-- Added item interaction -- Changed inventory management slightly -- Added slide-show system to world, world can now "move" to show more space.
209 lines
6.4 KiB
Lua
209 lines
6.4 KiB
Lua
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character = {
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subclasses = {
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create = {}
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}
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}
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functiongenerator = {}
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check_space = {}
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function love.load()
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globalMode = "devMode"
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window = {}
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window.x, window.y = love.window.getDesktopDimensions()
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math.randomseed(os.time())
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Scene = "menu"
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items_ini = require('scripts/items')
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inputs_ini = require('scripts/inputs')
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physics_ini = require('physics')
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menu_ini = require('menu')
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npc_ini = require('scripts/NPC')
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map_ini = require('world')
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menu.load()
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NPCs = {}
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ground = {
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x = 0,
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y = window.y,
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width = window.x,
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height = 1
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}
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love.window.setMode(window.x, window.y)
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defaulkeybinds()
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player = character.create({"physics", "bools", "attributes", "functions"})
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player.x = window.x/2-window.x/20
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player.y = window.y/2-window.y/20
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player.width = 20
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player.height = 80
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mouse = {}
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currentMap = "none"
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function player.functions.getRunningSpeed(runningStatus) if runningStatus then return player.attributes.maxRunningSpeed*2 else return player.attributes.maxRunningSpeed end end
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end
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function love.update(dt)
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if Scene == "gameTest" then
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if currentMap ~= "default" then
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print ("loading map...")
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World.loadMap("default")
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currentMap = "default"
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end
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keyboard_input_held(player, dt)
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gravity(player, dt)
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World.mapMovement(player.x)
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mouvement(player, dt)
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for i = 1, #NPCs do
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gravity(NPCs[i], dt)
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wander(NPCs[i], dt)
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mouvement(NPCs[i], dt)
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if NPCs[i].bools.isInteracting then
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sayHello(NPCs[i], dt)
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end
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end
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elseif Scene == "menu" then
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menu.update(dt)
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end
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end
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function love.draw()
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love.graphics.print(Scene, 100, 100)
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if Scene == "gameTest" then
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love.graphics.setColor(1, 1, 1)
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World.drawMap()
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love.graphics.rectangle("line", player.x, player.y, player.width, player.height)
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if player.bools.isFacingRight then
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love.graphics.rectangle("line", player.x+10, player.y-20, 20, 20)
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else
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love.graphics.rectangle("line", player.x-10, player.y-20, 20, 20)
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end
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for i = 1, #NPCs do
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love.graphics.rectangle("fill", NPCs[i].x, NPCs[i].y, NPCs[i].width, NPCs[i].height)
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end
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for i = 1, #NPCs do
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if NPCs[i].bools.isInteracting then
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local font = love.graphics.getFont()
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local helloText = love.graphics.newText(font, "Hello there")
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love.graphics.draw(helloText, NPCs[i].x, NPCs[i].y-10)
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end
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end
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if player.bools.inventoryOpen then
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-- Draw Inventory
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else
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for i = 1, player.hotbar_len do
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if player.current_equip == i then
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love.graphics.setColor(0, 1, 0.2)
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else
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love.graphics.setColor(1, 1, 1)
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end
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love.graphics.rectangle("line", window.x - ((player.hotbar_len + 1) * 100) + (i * 100), 0, 100, 100)
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end
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end
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if globalMode == "devMode" then
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love.graphics.print("World X " .. World.map.x, 100, 150)
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love.graphics.print("X " .. player.x, 100, 200)
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love.graphics.print("Y " .. player.y, 100, 250)
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love.graphics.print("Velocity X " .. player.physics.velocityX, 100, 300)
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love.graphics.print("Velocity Y " .. player.physics.velocityY, 100, 350)
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love.graphics.print("Airtime " .. player.physics.airtime, 100, 400)
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---
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love.graphics.print("Is Airborne " .. tostring(player.bools.isAirbornes), 100, 450)
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love.graphics.print("Is Walking " .. tostring(player.bools.isWalking), 100, 500)
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love.graphics.print("Is Running " .. tostring(player.bools.isRunning), 100, 550)
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love.graphics.print("Is Facing Right " .. tostring(player.bools.isFacingRight), 100, 600)
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love.graphics.print("Inventory Open " .. tostring(player.bools.inventoryOpen), 100, 650)
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end
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elseif Scene == "menu" then
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menu.draw()
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end
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end
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function check_space.interactables(x, y)
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for i = 1, #NPCs do
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if x > NPCs[i].x -50 and x < NPCs[i].x +50 then
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NPCs[i].bools.isInteracting = true
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end
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end
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end
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function defaulkeybinds()
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keybinds = {}
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keybinds.left = "a"
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keybinds.right = "d"
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keybinds.jump = "space"
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keybinds.interact = "e"
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keybinds.run = "lshift"
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keybinds.create = "f"
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keybinds.primary = "1"
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keybinds.secondary = "2"
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keybinds.functionality = "t"
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keybinds.minor = "g"
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keybinds.additional1 = "3"
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keybinds.additional2 = "4"
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keybinds.additional3 = "5"
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end
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function character.create(chosenSubclasses, isPlayerControlled)
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local object = {}
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for i = 1, #chosenSubclasses do
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local current_subclass = chosenSubclasses[i]
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character.subclasses.create[current_subclass](object)
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end
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if isPlayerControlled == false then
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object.attributes.wanderpoint = math.random(0, window.x)
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object.bools.isInteracting = false
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object.attributes.time_spoken = 0
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else
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character.subclasses.create.inventory(object)
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end
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return object
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end
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function character.subclasses.create.physics(object)
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object.physics = {
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velocityX = 0,
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velocityY = 0,
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airtime = 0,
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terminalVelocity = 53
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}
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end
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function character.subclasses.create.bools(object)
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object.bools = {
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isAirborne = true,
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isWalking = false,
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isRunning = false,
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isFacingRight = true,
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inventoryOpen = false
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}
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end
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function character.subclasses.create.attributes(object)
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object.attributes = {
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maxRunningSpeed = 2
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}
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end
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function character.subclasses.create.functions(object)
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object.functions = {}
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end
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function character.subclasses.create.inventory(object)
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object.hotbar_cont = {}
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object.inventory_cont = {}
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object.hotbar_len = 2
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object.inventory_len = 0
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object.current_equip = 1
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end
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function inventory(mode, slot, item)
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if mode == "add" then
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player.hotbar_cont[slot] = item
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elseif mode == "remove" then
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player.hotbar_cont[slot] = nil
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elseif mode == "move" then
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item = hotbar_cont[slot[1]]
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player.hotbar_cont[slot[2]] = item
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end
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end
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