World Gen #1, Inventory #1

-- Added loading of .vsmf map files
-- Updated some variable names
-- Added developer information to the top left of the screen
-- Added a trial inventory
This commit is contained in:
Hannah-Dagemark 2023-09-15 20:52:30 +02:00
commit c9a1ef3d82
7 changed files with 164 additions and 10 deletions

6
Maps/default.vsmf Normal file
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@ -0,0 +1,6 @@
name=default
size=1920.1080
id=001
statics=house1.100.1080,house2.500.1080
interactables=
objects=bat.1000.1080.50

6
Maps/template.vsmf Normal file
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@ -0,0 +1,6 @@
name=(name)
size=x.y
id=INT(XYZ)
statics=static.x.y,
interactables=interactable.x.y,
objects=object.x.y,

View file

@ -0,0 +1,13 @@
-- Info about the savegame
savegame = {}
savegame.createDate = ""
savegame.loadDate = ""
savegame.name = ""
savegame.characterName = ""
savegame.playTime = 0
-- These events will run upon initialization
character = {}
NPCs = {}

View file

@ -8,6 +8,7 @@ functiongenerator = {}
check_space = {} check_space = {}
function love.load() function love.load()
globalMode = "devMode"
window = {} window = {}
window.x, window.y = love.window.getDesktopDimensions() window.x, window.y = love.window.getDesktopDimensions()
math.randomseed(os.time()) math.randomseed(os.time())
@ -16,6 +17,7 @@ function love.load()
physics_ini = require('physics') physics_ini = require('physics')
menu_ini = require('menu') menu_ini = require('menu')
npc_ini = require('scripts/NPC') npc_ini = require('scripts/NPC')
map_ini = require('world')
menu.load() menu.load()
NPCs = {} NPCs = {}
ground = { ground = {
@ -32,11 +34,17 @@ function love.load()
player.width = 20 player.width = 20
player.height = 80 player.height = 80
mouse = {} mouse = {}
currentMap = "none"
function player.functions.getRunningSpeed(runningStatus) if runningStatus then return player.attributes.maxRunningSpeed*2 else return player.attributes.maxRunningSpeed end end function player.functions.getRunningSpeed(runningStatus) if runningStatus then return player.attributes.maxRunningSpeed*2 else return player.attributes.maxRunningSpeed end end
end end
function love.update(dt) function love.update(dt)
if Scene == "gameTest" then if Scene == "gameTest" then
if currentMap ~= "default" then
print ("loading map...")
World.loadMap("default")
currentMap = "default"
end
keyboard_input_held(player, dt) keyboard_input_held(player, dt)
gravity(player, dt) gravity(player, dt)
mouvement(player, dt) mouvement(player, dt)
@ -56,7 +64,10 @@ end
function love.draw() function love.draw()
love.graphics.print(Scene, 100, 100) love.graphics.print(Scene, 100, 100)
if Scene == "gameTest" then if Scene == "gameTest" then
if love.graphics.getColor() ~= 1, 1, 1 then love.graphics.setColor(1, 1, 1) end love.graphics.setColor(1, 1, 1)
World.drawMap()
love.graphics.rectangle("line", player.x, player.y, player.width, player.height) love.graphics.rectangle("line", player.x, player.y, player.width, player.height)
if player.bools.isFacingRight then if player.bools.isFacingRight then
love.graphics.rectangle("line", player.x+10, player.y-20, 20, 20) love.graphics.rectangle("line", player.x+10, player.y-20, 20, 20)
@ -66,6 +77,7 @@ function love.draw()
for i = 1, #NPCs do for i = 1, #NPCs do
love.graphics.rectangle("fill", NPCs[i].x, NPCs[i].y, NPCs[i].width, NPCs[i].height) love.graphics.rectangle("fill", NPCs[i].x, NPCs[i].y, NPCs[i].width, NPCs[i].height)
end end
for i = 1, #NPCs do for i = 1, #NPCs do
if NPCs[i].bools.isInteracting then if NPCs[i].bools.isInteracting then
