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created better map and tweaked player movement

This commit is contained in:
Rokas Puzonas 2022-12-27 19:11:43 +02:00
parent a709e4f1c4
commit 6ae7e3b1a4
6 changed files with 506 additions and 24 deletions

View File

@ -3,6 +3,7 @@ function love.conf(t)
t.console = true
t.window.width = 854
t.window.height = 480
t.window.resizable = true
t.window.width = 640 * 2
t.window.height = 360 * 2
end

138
src/lib/center.lua Normal file
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@ -0,0 +1,138 @@
--[[
MIT License
Copyright (c) 2019 Semyon Entsov <swalrus@yandex.ru>
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
]]--
local center = {}
function center:setupScreen(width, height)
self._WIDTH = width
self._HEIGHT = height
self._MAX_WIDTH = 0
self._MAX_HEIGHT = 0
self._MAX_RELATIVE_WIDTH = 0
self._MAX_RELATIVE_HEIGHT = 0
self._SCREEN_WIDTH = love.graphics.getWidth()
self._SCREEN_HEIGHT = love.graphics.getHeight()
self._BORDERS = {
['t'] = 0,
['r'] = 0,
['b'] = 0,
['l'] = 0
}
self:apply()
return self
end
function center:setBorders(top, right, bottom, left)
self._BORDERS.t = top
self._BORDERS.r = right
self._BORDERS.b = bottom
self._BORDERS.l = left
end
function center:getScale()
return self._SCALE
end
function center:getOffsetX()
return self._OFFSET_X
end
function center:getOffsetY()
return self._OFFSET_Y
end
function center:setMaxWidth(width)
self._MAX_WIDTH = width
end
function center:setMaxHeight(height)
self._MAX_HEIGHT = height
end
function center:setMaxRelativeWidth(width)
self._MAX_RELATIVE_WIDTH = width
end
function center:setMaxRelativeHeight(height)
self._MAX_RELATIVE_HEIGHT = height
end
function center:resize(width, height)
self._SCREEN_WIDTH = width
self._SCREEN_HEIGHT = height
self:apply()
end
function center:apply()
local available_width = self._SCREEN_WIDTH - self._BORDERS.l - self._BORDERS.r
local available_height = self._SCREEN_HEIGHT - self._BORDERS.t - self._BORDERS.b
local max_width = available_width
local max_height = available_height
if self._MAX_RELATIVE_WIDTH > 0 and available_width * self._MAX_RELATIVE_WIDTH < max_width then
max_width = available_width * self._MAX_RELATIVE_WIDTH
end
if self._MAX_RELATIVE_HEIGHT > 0 and available_height * self._MAX_RELATIVE_HEIGHT < max_height then
max_height = available_height * self._MAX_RELATIVE_HEIGHT
end
if self._MAX_WIDTH > 0 and self._MAX_WIDTH < max_width then
max_width = self._MAX_WIDTH
end
if self._MAX_HEIGHT > 0 and self._MAX_HEIGHT < max_height then
max_height = self._MAX_HEIGHT
end
if max_height / max_width > self._HEIGHT / self._WIDTH then
self._CANVAS_WIDTH = max_width
self._CANVAS_HEIGHT = self._CANVAS_WIDTH * (self._HEIGHT / self._WIDTH)
else
self._CANVAS_HEIGHT = max_height
self._CANVAS_WIDTH = self._CANVAS_HEIGHT * (self._WIDTH / self._HEIGHT)
end
self._SCALE = self._CANVAS_HEIGHT / self._HEIGHT
self._OFFSET_X = self._BORDERS.l + (available_width - self._CANVAS_WIDTH) / 2
self._OFFSET_Y = self._BORDERS.t + (available_height - self._CANVAS_HEIGHT) / 2
end
function center:start()
love.graphics.push()
love.graphics.translate(self._OFFSET_X, self._OFFSET_Y)
love.graphics.scale(self._SCALE, self._SCALE)
end
function center:finish()
love.graphics.pop()
end
function center:toGame(x, y, w, h)
if not (self._OFFSET_X and self._OFFSET_Y and self._SCALE) then
return x, y, w, h
end
return (x - self._OFFSET_X) / self._SCALE,
(y - self._OFFSET_Y) / self._SCALE,
w and w / self._SCALE,
h and h / self._SCALE
end
return center

