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resources.lua
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resources.lua
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local lg = love.graphics
img = {} -- global Image objects
quad = {} -- global Quads
font = {} -- global Fonts
local snd = {} -- sound Sources
local IMAGE_FILES = {
"splash", "tangram", "lovesplashpixel", "howto",
"tiles", "door", "captain_dialog", "captain_dialog_sad",
"boss_health", "highscore_panes", "exclamation", "stats_screen",
"awards", "hud", "hud2", "hud_people", "item_slots", "water_bar",
"reserve_bar", "overloaded_bar", "temperature_bar", "temperature_bar_blink",
"stream", "water", "shards", "level_buildings", "menu_box", "countdown",
"fire_wall", "fire_wall_small", "fire_floor",
"black_smoke", "black_smoke_small", "ashes", "sparkles",
"red_screen", "circles", "warning_icons", "popup_text",
"light_player", "light_fire", "light_fireball",
"item_coolant", "item_reserve", "item_suit", "item_tank", "item_regen",
"player_gun", "player_throw", "player_climb_down",
"player_climb_up", "player_running", "player_death",
"enemy_healthbar",
"enemy_normal_run", "enemy_normal_hit", "enemy_normal_recover",
"enemy_thief_run", "enemy_thief_hit", "enemy_thief_recover",
"enemy_angrynormal_run", "enemy_angrynormal_hit", "enemy_angrynormal_recover",
"enemy_jumper_hit", "enemy_jumper_jump",
"enemy_angryjumper_hit", "enemy_angryjumper_jump",
"enemy_volcano_run", "enemy_volcano_shoot", "enemy_volcano_hit",
"enemy_angryvolcano_run", "enemy_angryvolcano_shoot", "enemy_angryvolcano_hit", "enemy_fireball",
"magmahulk_jump", "magmahulk_land", "magmahulk_jump_hit", "magmahulk_land_hit",
"magmahulk_rage_jump", "magmahulk_rage_land", "shockwave", "magmahulk_portrait",
"gasleak_idle", "gasleak_hit", "gasleak_walk", "gasleak_shot_walk",
"gasleak_rage_walk", "gasleak_rage_shot_walk", "gasleak_idle_shot",
"gasleak_rage_idle_shot", "gasleak_rage_idle",
"gasleak_transition", "gasleak_portrait", "gasghost", "gasghost_hit",
"charcoal_bump", "charcoal_daze", "charcoal_daze_hit", "charcoal_idle",
"charcoal_projectile", "charcoal_roll", "charcoal_shards",
"charcoal_transform", "charcoal_transition", "charcoal_portrait",
"charcoal_transform_rage", "charcoal_daze_rage", "charcoal_roll_rage",
"human_1_run", "human_2_run", "human_3_run", "human_4_run",
"human_1_carry_left", "human_2_carry_left", "human_3_carry_left", "human_4_carry_left",
"human_1_carry_right", "human_2_carry_right", "human_3_carry_right", "human_4_carry_right",
"human_1_fly", "human_2_fly", "human_3_fly", "human_4_fly",
"human_1_burn", "human_2_burn", "human_3_burn", "human_4_burn",
"human_1_panic", "human_2_panic", "human_3_panic", "human_4_panic"
}
local BACKGROUND_FILES = { "mountains", "night" }
local SOUND_FILES = { "powerup", "door", "empty", "blip", "confirm", "shoot",
"jump", "pss", "endexplosion", "countdown", "transform",
"rescue", "glass", "throw", "crash", "bossjump", "enemydie" }
NUM_ROOMS = { [10] = 6, [11] = 6, [17] = 6, [24] = 6 }
NO_CASUALTIES_MESSAGES = {