local font = love.graphics.getFont() local font = love.graphics.getFont()
@ -73,6 +85,30 @@ function love.draw()
love.graphics.draw(helloText, NPCs[i].x, NPCs[i].y-10) love.graphics.draw(helloText, NPCs[i].x, NPCs[i].y-10)
end end
end end
if player.bools.inventoryOpen then
-- Draw Inventory
else
for i = 1, player.hotbar_len do
if player.current_equip == i then
love.graphics.setColor(0, 1, 0.2)
else
love.graphics.setColor(1, 1, 1)
end
love.graphics.rectangle("line", window.x - ((player.hotbar_len + 1) * 100) + (i * 100), 0, 100, 100)
end
end
if globalMode == "devMode" then
love.graphics.print("Velocity X " .. player.physics.velocityX, 100, 300)
love.graphics.print("Velocity Y " .. player.physics.velocityY, 100, 350)
love.graphics.print("Airtime " .. player.physics.airtime, 100, 400)
---
love.graphics.print("Is Airborne " .. tostring(player.bools.isAirbornes), 100, 450)
love.graphics.print("Is Walking " .. tostring(player.bools.isWalking), 100, 500)
love.graphics.print("Is Running " .. tostring(player.bools.isRunning), 100, 550)
love.graphics.print("Is Facing Right " .. tostring(player.bools.isFacingRight), 100, 600)
love.graphics.print("Inventory Open " .. tostring(player.bools.inventoryOpen), 100, 650)
end
elseif Scene == "menu" then elseif Scene == "menu" then
menu.draw() menu.draw()
end end
@ -94,6 +130,13 @@ function defaulkeybinds()
keybinds.interact = "e" keybinds.interact = "e"
keybinds.run = "lshift" keybinds.run = "lshift"
keybinds.create = "f" keybinds.create = "f"
keybinds.primary = "1"
keybinds.secondary = "2"
keybinds.functionality = "t"
keybinds.minor = "g"
keybinds.additional1 = "3"
keybinds.additional2 = "4"
keybinds.additional3 = "5"
end end
function character.create(chosenSubclasses, isPlayerControlled) function character.create(chosenSubclasses, isPlayerControlled)
@ -108,6 +151,8 @@ function character.create(chosenSubclasses, isPlayerControlled)
object.attributes.wanderpoint = math.random(0, window.x) object.attributes.wanderpoint = math.random(0, window.x)
object.bools.isInteracting = false object.bools.isInteracting = false
object.attributes.time_spoken = 0 object.attributes.time_spoken = 0
else
character.subclasses.create.inventory(object)
end end
return object return object
@ -126,7 +171,8 @@ function character.subclasses.create.bools(object)
isAirborne = true, isAirborne = true,
isWalking = false, isWalking = false,
isRunning = false, isRunning = false,
isFacingRight = true isFacingRight = true,
inventoryOpen = false
} }
end end
function character.subclasses.create.attributes(object) function character.subclasses.create.attributes(object)
@ -136,4 +182,22 @@ function character.subclasses.create.attributes(object)
end end
function character.subclasses.create.functions(object) function character.subclasses.create.functions(object)
object.functions = {} object.functions = {}
end end
function character.subclasses.create.inventory(object)
object.hotbar_cont = {}
object.inventory_cont = {}
object.hotbar_len = 2
object.inventory_len = 0
object.current_equip = 1
end
function inventory(mode, slot, item)
if mode == "add" then
hotbar_cont[slot] = item
elseif mode == "remove" then
hotbar_cont[slot] = nil
elseif mode == "move" then
item = hotbar_cont[slot[1]]
hotbar_cont[slot[2]] = item
end
end

View file

@ -7,6 +7,7 @@ menuButtons = {
Quit = {} Quit = {}
} }
font_ini = require('scripts/fonts') font_ini = require('scripts/fonts')
world_ini = require('world')
function menu.load() function menu.load()
RGB = 1 RGB = 1
RGB_hover = 0.5 RGB_hover = 0.5

