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ingame.lua
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ingame.lua
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ingame = {}
local lg = love.graphics
INGAME_ACTIVE, INGAME_FADE_IN, INGAME_NEXTLEVEL_OUT, INGAME_FALL_OUT, INGAME_PRESCREEN,
INGAME_GAMEOVER_OUT, INGAME_GAMEOVER, INGAME_WON, INGAME_COUNTDOWN, INGAME_COUNTDOWN_IN = 0,1,2,3,4,5,6,7,8,9
COMBO_TIME = 4
function ingame.enter()
state = STATE_INGAME
translate_x, translate_y = 0,0
stopMusic()
ingame.newGame()
end
function ingame.newGame()
ingame_state = INGAME_COUNTDOWN_IN
max_casualties = 6-level
ingame.shake = 0
casualties = 0
score = 0
saved = 0
section = 1
last_missed = 0
last_rescue = 0
combo = 0
max_combo = 0
time = 0
transition_time = 0
warning_frame = 0
map = Map.create(section, level)
local startx, starty = map:getStart()
player = Player.create(startx,starty,level)
end
function ingame.nextLevel()
last_missed = #map.humans
casualties = casualties + last_missed
stats[6] = stats[6] + 3
if casualties >= max_casualties then
ingame_state = INGAME_GAMEOVER
else
ingame_state = INGAME_PRESCREEN
score = score + 1000
section = section + 1
map = Map.create(section, level)
player:warp(map:getStart())
end
end
function ingame.update(dt)
if love.keyboard.isDown("e") then
dt = dt/4
end
updateKeys()
-- INGAME STATE
if ingame_state == INGAME_ACTIVE then
time = time + dt
-- Check combo counter
last_rescue = last_rescue + dt
if last_rescue > COMBO_TIME then
max_combo = math.max(max_combo, combo)
combo = 0
end
-- Update map entities
map:update(dt)
-- Update entities
player:update(dt)
-- Calculate translation offest
translate_x = cap(player.x-WIDTH/2, 0, MAPW-WIDTH)
translate_y = cap(player.y-11-HEIGHT/2, 0, MAPH-HEIGHT+30)
if ingame.shake > 0 then
ingame.shake = ingame.shake - dt
end
map:setDrawRange(translate_x, translate_y, WIDTH, HEIGHT)
-- Set next level transition state if player has climbed out of the screen
if player.y < 0 then
ingame_state = INGAME_NEXTLEVEL_OUT
transition_time = 0
-- Set out of screen transition if player has fallen out of screen
elseif player.y > MAPH+32 then
ingame_state = INGAME_FALL_OUT
transition_time = 0
end
-- Update warning icon frame
warning_frame = (warning_frame + dt*2) % 2
-- Kill player if too many casualties
if casualties >= max_casualties then
player.temperature = player.max_temperature
end
-- Transition TO or FROM next level
elseif ingame_state == INGAME_NEXTLEVEL_OUT or ingame_state == INGAME_FALL_OUT
or ingame_state == INGAME_FADE_IN or ingame_state == INGAME_GAMEOVER_OUT
or ingame_state == INGAME_COUNTDOWN_IN then
transition_time = transition_time + dt*15
-- Calculate translation offest
translate_x = cap(player.x-WIDTH/2, 0, MAPW-WIDTH)
translate_y = cap(player.y-11-HEIGHT/2, 0, MAPH-HEIGHT+30)
map:setDrawRange(translate_x, translate_y, WIDTH, HEIGHT)
map:update(dt)
if transition_time > 20 then
if ingame_state == INGAME_NEXTLEVEL_OUT then
ingame.nextLevel()
setPrescreenMessage()
elseif ingame_state == INGAME_FALL_OUT then
player:warp(map:getStart())
ingame_state = INGAME_FADE_IN
elseif ingame_state == INGAME_FADE_IN then
ingame_state = INGAME_ACTIVE
elseif ingame_state == INGAME_COUNTDOWN_IN then
ingame_state = INGAME_COUNTDOWN
playSound("countdown")
elseif ingame_state == INGAME_GAMEOVER_OUT then
setPrescreenMessage()
ingame_state = INGAME_GAMEOVER
end
transition_time = 0
end
elseif ingame_state == INGAME_PRESCREEN or ingame_state == INGAME_GAMEOVER then