"REMEMBER: YOUR JOB IS TO RESCUE PEOPLE.\nNOT TO PUT OUT FIRE!",
"KEEP UP THE GOOD WORK, BUDDY!\nYOU'RE ON FIRE.\nHE HE HE",
"REMEMBER TO SCOUT FOR VALUABLE POWERUPS.\nTHEY WILL COME IN HANDY LATER",
"DON'T WANT TO WASTE WATER ON OPENING DOORS?\nTRY THROWING PEOPLE AT THEM",
"RESCUING 3 OR MORE PEOPLE IN SHORT SUCCESSION NETS YOU A SMALL BONUS",
"REMEMBER: COLLECTING COOLANTS IS ESSENTIAL FOR YOUR SURVIVAL"
}
WON_MESSAGES = {
{"CONGRATULATIONS!","","YOU HAVE BEATEN MR. MAGMA HULK","AND RESCUED THE SMALL BUSINESS",
"","NOW TRY TO RESCUE","THE APARTMENT COMPLEX!","","PRESS RETURN TO CONTINUE"},
{"CONGRATULATIONS!","","YOU HAVE BEATEN MR. GAS LEAK","AND RESCUED THE APARTMENT COMPLEX",
"","NOW TRY TO RESCUE","THE BIG CORPORATION!","","PRESS RETURN TO CONTINUE"},
{"CONGRATULATIONS!","","YOU HAVE BEATEN MR. CHARCOAL","AND RESCUED THE BIG CORPORATION",
"","YOU ARE NOW TRUE","MR. RESCUE STAR IN HEART!","","PRESS RETURN TO CONTINUE"}
}
BOSS_MESSAGE = {
"WATCH OUT,\nMR. RESCUE!\n\nIT'S THE EVIL\nMR. MAGMA HULK!",
"WATCH OUT,\nMR. RESCUE!\n\nIT'S THE VICIOUS\nMR. GAS LEAK!",
"WATCH OUT,\nMR. RESCUE!\n\nIT'S THE MALICIOUS\nMR. CHARCOAL!"
}
BUILDING_NAMES = {{"SMALL","BUSINESS"},{"APARTMENT","COMPLEX"},{"BIG","CORPORATION"}}
DIFFICULTY_NAMES = {"EASY", "NORMAL", "HARD"}
KEYBOARD = "ABCDEFGHIJKLMNOPQRSTUVWXYZ_-<&"
stats_interval = {
{ 300, 900, 2000 },
{ 30000, 60000, 120000 },
{ 4000, 8000, 20000 },
{ 80, 160, 400 },
{ 18000, 35000, 90000 },
{ 80, 160, 500 }
}
stats_names = {
"FIRES EXTINGUISHED", -- 1
"WATER USED", -- 2
"DISTANCE MOVED", -- 3
"PEOPLE RESCUED", -- 4
"PROPERTY DAMAGE", -- 5
"FLOORS SCALED" -- 6
}
stats_units = { nil, " LITERS", " METERS", nil, " $", nil }
--- Returns size of an Image as two return values
-- Saves some typing when creating quads
function getSize(img)
return img:getWidth(), img:getHeight()
end
--- Load all resources including images, quads sound effects etc.
function loadResources()
-- Create canvas for lighting effects
canvas = lg.newCanvas(256,256)
canvas:setFilter("nearest","nearest")
-- Load all images
for i,v in ipairs(IMAGE_FILES) do
img[v] = lg.newImage("data/"..v..".png")
end
for i,v in ipairs(BACKGROUND_FILES) do
img[v] = lg.newImage("data/backgrounds/"..v..".png")
end
-- Load all sound files
for i,v in ipairs(SOUND_FILES) do
snd[v] = love.audio.newSource("data/sfx/"..v..".wav","static")
snd[v]:addTags("sfx")
end
img.human_run = { img.human_1_run, img.human_2_run, img.human_3_run, img.human_4_run }
img.human_carry_left = { img.human_1_carry_left, img.human_2_carry_left, img.human_3_carry_left, img.human_4_carry_left }
img.human_carry_right = { img.human_1_carry_right, img.human_2_carry_right, img.human_3_carry_right, img.human_4_carry_right }
img.human_fly = { img.human_1_fly, img.human_2_fly, img.human_3_fly, img.human_4_fly }
img.human_burn = { img.human_1_burn, img.human_2_burn, img.human_3_burn, img.human_4_burn }
img.human_panic = { img.human_1_panic, img.human_2_panic, img.human_3_panic, img.human_4_panic }
-- Set special image attributes
img.stream:setWrap("repeat", "clamp")