View File

@ -1,7 +1,11 @@
local Gamestate = require("lib.hump.gamestate")
local ScreenScaler = require("screen-scaler")
pprint = require("lib.pprint")
PLAYER_SIZE = 20
PLAYER_SIZE = 10
-- 640 x 360
ScreenScaler.setVirtualDimensions(16 * 40, 9 * 40)
function love.load()
love.math.setRandomSeed(love.timer.getTime())

232
src/screen-scaler.lua Normal file
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@ -0,0 +1,232 @@
--- Module resposible for scaling screen and centering contents
-- while respecting ratios.
-- @module ScreenScaler
local ScreenScaler = {}
-- This "Center" library will do most of the heavy lifting
-- TODO: Removed this depedency, embed needed functionality
local Center = require("lib.center")
local getRealDimensions = love.graphics.getDimensions
--- Set the "ideal" dimensions from which everything else will be scaled.
-- @tparam number w virtual width
-- @tparam number h virtual height
function ScreenScaler.setVirtualDimensions(w, h)
assert(type(w) == "number", "Expected width to be number")
assert(type(h) == "number", "Expected height to be number")
ScreenScaler.width, ScreenScaler.height = nil, nil
-- Setup library resposible for scaling the screen
Center:setupScreen(w, h)
ScreenScaler.width, ScreenScaler.height = w, h
end
--- Unsets virtual dimensions. Effectively disables scaler.
function ScreenScaler.unsetVirtualDimensions()
ScreenScaler.width = nil
ScreenScaler.height = nil
end
--- Get virtual dimensions.
-- @return width, height
function ScreenScaler.getVirtualDimensions()
return ScreenScaler.width, ScreenScaler.height
end
--- Returns true if scaler is enabled.
-- @treturn boolean
function ScreenScaler.isEnabled()
return ScreenScaler.width ~= nil
end
-- Overwrite default love.mouse functions to return position
-- relative to scaled window
do
local getX = love.mouse.getX
function love.mouse.getX()
local x = getX()
if not ScreenScaler.isEnabled() then
return x
end
return (x - Center:getOffsetX()) / Center:getScale()
end
local getY = love.mouse.getY
function love.mouse.getY()
local y = getY()
if not ScreenScaler.isEnabled() then
return y
end
return (y - Center:getOffsetY()) / Center:getScale()
end
local getPosition = love.mouse.getPosition
function love.mouse.getPosition()
if ScreenScaler.isEnabled() then
return Center:toGame(getPosition())
else
return getPosition()
end
end
-- TODO: add replacements for setX, setY, setPosition
end
-- Overwrite default getDimensions, getWidth, getHeight
-- to return virtual width and height if scaler is enabled
do
local getWidth = love.graphics.getWidth
function love.graphics.getWidth()
return ScreenScaler.width or getWidth()
end
local getHeight = love.graphics.getHeight
function love.graphics.getHeight()
return ScreenScaler.height or getHeight()
end
function love.graphics.getDimensions()
return love.graphics.getWidth(), love.graphics.getHeight()
end
end
-- Adjust setScissor and intersectScissor function, so that they are relative
-- to the scaled screen. By default these functions are unaffected by transformations
do
local setScissor = love.graphics.setScissor
function love.graphics.setScissor(x, y, w, h)
if x and ScreenScaler.isEnabled() then
setScissor(Center:toGame(x, y, w, h))
else
setScissor(x, y, w, h)
end
end
local intersectScissor = love.graphics.intersectScissor