transition_time = transition_time + dt*3
elseif ingame_state == INGAME_WON then
if translate_y > -HEIGHT then
translate_y = translate_y - dt*20
end
map:setDrawRange(translate_x, translate_y, WIDTH, HEIGHT)
map:update(dt)
elseif ingame_state == INGAME_COUNTDOWN then
-- Calculate translation offest
translate_x = cap(player.x-WIDTH/2, 0, MAPW-WIDTH)
translate_y = cap(player.y-11-HEIGHT/2, 0, MAPH-HEIGHT+30)
map:setDrawRange(translate_x, translate_y, WIDTH, HEIGHT)
map:update(dt)
transition_time = transition_time + dt
if transition_time >= 3.5 then
ingame_state = INGAME_ACTIVE
playMusic(table.random({"rockerronni","bundesliga","scooterfest"}))
end
end
end
function ingame.draw()
-- Scale screen
lg.push()
lg.scale(config.scale)
if ingame_state == INGAME_ACTIVE or ingame_state == INGAME_FADE_IN
or ingame_state == INGAME_NEXTLEVEL_OUT or ingame_state == INGAME_FALL_OUT
or ingame_state == INGAME_GAMEOVER_OUT or ingame_state == INGAME_WON
or ingame_state == INGAME_COUNTDOWN_IN or ingame_state == INGAME_COUNTDOWN then
lg.push()
-- Translate to center player
if ingame.shake > 0 then
lg.translate(-math.floor(translate_x+math.random()*4-2), -math.floor(translate_y+math.random()*2.5))
else
lg.translate(-math.floor(translate_x), -math.floor(translate_y))
end
-- Draw back
map:drawBack()
-- Draw player
player:draw()
-- Draw front
map:drawFront()
if player.state == PS_DEAD then
player:draw()
end
lg.pop()
if map.type == MT_NORMAL then
lg.setBlendMode("multiply", "premultiplied")
lg.draw(canvas, 0,0)
lg.setBlendMode("alpha")
end
-- Draw red screen if hit
if player.heat > 0 then
lg.setColor(1,1,1,cap(player.heat, 0.063, 1))
lg.draw(img.red_screen, quad.red_screen, 0,0)
lg.setColor(1,1,1,1)
end
-- Draw hud
drawHUD()
-- Draw transition if eligible
if ingame_state == INGAME_NEXTLEVEL_OUT or ingame_state == INGAME_FALL_OUT or ingame_state == INGAME_GAMEOVER_OUT then
local frame = math.floor(transition_time)
lg.pop()
--lg.pop()
lg.push()
lg.scale(config.scale)
for ix = 0,7 do
for iy = 0,6 do
lg.draw(img.circles, quad.circles[math.max(0,math.min(frame-13+ix+iy,6))], ix*32, iy*32)
end
end
end
if ingame_state == INGAME_FADE_IN or ingame_state == INGAME_COUNTDOWN_IN then
local frame = math.floor(transition_time)
for ix = 0,7 do
for iy = 0,6 do
lg.draw(img.circles, quad.circles[6-math.max(0,math.min(frame-13+ix+iy,6))], ix*32, iy*32)
end
end
end
if ingame_state == INGAME_WON then
if translate_y < 0 then
drawWonMessage()
end
end
if ingame_state == INGAME_COUNTDOWN then
local frame = math.floor(transition_time)
lg.draw(img.countdown, quad.countdown[frame], 96, 87)
end
elseif ingame_state == INGAME_PRESCREEN then
drawPrescreen()
elseif ingame_state == INGAME_GAMEOVER then
drawGameover()
end
lg.pop()
end
function drawWonMessage()
local alpha = cap((-translate_y)/100, 0, 1)
lg.setColor(0,0,0,alpha)
lg.rectangle("fill", 0, 40, WIDTH, #WON_MESSAGES[level]*10+12)
lg.setColor(1,1,1,alpha)
for i,v in ipairs(WON_MESSAGES[level]) do
lg.printf(v, 0, 48+(i-1)*10, WIDTH, "center")
end
lg.setColor(1,1,1,1)
end
function drawHUD()
lg.draw(img.hud, 0, HEIGHT-32)
-- Draw water tank bar
local water_ratio = player.water / player.water_capacity
quad.water_bar:setViewport(0, 0, math.floor(water_ratio*55+0.5), 11)
if player.overloaded == false then
if player.hasReserve == true then
lg.draw(img.reserve_bar, quad.water_bar, 10, HEIGHT-22)
else
lg.draw(img.water_bar, quad.water_bar, 10, HEIGHT-22)
end
else