-- Create fonts
font.bold = lg.newImageFont("data/boldfont.png", " ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789.,!'-:*@<>+/_$&?", 2)
lg.setFont(font.bold)
-- Create quads
quad.player_gun = {}
for i=0,4 do
quad.player_gun[i] = lg.newQuad(i*12,0,12,18, getSize(img.player_gun))
end
quad.door_normal = lg.newQuad( 0,0, 8,48, getSize(img.door))
quad.door_damaged = lg.newQuad(16,0, 8,48, getSize(img.door))
quad.water_out = {}
quad.water_out[0] = lg.newQuad(0,0, 8,15, getSize(img.water))
quad.water_out[1] = lg.newQuad(16,0, 8,15, getSize(img.water))
quad.water_end = {}
quad.water_end[0] = lg.newQuad(32,0, 16,15, getSize(img.water))
quad.water_end[1] = lg.newQuad(48,0, 16,15, getSize(img.water))
quad.water_hit = {}
for i=0,2 do
quad.water_hit[i] = lg.newQuad(i*16, 16, 16, 19, getSize(img.water))
end
quad.shard = {}
for i=0,7 do
quad.shard[i] = lg.newQuad(i*8,0,8,8, getSize(img.shards))
end
quad.tile = {}
local id = 1
for iy = 0,15 do
for ix = 0,15 do
quad.tile[id] = lg.newQuad(ix*16, iy*16, 16, 16, getSize(img.tiles))
id = id + 1
end
end
quad.fire_wall = {}
for i=0,4 do
quad.fire_wall[i] = lg.newQuad(i*24, 0, 24, 32, getSize(img.fire_wall))
end
quad.fire_floor = {}
for i=0,3 do
quad.fire_floor[i] = lg.newQuad(i*16, 0, 16, 16, getSize(img.fire_floor))
end
quad.light_fire = {}
for i=0,4 do
quad.light_fire[i] = lg.newQuad(i*85, 0, 85, 85, getSize(img.light_fire))
end
quad.fireball = {}
quad.light_fireball = {}
for i=0,3 do
quad.fireball[i] = lg.newQuad(i*8, 0, 8, 8, getSize(img.enemy_fireball))
quad.light_fireball[i] = lg.newQuad(i*32, 0, 32, 32, getSize(img.light_fireball))
end
quad.water_bar = lg.newQuad(0,0, 1,1, getSize(img.water_bar))
quad.temperature_bar = lg.newQuad(0,0,1,1, getSize(img.temperature_bar))
quad.temperature_bar_end = lg.newQuad(82,0,2,6, getSize(img.temperature_bar))
quad.red_screen = lg.newQuad(0,0, 256,169, 256,256)
quad.hud_people_red = lg.newQuad(0,0, 4,8, 8,8)
quad.hud_people_green = lg.newQuad(4,0,4,8, 8,8)
quad.item_slot_regen = lg.newQuad(0,0,3,6, getSize(img.item_slots))
quad.item_slot_tank = lg.newQuad(3,0,3,6, getSize(img.item_slots))
quad.item_slot_suit = lg.newQuad(6,0,3,6, getSize(img.item_slots))
quad.sparkles = {}
for i=0,2 do
quad.sparkles[i] = lg.newQuad(i*8, 0, 7, 7, getSize(img.sparkles))
end
quad.circles = {}
for i=0,6 do
quad.circles[i] = lg.newQuad(i*32, 0, 32, 32, getSize(img.circles))
end
quad.warning_icons = {}
for i=0,4 do
quad.warning_icons[i] = lg.newQuad(i*22, 0, 22, 20, getSize(img.warning_icons))
end
quad.captain_dialog = {}
quad.captain_dialog[0] = lg.newQuad(0,0,200,56, getSize(img.captain_dialog))
quad.captain_dialog[1] = lg.newQuad(0,64,200,56, getSize(img.captain_dialog))
quad.prescreen_music = lg.newQuad(224, 0, 26, 11, getSize(img.captain_dialog))
quad.screen = lg.newQuad(0, 0, 256, 200, getSize(img.splash))
quad.player_death_up = lg.newQuad( 0, 0, 16, 24, getSize(img.player_death))
quad.player_death_down = lg.newQuad(16, 0, 16, 24, getSize(img.player_death))
quad.player_death_suit = lg.newQuad(32, 0, 16, 10, getSize(img.player_death))