function love.graphics.intersectScissor(x, y, w, h)
if x and ScreenScaler.isEnabled() then
intersectScissor(Center:toGame(x, y, w, h))
else
intersectScissor(x, y, w, h)
end
end
end
local function isInBounds(x, y)
if not ScreenScaler.isEnabled() then return true end
local w, h = ScreenScaler.getVirtualDimensions()
return x >= 0 and x < w and y >= 0 and y < h
end
-- Create event proccessors for converting normal screen coordinates
-- to scaled screen coordinates
-- If the user clicked out of bounds, it will not handled
local eventPreProccessor = {}
function eventPreProccessor.mousepressed(x, y, button, istouch, presses)
x, y = Center:toGame(x, y)
return isInBounds(x, y), x, y, button, istouch, presses
end
function eventPreProccessor.mousereleased(x, y, button, istouch, presses)
x, y = Center:toGame(x, y)
return isInBounds(x, y), x, y, button, istouch, presses
end
function eventPreProccessor.mousemoved(x, y, dx, dy, istouch)
local scale = Center:getScale()
x, y = Center:toGame(x, y)
dx, dy = dx / scale, dy / scale
return isInBounds(x, y), x, y, dx, dy, istouch, istouch
end
function eventPreProccessor.wheelmoved(x, y)
return isInBounds(love.mouse.getPosition()), x, y
end
local function hideOutOfBounds()
local r, g, b, a = love.graphics.getColor()
love.graphics.setColor(0, 0, 0, 1)
local w, h = getRealDimensions()
if Center._OFFSET_X ~= 0 then
love.graphics.rectangle("fill", 0, 0, Center._OFFSET_X, h)
love.graphics.rectangle("fill", Center._WIDTH*Center._SCALE+Center._OFFSET_X, 0, Center._OFFSET_X, h)
end
if Center._OFFSET_Y ~= 0 then
love.graphics.rectangle("fill", 0, 0, w, Center._OFFSET_Y)
love.graphics.rectangle("fill", 0, Center._HEIGHT*Center._SCALE+Center._OFFSET_Y, w, Center._OFFSET_Y)
end
love.graphics.setColor(r, g, b, a)
end
-- Modify core game loop so that if scaler is enabled:
-- * resize events are not handled
-- * out of bounds mouse events are not handled
-- * all drawing operations are centered
function love.run()
if love.load then love.load(love.arg.parseGameArguments(arg), arg) end
-- We don't want the first frame's dt to include time taken by love.load.
if love.timer then love.timer.step() end
local dt = 0
-- Main loop time.
return function()
-- Process events.
if love.event then
love.event.pump()
for name, a,b,c,d,e,f in love.event.poll() do
if name == "quit" then
if not love.quit or not love.quit() then
return a or 0
end
end
if ScreenScaler.isEnabled() then
if name == "resize" then
Center:resize(a, b)
goto continue
elseif eventPreProccessor[name] then
local success
success, a, b, c, d, e, f = eventPreProccessor[name](a, b, c, d, e, f)
if not success then goto continue end
end
end
love.handlers[name](a, b, c, d, e, f)
::continue::
end
end
-- Update dt, as we'll be passing it to update
if love.timer then dt = love.timer.step() end
-- Call update and draw
if love.update then love.update(dt) end -- will pass 0 if love.timer is disabled
if love.graphics and love.graphics.isActive() then
love.graphics.origin()
love.graphics.clear(love.graphics.getBackgroundColor())
if love.draw then
if ScreenScaler.isEnabled() then
Center:start()
love.draw()
Center:finish()
else
love.draw()
end
end
love.graphics.present()
end
if love.timer then love.timer.sleep(0.001) end
end
end
return ScreenScaler

