diff --git a/assets/circles/regular/blue.png b/assets/circles/regular/blue.png new file mode 100644 index 0000000..5f4685b Binary files /dev/null and b/assets/circles/regular/blue.png differ diff --git a/assets/circles/regular/neutron.png b/assets/circles/regular/neutron.png new file mode 100644 index 0000000..5b7e97d Binary files /dev/null and b/assets/circles/regular/neutron.png differ diff --git a/assets/circles/regular/pink.png b/assets/circles/regular/pink.png new file mode 100644 index 0000000..5b64c66 Binary files /dev/null and b/assets/circles/regular/pink.png differ diff --git a/assets/circles/selected/blue.png b/assets/circles/selected/blue.png new file mode 100644 index 0000000..1bbb24e Binary files /dev/null and b/assets/circles/selected/blue.png differ diff --git a/assets/circles/selected/neutron.png b/assets/circles/selected/neutron.png new file mode 100644 index 0000000..932e08a Binary files /dev/null and b/assets/circles/selected/neutron.png differ diff --git a/assets/circles/selected/pink.png b/assets/circles/selected/pink.png new file mode 100644 index 0000000..f58b489 Binary files /dev/null and b/assets/circles/selected/pink.png differ diff --git a/assets/circles/shadow.png b/assets/circles/shadow.png new file mode 100644 index 0000000..6382580 Binary files /dev/null and b/assets/circles/shadow.png differ diff --git a/assets/grid/blue.png b/assets/grid/blue.png new file mode 100644 index 0000000..b417de9 Binary files /dev/null and b/assets/grid/blue.png differ diff --git a/assets/grid/pink.png b/assets/grid/pink.png new file mode 100644 index 0000000..fac628d Binary files /dev/null and b/assets/grid/pink.png differ diff --git a/assets/grid/tile.png b/assets/grid/tile.png new file mode 100644 index 0000000..0d79b30 Binary files /dev/null and b/assets/grid/tile.png differ diff --git a/game.lua b/game.lua new file mode 100644 index 0000000..5882543 --- /dev/null +++ b/game.lua @@ -0,0 +1,258 @@ +local Game = {} + +local insert = table.insert + +function Game:reinit() + self.gameloop = {} + self.objects = {} + self.objects.base = require "objects/base" + self.objects.grid = require "objects/grid" + self.objects.circle = require "objects/circle" + self.rect = require "lib/rect" + self.maxobjects = 0 + self.camerax = 0 + self.cameray = 0 + self.floatcamerax = 0 + self.floatcameray = 0 + self.assets = {} -- Caching loaded images + self:initInputs() +end + +function Game:changesize(width,height) + self.WIDTH = width + self.HEIGHT = height +end + +function Game:movecamera(movex,movey) + self.floatcamerax = self.floatcamerax + movex + self.floatcameray = self.floatcameray + movey + self.camerax = math.floor(self.floatcamerax+0.5) + self.cameray = math.floor(self.floatcameray+0.5) +end + +function Game:setcamera(x,y) + self.floatcamerax = x + self.floatcameray = y + self.camerax = math.floor(self.floatcamerax+0.5) + self.cameray = math.floor(self.floatcameray+0.5) +end + +function Game:initInputs() + self.inputs = {} + self.inputs.deadzone = 0.4 + self.inputs.keys = {} + self.inputs.buttons = {} + self.inputs.axis= {} + self.inputs.actions = {} + for i,v in pairs({"up","down","left","right","menu","valid"}) do + local action = {} + action.keys = {} + action.buttons = {} + action.axis = {} + self.inputs.actions[v] = action + action.timer = 0 + action.lastpress = 99 + end + self.inputs.actions.valid.keys = {"space"} + self.inputs.actions.valid.buttons = {"a"} + self.inputs.actions.up.keys = {"up","w"} + self.inputs.actions.up.buttons = {"dpup"} + self.inputs.actions.up.axis = {{"lefty",-1}} + self.inputs.actions.down.keys = {"down","s"} + self.inputs.actions.down.buttons = {"dpdown"} + self.inputs.actions.down.axis = {{"lefty",1}} + self.inputs.actions.left.keys = {"left","a"} + self.inputs.actions.left.buttons = {"dpleft"} + self.inputs.actions.left.axis = {{"leftx",-1}} + self.inputs.actions.right.keys = {"right","d"} + self.inputs.actions.right.buttons = {"dpright"} + self.inputs.actions.right.axis = {{"leftx",1}} + self.inputs.actions.menu.keys = {"escape","return"} + self.inputs.actions.menu.buttons = {"start","back"} +end + +function Game:updateInputs(dt) + for i,action in pairs(self.inputs.actions) do + local pressed = false + for _,key in pairs(action.keys) do + if self.inputs.keys[key] then pressed = true end + end + for _,button in pairs(action.buttons) do + if self.inputs.buttons[button] then