View file

@ -16,12 +16,12 @@ function keyboard_input_held(object, dt)
if love.keyboard.isDown("lshift") then if love.keyboard.isDown("lshift") then
object.bools.isRunning = true object.bools.isRunning = true
end end
if love.keyboard.isDown(keybind.left) and love.keyboard.isDown(keybind.right) then if love.keyboard.isDown(keybinds.left) and love.keyboard.isDown(keybinds.right) then
-- you're stopped now :3c -- you're stopped now :3c
elseif love.keyboard.isDown(keybind.left) then elseif love.keyboard.isDown(keybinds.left) then
object.bools.isWalking = true object.bools.isWalking = true
if math.abs(object.physics.velocityX) + 0.1 < object.functions.getRunningSpeed(object.bools.isRunning) then object.physics.velocityX = object.physics.velocityX - 0.1 else object.physics.velocityX = object.functions.getRunningSpeed(object.bools.isRunning)* -1 end if math.abs(object.physics.velocityX) + 0.1 < object.functions.getRunningSpeed(object.bools.isRunning) then object.physics.velocityX = object.physics.velocityX - 0.1 else object.physics.velocityX = object.functions.getRunningSpeed(object.bools.isRunning)* -1 end
elseif love.keyboard.isDown(keybind.right) then elseif love.keyboard.isDown(keybinds.right) then
object.bools.isWalking = true object.bools.isWalking = true
if math.abs(object.physics.velocityX) < object.functions.getRunningSpeed(object.bools.isRunning) then object.physics.velocityX = object.physics.velocityX + 0.1 else object.physics.velocityX = object.functions.getRunningSpeed(object.bools.isRunning) end if math.abs(object.physics.velocityX) < object.functions.getRunningSpeed(object.bools.isRunning) then object.physics.velocityX = object.physics.velocityX + 0.1 else object.physics.velocityX = object.functions.getRunningSpeed(object.bools.isRunning) end
end end
@ -38,19 +38,26 @@ end
function love.keypressed(key) function love.keypressed(key)
if Scene == "gameTest" then if Scene == "gameTest" then
if key == keybind.jump then player.physics.velocityY = player.physics.velocityY - 3 end if key == keybinds.jump and player.bools.isAirborne == false then player.physics.velocityY = player.physics.velocityY - 5 end
if key == keybind.interact then if key == keybinds.interact then
check_space.interactables(player.x, player.y) check_space.interactables(player.x, player.y)
end end
if key == keybind.create then if key == keybinds.create then
NPCs[#NPCs+1] = character.create({"attributes", "functions","bools","physics"}, false) NPCs[#NPCs+1] = character.create({"attributes", "functions","bools","physics"}, false)
NPCs[#NPCs].x = math.random(0, window.x-20) NPCs[#NPCs].x = math.random(0, window.x-20)
NPCs[#NPCs].y = window.y/2-window.y/20 NPCs[#NPCs].y = window.y/2-window.y/20
NPCs[#NPCs].width = 20 NPCs[#NPCs].width = 20
NPCs[#NPCs].height = 80 NPCs[#NPCs].height = 80
end end
if key == keybinds.primary then
player.current_equip = 1
end
if key == keybinds.secondary then
player.current_equip = 2
end
else else
if key == keybind.jump then if key == keybinds.jump then
titleCard.duration = true titleCard.duration = true
end end
end end

57
world.lua Normal file
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@ -0,0 +1,57 @@
World = {
currentMap = nil,
map = {}
}
function World.loadMap(name)
local path = ("maps/"..tostring(name)..".vsmf")
--path = ("world.txt")
for line in love.filesystem.lines(path) do
line = tostring(line)
print ("Itterating line: " .. line)
local hasPassedEqual = false
local command = ""
local args = {""}
local i = 1
for character in string.gmatch(line, '.') do
print ("Itterating character: " .. character)
if hasPassedEqual == true then
if character == "." then
i = i + 1
else
if args [i] == nil then
args[i] = character
else
args[i] = args[i] .. character
end
end
elseif character == "=" then
hasPassedEqual = true
else
command = command .. character
end
end
print (command .. " " .. args[1] .. "\n")
for x = 1, #args do
if x == 1 then
World.map[command] = {}
World.map[command][args[1]] = {}
World.map[command].catalogue = {}
table.insert(World.map[command].catalogue, args[1])
print ("Put " .. args[1] .. " in " .. command)
else
World.map[command][args[1]][x - 1] = args[x]
print ("Added " .. args[x] .. " to " .. args[1] .. " at " .. x-1)
end
end
end
end
function World.drawMap()
if World.map.objects then
for i = 1, #World.map.objects.catalogue do
love.graphics.circle("line", World.map.objects[World.map.objects.catalogue[i]][1], World.map.objects[World.map.objects.catalogue[i]][2] - World.map.objects[World.map.objects.catalogue[i]][3], World.map.objects[World.map.objects.catalogue[i]][3])
end
end
end