View File

@ -6,7 +6,7 @@ local rgb = require("helpers.rgb")
local lerp = require("lib.lume").lerp
local BoltMods = require("bolt-mods")
local BOLT_DIST_FROM_PLAYER = 40
local BOLT_DIST_FROM_PLAYER = PLAYER_SIZE*2
local BOLT_SIZE = 4
local DRAW_COLLIDERS = false
@ -31,14 +31,24 @@ function MainState:enter()
self.bolts = {}
self.obstacles = {}
table.insert(self.obstacles, {{90, 90}, {100, 200}, {300, 300}, {200, 100}})
table.insert(self.obstacles, {{390, 90}, {500, 200}, {500, 300}})
table.insert(self.obstacles, {{450, 390}, {500, 200}, {500, 300}})
table.insert(self.obstacles, {{750, 390}, {500, 200}, {500, 300}})
table.insert(self.obstacles, {{750, 290}, {600, 200}, {600, 100}})
table.insert(self.obstacles, {{550, 400}, {670, 500}, {500, 500}})
table.insert(self.obstacles, {{700, 0}, {850, 200}, {850, 0}})
table.insert(self.obstacles, {{250, 350}, {200, 500}, {300, 500}})
do
table.insert(self.obstacles, {{77, 2}, {6, 60}, {5, 5}})
table.insert(self.obstacles, {{576, 357}, {639, 314}, {639, 357}})
table.insert(self.obstacles, {{275, 101}, {395, 101}, {392, 55}, {281, 60}})
table.insert(self.obstacles, {{271, 280}, {392, 277}, {392, 322}, {252, 320}})
table.insert(self.obstacles, {{222, 115}, {248, 145}, {221, 176}, {192, 151}})
table.insert(self.obstacles, {{435, 112}, {401, 142}, {426, 174}, {457, 142}})
table.insert(self.obstacles, {{194, 229}, {246, 260}, {192, 262}})
table.insert(self.obstacles, {{417, 260}, {466, 258}, {465, 226}})
table.insert(self.obstacles, {{141, 148}, {136, 249}, {94, 246}, {105, 149}})
table.insert(self.obstacles, {{216, 318}, {216, 359}, {134, 358}})
table.insert(self.obstacles, {{435, 0}, {434, 52}, {541, 5}})
table.insert(self.obstacles, {{507, 142}, {505, 247}, {554, 246}, {553, 138}})
table.insert(self.obstacles, {{124, 104}, {219, 34}, {230, 64}, {166, 111}})
table.insert(self.obstacles, {{429, 337}, {527, 282}, {504, 274}, {432, 312}})
table.insert(self.obstacles, {{63, 292}, {78, 314}, {40, 315}})
table.insert(self.obstacles, {{588, 92}, {565, 65}, {616, 66}})
end
self.obstacle_colliders = {}
for _, obstacle in ipairs(self.obstacles) do
@ -83,10 +93,9 @@ end
function MainState:start_match()
self:stop_match()
local winw, winh = love.graphics.getDimensions()
self:create_player("keyboard", Vec(50, 200))
self:create_player("keyboard", Vec(60, 80))
-- self:create_player("joystick", Vec(winw-50, 200))
self:create_player("joystick", Vec(50, 300))
self:create_player("joystick", Vec(600, 300))
end
function MainState:update(dt)
@ -121,9 +130,9 @@ function MainState:update(dt)
end
local move_dir = player:get_move_dir()
local acc = move_dir * 300
local acc = move_dir * 1700
player.vel = player.vel + acc * dt
player.vel = player.vel * 0.98
player.vel = player.vel * 0.8
player.collider:setLinearVelocity(player.vel.x, player.vel.y)
if not player.has_bolt then
@ -158,8 +167,13 @@ function MainState:update(dt)
end
for _, player in ipairs(self.players) do
player.pos.x = player.collider:getX()
player.pos.y = player.collider:getY()
local collider = player.collider
player.pos.x = collider:getX()
player.pos.y = collider:getY()
local velx, vely = collider:getLinearVelocity()
player.vel.x = velx
player.vel.y = vely
end
else
self.victory_timer = (self.victory_timer or 0) + dt
@ -183,9 +197,9 @@ end
function MainState:create_player(controls, pos)
local player = Player:new(controls, self.world, pos)
player.bolt_mods = {
BoltMods.mods.speed_bounce,
-- BoltMods.mods.speed_bounce,
BoltMods.mods.bouncy,
BoltMods.mods.retain_speed,
-- BoltMods.mods.retain_speed,
}
sort_bolt_mods(player.bolt_mods)
player.collider.fixture:setUserData("player")
@ -340,8 +354,6 @@ function MainState:draw()
love.graphics.setColor(1, 1, 1)
love.graphics.line(mx-cursor_size, my, mx+cursor_size, my)
love.graphics.line(mx, my-cursor_size, mx, my+cursor_size)
-- love.graphics.print(mx, 200, 10)
-- love.graphics.print(my, 200, 40)
if DRAW_COLLIDERS then
love.graphics.setColor(0.8, 0.1, 0.8)
@ -350,7 +362,7 @@ function MainState:draw()
if #self.players == 1 then
love.graphics.setColor(0.2, 1, 0.2)
love.graphics.print("Victory!", 300, 200)
love.graphics.print("Victory!", 150, 100)
end
end