quad.popup_text = {}
for i=0,9 do
quad.popup_text[i] = lg.newQuad(0,i*8, 64,8, getSize(img.popup_text))
end
quad.popup_text[10] = lg.newQuad(0,80,64,16, getSize(img.popup_text))
quad.level_buildings = lg.newQuad(0,0, 134,159, getSize(img.level_buildings))
quad.building_outline1 = lg.newQuad(144,0, 37,40, getSize(img.level_buildings))
quad.building_outline2 = lg.newQuad(192,0, 43,75, getSize(img.level_buildings))
quad.building_outline3 = lg.newQuad(144,80, 64,83, getSize(img.level_buildings))
quad.box_corner = lg.newQuad(0,0, 6,6, getSize(img.menu_box))
quad.box_left = lg.newQuad(0,6, 4,1, getSize(img.menu_box))
quad.box_top = lg.newQuad(6,0, 1,4, getSize(img.menu_box))
quad.boss_health = lg.newQuad(0, 0, 256, 38, getSize(img.boss_health))
quad.boss_bar = lg.newQuad(0,48, 1,5, getSize(img.boss_health))
quad.boss_bar_end = lg.newQuad(1,48, 1,5, getSize(img.boss_health))
quad.boss_portrait = {}
for i=0,3 do
quad.boss_portrait[i] = lg.newQuad(i*48, 0, 46, 30, getSize(img.magmahulk_portrait))
end
quad.shockwave = {}
for i=0,9 do
quad.shockwave[i] = lg.newQuad(0, i*32, 73, 32, getSize(img.shockwave))
end
quad.highscore_pane = {}
for i=1,3 do
quad.highscore_pane[i] = lg.newQuad(0, (i-1)*12, 256, 12, getSize(img.highscore_panes))
end
quad.enemy_healthbar_base = lg.newQuad(0, 0, 20, 8, getSize(img.enemy_healthbar))
quad.enemy_healthbar_bar = lg.newQuad(21, 2, 1, 4, getSize(img.enemy_healthbar))
quad.stats_pane = {}
for i=1,3 do
quad.stats_pane[i] = lg.newQuad((i-1)*36, 200, 36, 11, getSize(img.stats_screen))
end
quad.award_none = {}
quad.award_bronze = {}
quad.award_silver = {}
quad.award_gold = {}
for i = 1,6 do
quad.award_none[i] = lg.newQuad((i-1)*24, 0, 24, 25, getSize(img.awards))
quad.award_bronze[i] = lg.newQuad((i-1)*24, 25, 24, 25, getSize(img.awards))
quad.award_silver[i] = lg.newQuad((i-1)*24, 50, 24, 25, getSize(img.awards))
quad.award_gold[i] = lg.newQuad((i-1)*24, 75, 24, 25, getSize(img.awards))
end
quad.countdown = {}
for i=0,3 do
quad.countdown[i] = lg.newQuad(0, i*26, 64, 26, getSize(img.countdown))
end
-- Set audio tag volumes
love.audio.tags.sfx.setVolume(config.sfx_volume)
end
function playSound(name)
love.audio.play(snd[name])
end
function playMusic(name, loop)
-- Stop previously playing music if any
if music then
music:stop()
end
-- Play new file
music_name = name
music = love.audio.newSource("data/sfx/"..name..".ogg", "stream")
music:addTags("music")
if loop ~= nil then
music:setLooping(loop)
else
music:setLooping(true)
end
love.audio.tags.music.setVolume(config.music_volume)
love.audio.play(music)
end
function stopMusic()
if music then
music:stop()
end
end
function nextSong()
if music_name == "rockerronni" then
playMusic("bundesliga")
elseif music_name == "bundesliga" then
playMusic("scooterfest")
elseif music_name == "scooterfest" then
playMusic("rockerronni")
end
end
function prevSong()
if music_name == "bundesliga" then
playMusic("rockerronni")
elseif music_name == "scooterfest" then
playMusic("bundesliga")
elseif music_name == "rockerronni" then
playMusic("scooterfest")
end
end