lg.draw(img.overloaded_bar, quad.water_bar, 10, HEIGHT-22)
end
-- Draw temperature bar
local temp_length = math.floor((player.temperature/player.max_temperature)*82+0.5)
quad.temperature_bar:setViewport(0,0, temp_length, 6)
lg.draw(img.temperature_bar, quad.temperature_bar, 75, HEIGHT-25)
lg.draw(img.temperature_bar, quad.temperature_bar_end, 75+temp_length, HEIGHT-25)
-- Draw casualty count
for i=1,max_casualties do
if i<= casualties then
lg.draw(img.hud_people, quad.hud_people_red, 168+(i-1)*5, HEIGHT-25)
else
lg.draw(img.hud_people, quad.hud_people_green, 168+(i-1)*5, HEIGHT-25)
end
end
-- Draw second HUD layer
lg.draw(img.hud2, 0, HEIGHT-32)
-- Blink temperature bar if needed
if player:isDying() then
local color = 0
if warning_frame <= 1 then
color = 0.118 + warning_frame
else
color = 1 - (warning_frame % 1)
end
lg.setColor(1,color,color)
lg.draw(img.temperature_bar_blink, 74, HEIGHT-26)
lg.setColor(1,1,1)
end
-- Draw item slots
for i=1,3 do
if i <= player.num_regens then
lg.draw(img.item_slots, quad.item_slot_regen, 78+(i-1)*6, HEIGHT-14)
end
if i <= player.num_tanks then
lg.draw(img.item_slots, quad.item_slot_tank, 100+(i-1)*6, HEIGHT-14)
end
if i <= player.num_suits then
lg.draw(img.item_slots, quad.item_slot_suit, 122+(i-1)*6, HEIGHT-14)
end
end
-- Draw score
lg.setFont(font.bold)
lg.setColor(16/255,12/255,9/255)
lg.print("SCORE: "..score,150,187)
lg.setColor(246/255,247/255,221/255)
lg.print("SCORE: "..score,150,186)
lg.setColor(1,1,1)
-- Draw boss health bar
if map.type == MT_BOSS and ingame_state ~= INGAME_WON then
lg.draw(img.boss_health, quad.boss_health, 0, 11)
local boss_length = math.floor((map.boss.health/map.boss.MAX_HEALTH)*178+0.5)
lg.draw(img.boss_health, quad.boss_bar, 64,22, 0, boss_length, 1)
lg.draw(img.boss_health, quad.boss_bar_end, 64+boss_length,22, 0)
local bossframe = 0
if map.boss.angry == true then bossframe = bossframe + 2 end
if map.boss.hit == true or map.boss.state == BS_DEAD then bossframe = bossframe + 1 end
lg.draw(map.boss:getPortraitImage(), quad.boss_portrait[bossframe], 15,15)
end
-- Draw panic/burning human icons
drawIcons()
end
function drawPrescreen()
local floor = section*3-2
lg.setFont(font.bold)
if map.type == MT_NORMAL then
lg.printf("FLOOR ".. floor .. "-" .. floor+2, 0, 40, WIDTH, "center")
lg.draw(img.captain_dialog, quad.prescreen_music, 7, 183)
else
lg.printf("ROOF", 0, 40, WIDTH, "center")
end
local fr = math.floor(transition_time) % 2
lg.draw(img.captain_dialog, quad.captain_dialog[fr], 28, 72)
lg.printf(prescreen_message, 74, 80, 150, "left")
lg.printf("PRESS RETURN TO CONTINUE", 0, 150, WIDTH, "center")
end
function drawGameover()
local fr = math.floor(transition_time) % 2
lg.draw(img.captain_dialog_sad, quad.captain_dialog[fr], 28, 72)
if casualties >= max_casualties then
lg.printf(prescreen_message, 74, 80, 140, "left")
elseif player.state == PS_DEAD then
lg.printf(prescreen_message, 74, 80, 140, "left")
end
end
function setPrescreenMessage()
if casualties >= max_casualties then
prescreen_message = "TOO MANY CIVILIANS HAVE DIED!\n\nYOU ARE FIRED!"
elseif player.state == PS_DEAD then
prescreen_message = "YOUR SUIT OVERHEATED!\n\nGAME OVER"
else
if section == 1 then
prescreen_message = table.random(GOODLUCK_MESSAGES)
elseif map.type == MT_BOSS then
prescreen_message = BOSS_MESSAGE[level]
playMusic("roof")
elseif last_missed > 0 then
if last_missed == 1 then
prescreen_message = "HEY THERE, BUDDY!\nYOU MISSED 1 PERSON.\nTRY A LITTLE HARDER."
