Mothback/main.lua

163 lines
3.7 KiB
Lua

function love.load()
do_pause = false
debug = false
debug_collision = false
textScale = 1
fps_count = 0
fps_second = 0
fps_draw = 0
fps_total = 0
love.graphics.setColor(1,1,1)
love.keyboard.setKeyRepeat(true)
love.graphics.setDefaultFilter("nearest") -- good pixel
game = {
scale = 2,
width = love.graphics.getWidth(),
height = love.graphics.getHeight(),
paused = false
}
require "data/scripts"
Canvas = {
Darkness = CreateDarkness()
}
love.graphics.setCanvas(Canvas.Darkness)
SetDarkness()
love.graphics.setCanvas()
Camera.width = game.width
Camera.height = game.height
levelList = {"level1","2","3","ewae","tileset"}
levelNum = 1
currLevel = levelList[levelNum]
LoadedEntities = {}
LevelLoadTiles()
main_Player = Player:New(0,20)
table.insert(LoadedEntities,main_Player)
table.insert(LoadedEntities,Kupo:New(700,150))
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")
end
function love.update(dt)
-- fps counter
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_count = fps_count + 1
current_dt = dt
-- GAME STEP
if not do_pause then
SetCollisionFlags(main_Player)
for _, enty in pairs(LoadedEntities) do
enty:Smart()
enty:DoPhysics()
end
AnimateTiles()
Camera:CenterAt(main_Player.pos.x, main_Player.pos.y)
--camera:ScreenAt(main_Player.pos.x, main_Player.pos.y,game.width,game.height)
end
end
function love.keypressed(key)
if key == "escape" then
if do_pause then
do_pause = false
else
pausepage = 1
do_pause = true
end
end
if key == "f1" then
if debug then
debug = false
debug_collision = true
elseif debug_collision then
debug_collision = false
else
debug = true
end
end
if key == "f2" then
main_Player.pos.x, main_Player.pos.y = -16,-0.1
end
if key == "f3" then
LoadLevel()
end
if key == "f5" then
levelNum = levelNum + 1
if levelNum > #levelList then levelNum = levelNum - #levelList end
currLevel = levelList[levelNum]
LevelLoadTiles()
main_Player.pos.x, main_Player.pos.y = 0,-0.1
end
end
function love.draw()
-- saveproof to game resize
if game.width ~= love.graphics.getWidth() or game.height ~= love.graphics.getHeight() then
game.width = love.graphics.getWidth()
game.height = love.graphics.getHeight()
Camera.height = game.height
Camera.width = game.width
Canvas.Darkness:release()
Canvas.Darkness = CreateDarkness()
love.graphics.setCanvas(Canvas.Darkness)
SetDarkness()
love.graphics.setCanvas()
end
-- GAME WORLD
love.graphics.scale(game.scale,game.scale)
love.graphics.setColor(1,1,1,1)
LevelDisplayBackground()
for _, enty in pairs(LoadedEntities) do
enty:HandleAnimation()
end
LevelDisplayForeground()
-- Save color
local pcr, pcg, pcb, pca = love.graphics.getColor()
love.graphics.setCanvas(Canvas.Darkness)
SetDarkness()
DoLights()
DoBorder()
-- reset to screen
love.graphics.setColor(1,1,1,1)
love.graphics.setCanvas()
love.graphics.scale(1,1)
DrawDarkness()
-- HUD
-- Scale control
textScale = 0.5
--debug
if debug then DebugUI() end
if debug_collision then
love.graphics.setCanvas(Canvas.Darkness)
SetDarkness()
love.graphics.setCanvas()
--DrawDarkness()
DebugColisions()
DebugEntities()
end
-- reset color
love.graphics.setColor(pcr,pcg,pcb,pca)
local pcr, pcg, pcb, pca = love.graphics.getColor()
if do_pause then PauseUI() end
love.graphics.setColor(pcr,pcg,pcb,pca)
end