pressed = true end + end + for _,axis in pairs(action.axis) do + if self.inputs.axis[axis[1]]~=nil then + if self.inputs.axis[axis[1]]*axis[2]>self.inputs.deadzone then + pressed = true + end + end + end + + if pressed then + action.timer = action.timer+1 + if action.timer == 1 then + action.lastpress = 0 + end + else + action.timer = 0 + end + action.lastpress = action.lastpress + dt + end +end + +function Game:summon(obj) + obj.game = self + obj.id = self.maxobjects + self.maxobjects = self.maxobjects + 1 + insert(self.gameloop,obj) +end + +function Game:findName(askedname) + local result = {} + for i,v in ipairs(self.gameloop) do + if v~=nil then + for j,name in pairs(v.classes) do + if name==askedname then + insert(result,v) + end + end + end + end + return result +end + +function Game:delid(objid) + self.gameloop[objid] = nil +end + +function Game:delname(objName) + for i,v in ipairs(Game:findName(objName)) do + if v~=nil then + self:delid(v.id) + end + end +end + +function Game:step(dt) + self:updateInputs(dt) + for i,v in ipairs(self.gameloop) do + --Processing all the objects + if v~=nil then v:step(dt) end + end +end + +function Game:newImage(path) + local image = nil + if self.assets[path]~=nil then -- If already loaded + image = self.assets[path] + else + image = love.graphics.newImage("assets/"..path) -- Load it and save it + self.assets[path] = image + end + return image +end + +function Game:getSpriteDir(path,ext,func,folder) + if not ext then ext = ".png" end + if not func then func = self.newImage end + if not folder then folder = "assets/" end + local counter = 0 + local result = {} + while love.filesystem.getInfo(folder..path..counter..ext) do + insert(result,func(self,path..counter..ext)) + counter = counter + 1 + end + return result +end + +function Game:getLevel(i) + local level = nil + if self.levels[i]~=nil then + level = self.levels[i] + else + level = {} + level.folder = "maps/Level "..i.."/" + local module = level.folder.."data" + level.data = require(module) + level.backgrounds = {} + level.bgsizes = {} + -- Get backgrounds + local counter = 0 + while love.filesystem.getInfo(level.folder.."background"..counter..".png") do + img = love.graphics.newImage(level.folder.."background"..counter..".png") + table.insert(level.backgrounds,img) + table.insert(level.bgsizes,{img:getWidth(),img:getHeight()}) + counter = counter + 1 + end + self.levels[i] = level + end + return level +end + +function Game:draw(screen) + draworder = {} + for i,v in ipairs(self.gameloop) do + if v~=nil then + table.insert(draworder,v) + end + end + table.sort(draworder, function(a,b) return a.depth< b.depth end) + for i,v in ipairs(draworder) do + --Processing all the objects + if v~=nil then + if screen~= "bottom" then + if v.draw ~= nil then + local offset = 0 + if screen=="left" then offset = -love.graphics.get3DDepth() end + if screen=="right" then offset = love.graphics.get3DDepth() end + self.camerax = self.camerax + offset + v:draw() + self.camerax = self.camerax - offset + end + else + if v.bottomdraw~=nil then v.bottomdraw() end + end + end + end +end + +function Game:bint(bool) -- Convert Boolean to Integer + local result = 0 + if bool then result = 1 end + return result +end + +function Game:Timer(time) + local Timer = {} + Timer.maxcount = time + Timer.timer = time + Timer.loops = 0 + + function Timer:tick(advancement) + local result = false + self.timer = self.timer - advancement + if self.timer<0 then + result = true + self.timer = self.timer + self.maxcount + self.loops = self.loops + 1 + end + return result + end + + function Timer:getratio() + local result = self.timer/self.maxcount + if result<0 then result = 0 end + return result + end + + function Timer:reset() + self.timer = self.maxcount + self.loops = 0 + end + + return Timer +end + +Game:reinit() + +return Game diff --git a/lib/push.lua b/lib/push.lua new file mode 100644 index 0000000..890b279 --- /dev/null +++ b/lib/push.lua @@ -0,0 +1,281 @@ +-- push.lua v0.4 + +-- Copyright (c) 2020 Ulysse Ramage +-- 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 love11 = love.getVersion() == 11 +local getDPI = love11 and love.window.getDPIScale or love.window.getPixelScale +local windowUpdateMode = love11 and love.window.updateMode or function(width, height, settings) + local _, _, flags = love.window.getMode() + for