else
prescreen_message = "HEY THERE, BUDDY!\nYOU LET "..last_missed.." PEOPLE BURN TO DEATH.\nTRY A LITTLE HARDER."
end
else
prescreen_message = table.random(NO_CASUALTIES_MESSAGES)
end
end
end
--- Draws warning icons for panicing/burning/dead enemies
function drawIcons()
-- Draw for panicing/burning humans
for i,v in ipairs(map.humans) do
if (v.state == HS_BURN or v.state == HS_PANIC) and
(v.x < translate_x or v.x > translate_x+WIDTH or v.y < translate_y or v.y > translate_y+174) then
if v.state == HS_BURN then
drawIcon(v.x, v.y-12, 0)
else
drawIcon(v.x, v.y-12, 2)
end
end
end
-- Draw for ashes particles (dead humans)
for i,v in ipairs(map.particles) do
if v.isAshes == true and
(v.x < translate_x or v.x > translate_x+WIDTH or v.y < translate_y or v.y > translate_y+174) then
drawIcon(v.x, v.y-12, 4)
end
end
end
--- Draws a warning icon for an entity.
-- Does not check if entity is actually outside screen.
-- @param x X position of entity
-- @param y Y position of entity
-- @param frame_offset Offset into warning icon quad array
function drawIcon(x,y,frame_offset)
local frame = cap(frame_offset + math.floor(warning_frame), 0, 4)
local deltax = x - (translate_x+WIDTH/2)
local deltay = y - (translate_y+84)
local xt,yt
if deltax > 0 then xt = 114/deltax
else xt = -114/deltax end
if deltay > 0 then yt = 72/deltay
else yt = -72/deltay end
local t
if xt > yt then t = yt
else t = xt end
lg.draw(img.warning_icons, quad.warning_icons[frame], WIDTH/2+t*deltax, 84+t*deltay, 0,1,1,11,10)
end
--- Updates the light map canvas
-- Assumes the view matrix is translated but not scaled
function updateLightmap()
if ingame_state == INGAME_ACTIVE or ingame_state == INGAME_FADE_IN
or ingame_state == INGAME_NEXTLEVEL_OUT or ingame_state == INGAME_FALL_OUT
or ingame_state == INGAME_GAMEOVER_OUT or ingame_state == INGAME_WON
or ingame_state == INGAME_COUNTDOWN_IN or ingame_state == INGAME_COUNTDOWN then
lg.push()
lg.translate(-math.floor(translate_x), -math.floor(translate_y))
-- canvas:clear(0,0,0,255)
lg.setCanvas(canvas)
lg.clear(0,0,0,255)
lg.setBlendMode("add")
lg.draw(img.light_player, player.flx-128, player.fly-138)
map:drawFireLight()
for i,v in ipairs(map.enemies) do
v:drawLight()
end
-- Light up outside building
lg.rectangle("fill", 0,0, 32, MAPH)
lg.rectangle("fill", MAPW-32, 0, 32, MAPH)
lg.setBlendMode("alpha")
lg.setCanvas()
lg.pop()
end
end
function ingame.keypressed(k,uni)
if ingame_state == INGAME_ACTIVE then
if k == "escape" then
ingame_menu.enter()
elseif k == "p" then
map:addParticle(PopupText.create("megacombo"))
else
for a, key in pairs(config.keys) do
if k == key then
player:action(a)
end
end
end
elseif ingame_state == INGAME_PRESCREEN then
if k == "return" or k == " " then
ingame_state = INGAME_FADE_IN
transition_time = 0
elseif k == "left" then
prevSong()
elseif k == "right" then
nextSong()
end
elseif ingame_state == INGAME_GAMEOVER then
if k == "return" or k == " " then
summary.enter()
end
elseif ingame_state == INGAME_WON and translate_y < 0 then
if k == "return" or k == " " then
summary.enter()
end
end
end
function ingame.action(k)
if ingame_state == INGAME_ACTIVE then
if k == "pause" then
ingame_menu.enter()
else
player:action(k)
end
elseif ingame_state == INGAME_PRESCREEN then
if k == "left" then
prevSong()
elseif k == "right" then
nextSong()
else
ingame_state = INGAME_FADE_IN
transition_time = 0
end
elseif ingame_state == INGAME_GAMEOVER then
summary.enter()
elseif ingame_state == INGAME_WON and translate_y < 0 then
summary.enter()
end
end