95
src/states/map-editor.lua Normal file
View File

@ -0,0 +1,95 @@
local MapEditor = {}
function MapEditor:enter()
self.obstacles = {}
self.current_obstacle = {}
self:from_clipboard()
end
function MapEditor:keypressed(key)
if key == "escape" then
love.event.quit()
self:refresh_clipboard()
end
end
function MapEditor:mousepressed(mx, my)
mx = math.floor(mx)
my = math.floor(my)
if self.current_obstacle[1] then
local origin_x, origin_y = self.current_obstacle[1][1], self.current_obstacle[1][2]
local dist = ((origin_x-mx)^2 + (origin_y-my)^2)^0.5
if dist < 10 then
table.insert(self.obstacles, self.current_obstacle)
self.current_obstacle = {}
self:update_clipboard()
return
end
end
table.insert(self.current_obstacle, {mx, my})
end
function MapEditor:update_clipboard()
local lines = {}
for _, obstacle in ipairs(self.obstacles) do
local points = {}
for _, point in ipairs(obstacle) do
table.insert(points, ("{%d, %d}"):format(point[1], point[2]))
end
table.insert(lines, ("table.insert(self.obstacles, {%s})"):format(table.concat(points, ", ")))
end
local text = table.concat(lines, "\n")
love.system.setClipboardText(text)
end
function MapEditor:from_clipboard()
self.obstacles = {}
self.current_obstacle = {}
local text = love.system.getClipboardText()
for line in text:gmatch("%s*([^\n]+)%s*") do
local points = line:match("^table%.insert%(self%.obstacles, {(.+)}%)$")
if points then
local obstacle = {}
table.insert(self.obstacles, obstacle)
for x, y in points:gmatch("{(%d+),%s*(%d+)}") do
table.insert(obstacle, {tonumber(x), tonumber(y)})
end
end
end
end
function MapEditor:draw_obstacle(obstacle)
local n = #obstacle
if n >= 2 then
love.graphics.line(obstacle[1][1], obstacle[1][2], obstacle[n][1], obstacle[n][2])
for i=1, n-1 do
love.graphics.line(obstacle[i][1], obstacle[i][2], obstacle[i+1][1], obstacle[i+1][2])
end
end
end
function MapEditor:draw()
for _, obstacle in ipairs(self.obstacles) do
self:draw_obstacle(obstacle)
end
do
local obstacle = self.current_obstacle
local n = #self.current_obstacle
for i=1, n-1 do
love.graphics.line(obstacle[i][1], obstacle[i][2], obstacle[i+1][1], obstacle[i+1][2])
end
if n > 0 then
local mx, my = love.mouse.getPosition()
mx = math.floor(mx)
my = math.floor(my)
local last_point = self.current_obstacle[n]
love.graphics.line(last_point[1], last_point[2], mx, my)
end
end
end
return MapEditor