k, v in pairs(settings) do flags[k] = v end + love.window.setMode(width, height, flags) +end + +local push = { + + defaults = { + fullscreen = false, + resizable = false, + pixelperfect = false, + highdpi = true, + canvas = true, + stencil = true + } + +} +setmetatable(push, push) + +function push:applySettings(settings) + for k, v in pairs(settings) do + self["_" .. k] = v + end +end + +function push:resetSettings() return self:applySettings(self.defaults) end + +function push:setupScreen(WWIDTH, WHEIGHT, RWIDTH, RHEIGHT, settings) + + settings = settings or {} + + self._WWIDTH, self._WHEIGHT = WWIDTH, WHEIGHT + self._RWIDTH, self._RHEIGHT = RWIDTH, RHEIGHT + + self:applySettings(self.defaults) --set defaults first + self:applySettings(settings) --then fill with custom settings + + windowUpdateMode(self._RWIDTH, self._RHEIGHT, { + fullscreen = self._fullscreen, + resizable = self._resizable, + highdpi = self._highdpi + }) + + self:initValues() + + if self._canvas then + self:setupCanvas({ "default" }) --setup canvas + end + + self._borderColor = {0, 0, 0} + + self._drawFunctions = { + ["start"] = self.start, + ["end"] = self.finish + } + + return self +end + +function push:setupCanvas(canvases) + table.insert(canvases, { name = "_render", private = true }) --final render + + self._canvas = true + self.canvases = {} + + for i = 1, #canvases do + push:addCanvas(canvases[i]) + end + + return self +end +function push:addCanvas(params) + table.insert(self.canvases, { + name = params.name, + private = params.private, + shader = params.shader, + canvas = love.graphics.newCanvas(self._WWIDTH, self._WHEIGHT), + stencil = params.stencil or self._stencil + }) +end + +function push:setCanvas(name) + if not self._canvas then return true end + local canvasTable = self:getCanvasTable(name) + return love.graphics.setCanvas({ canvasTable.canvas, stencil = canvasTable.stencil }) +end +function push:getCanvasTable(name) + for i = 1, #self.canvases do + if self.canvases[i].name == name then + return self.canvases[i] + end + end +end +function push:setShader(name, shader) + if not shader then + self:getCanvasTable("_render").shader = name + else + self:getCanvasTable(name).shader = shader + end +end + +function push:initValues() + self._PSCALE = (not love11 and self._highdpi) and getDPI() or 1 + + self._SCALE = { + x = self._RWIDTH/self._WWIDTH * self._PSCALE, + y = self._RHEIGHT/self._WHEIGHT * self._PSCALE + } + + if self._stretched then --if stretched, no need to apply offset + self._OFFSET = {x = 0, y = 0} + else + local scale = math.min(self._SCALE.x, self._SCALE.y) + if self._pixelperfect then scale = math.floor(scale) end + + self._OFFSET = {x = (self._SCALE.x - scale) * (self._WWIDTH/2), y = (self._SCALE.y - scale) * (self._WHEIGHT/2)} + self._SCALE.x, self._SCALE.y = scale, scale --apply same scale to X and Y + end + + self._GWIDTH = self._RWIDTH * self._PSCALE - self._OFFSET.x * 2 + self._GHEIGHT = self._RHEIGHT * self._PSCALE - self._OFFSET.y * 2 +end + +function push:apply(operation, shader) + self._drawFunctions[operation](self, shader) +end + +function push:start() + if self._canvas then + love.graphics.push() + love.graphics.setCanvas({ self.canvases[1].canvas, stencil = self.canvases[1].stencil }) + + else + love.graphics.translate(self._OFFSET.x, self._OFFSET.y) + love.graphics.setScissor(self._OFFSET.x, self._OFFSET.y, self._WWIDTH*self._SCALE.x, self._WHEIGHT*self._SCALE.y) + love.graphics.push() + love.graphics.scale(self._SCALE.x, self._SCALE.y) + end +end + +function push:applyShaders(canvas, shaders) + local _shader = love.graphics.getShader() + if #shaders <= 1 then + love.graphics.setShader(shaders[1]) + love.graphics.draw(canvas) + else + local _canvas = love.graphics.getCanvas() + + local _tmp = self:getCanvasTable("_tmp") + if not _tmp then --create temp canvas only if needed + self:addCanvas({ name = "_tmp", private = true, shader = nil }) + _tmp = self:getCanvasTable("_tmp") + end + + love.graphics.push() + love.graphics.origin() + local outputCanvas + for i = 1, #shaders do + local inputCanvas = i % 2 == 1 and canvas or _tmp.canvas + outputCanvas = i % 2 == 0 and canvas or _tmp.canvas + love.graphics.setCanvas(outputCanvas) + love.graphics.clear() + love.graphics.setShader(shaders[i]) + love.graphics.draw(inputCanvas) + love.graphics.setCanvas(inputCanvas) + end + love.graphics.pop() + + love.graphics.setCanvas(_canvas) + love.graphics.draw(outputCanvas) + end + love.graphics.setShader(_shader) +end + +function push:finish(shader) + love.graphics.setBackgroundColor(unpack(self._borderColor)) + if self._canvas then + local _render = self:getCanvasTable("_render") + + love.graphics.pop() + + local white = love11 and 1 or 255 + love.graphics.setColor(white, white, white) + + --draw canvas + love.graphics.setCanvas(_render.canvas) + for i = 1, #self.canvases do --do not draw _render yet + local _table = self.canvases[i] + if not _table.private then + local _canvas = _table.canvas + local _shader = _table.shader + self:applyShaders(_canvas, type(_shader) == "table" and _shader or { _shader }) + end + end + love.graphics.setCanvas() + + --draw render + love.graphics.translate(self._OFFSET.x, self._OFFSET.y) + local shader = shader or _render.shader + love.graphics.push() + love.graphics.scale(self._SCALE.x, self._SCALE.y) + self:applyShaders(_render.canvas, type(shader) == "table" and shader or { shader }) + love.graphics.pop() + + --clear canvas + for i = 1, #self.canvases do + love.graphics.setCanvas(self.canvases[i].canvas) + love.graphics.clear() + end + + love.graphics.setCanvas() + love.graphics.setShader() + else + love.graphics.pop() + love.graphics.setScissor() + end +end + +function push:setBorderColor(color, g, b) + self._borderColor = g and {color, g, b} or color +end + +function push:toGame(x, y) + x, y = x - self._OFFSET.x, y - self._OFFSET.y + local normalX, normalY = x / self._GWIDTH, y / self._GHEIGHT + + x = (x >= 0 and x <= self._WWIDTH * self._SCALE.x) and normalX * self._WWIDTH or nil + y = (y >= 0 and y <= self._WHEIGHT * self._SCALE.y) and normalY * self._WHEIGHT or nil + + return x, y +end + +function push:toReal(x, y) + local realX = self._OFFSET.x + (self._GWIDTH * x)/self._WWIDTH + local realY = self._OFFSET.y + (self._GHEIGHT * y)/self._WHEIGHT + return realX, realY +end + +function push:switchFullscreen(winw, winh) + self._fullscreen = not self._fullscreen + local windowWidth, windowHeight = love.window.getDesktopDimensions() + + if self._fullscreen then --save windowed dimensions for later + self._WINWIDTH, self._WINHEIGHT = self._RWIDTH, self._RHEIGHT + elseif not self._WINWIDTH or not self._WINHEIGHT then + self._WINWIDTH, self._WINHEIGHT = windowWidth * .5, windowHeight * .5 + end + + self._RWIDTH = self._fullscreen and windowWidth or winw or self._WINWIDTH + self._RHEIGHT = self._fullscreen and windowHeight or winh or self._WINHEIGHT + + self:initValues() + + love.window.setFullscreen(self._fullscreen, "desktop") + if not self._fullscreen and (winw or winh) then + windowUpdateMode(self._RWIDTH, self._RHEIGHT) --set window dimensions + end +end + +function push:resize(w, h) + if self._highdpi then w, h = w / self._PSCALE, h / self._PSCALE end + self._RWIDTH = w + self._RHEIGHT = h + self:initValues() +end + +function push:getWidth() return self._WWIDTH end +function push:getHeight() return self._WHEIGHT end +function push:getDimensions() return self._WWIDTH, self._WHEIGHT end + +return push diff --git a/lib/rect.lua b/lib/rect.lua new file mode 100644 index 0000000..74d9da0 --- /dev/null +++ b/lib/rect.lua @@ -0,0 +1,75 @@ +rectgen = {} + +function rectgen:new(x,y,w,h) + + Rect = {x,y,w,h} + + function Rect:move(x,y) + self[1] = self[1] + x + self[2] = self[2] + y + self:reAdapt() + end + + function Rect:move_ip(x,y) + self[1] = x + self[2] = y + self:reAdapt() + end + + function Rect:setSize(w,h) + self[3] = w + self[4] = h + self:reAdapt() + end + + function Rect:move_center(x,y) + self[1] = x-self.w/2 + self[2] = y-self.h/2 + self:reAdapt() + end + + function Rect:reAdapt() + self.x = self[1] + self.y = self[2] + self.w = self[3] + self.h = self[4] + self.center = {self.x+self.w/2,self.y+self.h/2} + self.center.x = self.x+self.w/2 + self.center.y = self.y+self.h/2 + self.up = self.y + self.left = self.x + self.right = self.x+self.w + self.down = self.y+self.h + end + + function Rect:colliderect(orect,xoffset,yoffset,semisolid) -- AABB collision check + local result = true + local offx = xoffset or 0 + local offy = yoffset or 0 + if self.right+offx <= orect.left or self.left+offx>=orect.right then result = false end + if self.down+offy <= orect.up or self.up+offy>=orect.down then result = false end + if semi and result then + if not self.bottom