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main.lua
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main.lua
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require("config")
require("resources")
require("util")
require("map")
require("player")
require("human")
require("enemy")
require("boss")
require("magmahulk")
require("gasleak")
require("gasghost")
require("charcoal")
require("coalball")
require("door")
require("item")
require("fire")
require("particles")
-- gamestates
require("splash")
require("mainmenu")
require("ingame")
require("ingame_menu")
require("options")
require("keyboard")
require("joystick")
require("levelselection")
require("summary")
require("highscore_entry")
require("highscore_list")
require("howto")
require("history")
-- 3rd party libraries
require("AnAL")
require("slam")
require("TSerial")
WIDTH = 256
HEIGHT = 200
MAPW = 41*16
MAPH = 16*16
show_debug = false
local MAX_FRAMETIME = 1/20
local MIN_FRAMETIME = 1/60
local AXIS_COOLDOWN = 0.2
local xacc = 0
local yacc = 0
local xacccool = 0
local yacccool = 0
STATE_SPLASH, STATE_INGAME, STATE_MAINMENU, STATE_LEVELSELECTION, STATE_OPTIONS, STATE_KEYBOARD, STATE_JOYSTICK,
STATE_HOWTO, STATE_HIGHSCORE_LIST, STATE_HIGHSCORE_ENTRY, STATE_INGAME_MENU, STATE_HISTORY, STATE_SUMMARY = 0,1,2,3,4,5,6,7,8,9,10,11,12
gamestates = {[0]=splash, [1]=ingame, [2]=mainmenu, [3]=levelselection, [4]=options, [5]=keyboard,
[6]=joystick, [7]=howto, [8]=highscore_list, [9]=highscore_entry, [10]=ingame_menu, [11]=history, [12]=summary}
function love.load()
loadConfig()
loadHighscores()
loadStats()
love.graphics.setBackgroundColor(0,0,0)
love.graphics.setDefaultFilter("nearest","nearest")
loadResources()
setMode()
splash.enter()
end
function love.update(dt)
if xacccool > 0 then
xacccool = xacccool - dt
end
if yacccool > 0 then
yacccool = yacccool - dt
end
gamestates[state].update(dt)
end
function love.draw()
-- Draw border and enable scissoring for fullscreen
lg.push()
setZoom()
gamestates[state].draw()
lg.pop()
lg.setScissor()
if state == STATE_INGAME and map.type == MT_NORMAL then
updateLightmap()
end
end
function setZoom()
if config.fullscreen == 1 then
local sw = love.graphics.getWidth()/WIDTH/config.scale
local sh = love.graphics.getHeight()/HEIGHT/config.scale
lg.scale(sw,sh)
elseif config.fullscreen == 2 then
local sw = love.graphics.getWidth()/WIDTH/config.scale
local sh = love.graphics.getHeight()/HEIGHT/config.scale
local tx = (love.graphics.getWidth() - WIDTH*config.scale*sh)/2
lg.translate(tx, 0)
lg.scale(sh, sh)
lg.setScissor(tx, 0, WIDTH*config.scale*sh, love.graphics.getHeight())
elseif config.fullscreen == 3 then
lg.translate(fs_translatex,fs_translatey)
lg.setScissor(fs_translatex, fs_translatey, WIDTH*config.scale, HEIGHT*config.scale)
end
end
function love.keypressed(k, uni)
gamestates[state].keypressed(k, uni)
end
function love.textinput(text)
if gamestates[state].textinput then
gamestates[state].textinput(text)
end
end
function love.joystickpressed(joy, k)
if gamestates[state].joystickpressed then
gamestates[state].joystickpressed(joy, k)
else
for a, key in pairs(config.joykeys) do
if k == key then
gamestates[state].action(a)
end
end
end
end
--- Updates keystates of ingame keys.
-- Should only be called when ingame, as it
-- makes call to Player
function updateKeys()
-- Check keyboard keys
for action, key in pairs(config.keys) do
if love.keyboard.isDown(key) then
keystate[action] = true
else
keystate[action] = false
end
end
-- Check joystick axes
local joystick = love.joystick.getJoysticks()[1]
if joystick == nil then return end
local axis1, axis2 = joystick:getAxes()
if axis1 and axis2 then
if axis1 < -0.5 then
keystate.left = true
elseif axis1 > 0.5 then
keystate.right = true
end
if axis2 < -0.5 then
keystate.up = true
elseif axis2 > 0.5 then
keystate.down = true
end
-- Check sudden movements in axes
-- (for ladders and menus)
xacc = xacc*0.50 + axis1*0.50
yacc = yacc*0.50 + axis2*0.50
if math.abs(axis1) < 0.1 then
xacccool = 0
end
if math.abs(axis2) < 0.1 then
yacccool = 0
end
if xacccool <= 0 then
if axis1 < -0.90 then
gamestates[state].action("left")
xacccool = AXIS_COOLDOWN
elseif axis1 > 0.90 then
gamestates[state].action("right")
xacccool = AXIS_COOLDOWN
end
end
if yacccool <= 0 then
if axis2 < -0.90 then
gamestates[state].action("up")
yacccool = AXIS_COOLDOWN
elseif axis2 > 0.90 then
gamestates[state].action("down")
yacccool = AXIS_COOLDOWN
end
end
end
-- Check joystick keys
for action, key in pairs(config.joykeys) do
if joystick:isDown(key) then
keystate[action] = true
end
end
end
function love.run()
math.randomseed(os.time())
math.random() math.random()
if love.load then love.load(arg) end
local dt = 0
local acc = 0
-- Main loop time.
while true do
local frame_start = love.timer.getTime()
-- Process events.
if love.event then
love.event.pump()
for e,a,b,c,d in love.event.poll() do
if e == "quit" then
if not love.quit or not love.quit() then
if love.audio then
love.audio.stop()
end
return
end
end
love.handlers[e](a,b,c,d)
end
end
love.timer.step()
dt = love.timer.getDelta()
dt = math.min(dt, MAX_FRAMETIME)
acc = acc + dt
while acc >= MIN_FRAMETIME do
love.update(MIN_FRAMETIME)
acc = acc - MIN_FRAMETIME
end
-- Update screen
love.graphics.clear()
love.draw()
love.graphics.present()
love.timer.sleep(0.001)
end
end
function love.quit()
saveConfig()
saveHighscores()
saveStats()
end
function love.releaseerrhand(msg)
print("An error has occured, the game has been stopped.")
if not love.graphics or not love.event or not love.graphics.isCreated() then
return
end
love.graphics.setCanvas()
love.graphics.setPixelEffect()
-- Load.
if love.audio then love.audio.stop() end
love.graphics.reset()
love.graphics.setBackgroundColor(89, 157, 220)
local font = love.graphics.newFont(14)
love.graphics.setFont(font)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.clear()
local err = {}
p = string.format("An error has occured that caused %s to stop.\nYou can notify %s about this%s.\n\nError: %s", love._release.title or "this game", love._release.author or "the author", love._release.url and " at " .. love._release.url or "", msg)
local function draw()
love.graphics.clear()
love.graphics.printf(p, 70, 70, love.graphics.getWidth() - 70)
love.graphics.present()
end
draw()
local e, a, b, c
while true do
e, a, b, c = love.event.wait()
if e == "quit" then
return
end
if e == "keypressed" and a == "escape" then
return
end
draw()
end
end