixel love.graphics.setDefaultFilter("nearest") -- good pixel
game = { game = {
scale = 2, scale = 2,
width = love.graphics.getWidth(), width = love.graphics.getWidth(),
height = love.graphics.getHeight(), height = love.graphics.getHeight(),
paused = false paused = false
} }
require "data/scripts" require "data/scripts"
Canvas = { Canvas = {
Darkness = CreateDarkness() Darkness = CreateDarkness()
} }
love.graphics.setCanvas(Canvas.Darkness) love.graphics.setCanvas(Canvas.Darkness)
SetDarkness() SetDarkness()
love.graphics.setCanvas() love.graphics.setCanvas()
Camera.width = game.width Camera.width = game.width
Camera.height = game.height Camera.height = game.height
levelList = {"level1","2","3","ewae","tileset"} levelList = {"level1","2","3","ewae","tileset"}
levelNum = 1 levelNum = 1
currLevel = levelList[levelNum] currLevel = levelList[levelNum]
LoadedEntities = {} LoadedEntities = {}
LevelLoadTiles() LevelLoadTiles()
main_Player = Player:New(75,50) main_Player = Player:New(75,50)
table.insert(LoadedEntities,main_Player) table.insert(LoadedEntities,main_Player)
table.insert(LoadedEntities,Kupo:New(100,150)) table.insert(LoadedEntities,Kupo:New(100,150))
table.insert(LoadedEntities,Kupo:New(300,150)) table.insert(LoadedEntities,Kupo:New(300,150))
table.insert(LoadedEntities,Decoration:New(200,89,animation.decoration.candelabra,80)) table.insert(LoadedEntities,Decoration:New(200,89,animation.decoration.candelabra,80))
table.insert(LoadedEntities,Fairy:New(200,88)) table.insert(LoadedEntities,Fairy:New(200,88))
gravity = 0.2 gravity = 0.2
end end
function love.update(dt) function love.update(dt)
-- fps counter -- fps counter
if fps_second >= 1 then if fps_second >= 1 then
fps_second = fps_second - 1 fps_second = fps_second - 1
fps_draw = fps_count fps_draw = fps_count
fps_count = 0 fps_count = 0
fps_total = fps_total + 1 fps_total = fps_total + 1
end end
fps_second = fps_second + dt fps_second = fps_second + dt
fps_count = fps_count + 1 fps_count = fps_count + 1
current_dt = dt current_dt = dt
if editor_mode then if editor_mode then
stepEditor() stepEditor()
else else
stepGame() stepGame()
end end
end end
function love.wheelmoved(_, y) function love.wheelmoved(_, y)
if editor_mode then if editor_mode then
if palette then if palette then
p_scroll = p_scroll + y or 0 p_scroll = p_scroll + y or 0
else else
local oscale = game.scale local oscale = game.scale
game.scale = math.max(0.1,game.scale + y/16) game.scale = math.max(0.1,game.scale + y/16)
end end
end end
end end
function love.keypressed(key) function love.keypressed(key)
if key == "escape" then if key == "escape" then
if do_pause then if do_pause then
do_pause = false do_pause = false
else else
pausepage = 1 pausepage = 1
do_pause = true do_pause = true
end end
end end
if key == "f1" then if key == "f1" then
if debug then if debug then
debug = false debug = false
debug_collision = true debug_collision = true
elseif debug_collision then elseif debug_collision then
debug_collision = false debug_collision = false
else else
debug = true debug = true
end end
end end
if key == "f2" then if key == "f2" then
if editor_mode then if editor_mode then
else else
main_Player.pos.x, main_Player.pos.y = 16,-10 main_Player.pos.x, main_Player.pos.y = 16,-10
end end
end end
if key == "f3" then if key == "f3" then
LoadLevel() LoadLevel()
end end
if key == "f4" then if key == "f4" then
if editor_mode then if editor_mode then
editor_mode = false editor_mode = false
else else
editor_mode = true editor_mode = true
end end
end end
end end
function love.draw() function love.draw()
if game.width ~= love.graphics.getWidth() or game.height ~= love.graphics.getHeight() then if game.width ~= love.graphics.getWidth() or game.height ~= love.graphics.getHeight() then
game.width = love.graphics.getWidth() game.width = love.graphics.getWidth()
game.height = love.graphics.getHeight() game.height = love.graphics.getHeight()
game_resize = true game_resize = true
else else
game_resize = false game_resize = false
end end
if editor_mode then if editor_mode then
drawEditor() drawEditor()
else else
drawGame() drawGame()
end end
love.graphics.print(arrow,10,40) love.graphics.print(arrow,10,40)
end end