mirror of
https://github.com/libretro/lutro-platformer.git
synced 2024-11-30 03:30:25 +00:00
184 lines
4.7 KiB
Lua
184 lines
4.7 KiB
Lua
require "global"
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require "tiled"
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require "anim"
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require "ninja"
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require "obake"
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require "coin"
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require "bigcoin"
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require "porc"
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require "demon"
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require "elevator"
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require "shuriken"
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require "fireball"
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require "sword"
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function lutro.conf(t)
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t.width = SCREEN_WIDTH
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t.height = SCREEN_HEIGHT
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end
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local add_entity_from_map = function(object)
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if object.type == "ground" then
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table.insert(entities, object)
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elseif object.type == "bridge" then
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table.insert(entities, object)
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elseif object.type == "stopper" then
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table.insert(entities, object)
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elseif object.type == "elevator" then
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table.insert(entities, newElevator(object))
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elseif object.type == "spikes" then
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table.insert(entities, object)
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elseif object.type == "coin" then
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table.insert(entities, newCoin(object))
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elseif object.type == "bigcoin" then
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table.insert(entities, newBigcoin(object))
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elseif object.type == "porc" then
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table.insert(entities, newPorc(object))
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elseif object.type == "demon" then
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table.insert(entities, newDemon(object))
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elseif object.type == "obake" then
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table.insert(entities, newObake(object))
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elseif object.type == "ninja" then
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ninja = newNinja(object)
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table.insert(entities, ninja)
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end
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end
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function entities_remove(entity)
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for i=1, #entities do
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if entities[i] == entity then
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table.remove(entities, i)
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end
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end
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end
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function lutro.load()
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camera_x = 0
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camera_y = 0
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camera_x_offset = 0
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camera_y_offset = 0
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gold = 0
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hp = 3
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screen_shake = 0
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lutro.graphics.setBackgroundColor(0, 0, 0)
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bg0 = lutro.graphics.newImage("assets/forestbackground0.png")
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bg1 = lutro.graphics.newImage("assets/forestbackground1.png")
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bg2 = lutro.graphics.newImage("assets/forestbackground2.png")
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barfont = lutro.graphics.newImageFont("assets/barfont.png", "0123456789 xGHh")
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lutro.graphics.setFont(barfont)
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map = tiled_load("assets/level1.json")
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tiled_load_objects(map, add_entity_from_map)
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sfx_coin = lutro.audio.newSource("assets/coin.wav")
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sfx_jump = lutro.audio.newSource("assets/jump.wav")
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sfx_step = lutro.audio.newSource("assets/step.wav")
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sfx_hit = lutro.audio.newSource("assets/hit.wav")
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sfx_porc = lutro.audio.newSource("assets/porc.wav")
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sfx_dead = lutro.audio.newSource("assets/dead.wav")
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sfx_throw = lutro.audio.newSource("assets/throw.wav")
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sfx_gameover = lutro.audio.newSource("assets/gameover.wav")
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sfx_enemyhit = lutro.audio.newSource("assets/enemyhit.wav")
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sfx_enemydie = lutro.audio.newSource("assets/enemydie.wav")
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sfx_porchit = lutro.audio.newSource("assets/porchit.wav")
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sfx_porcdie = lutro.audio.newSource("assets/porcdie.wav")
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sfx_shurikencollide = lutro.audio.newSource("assets/shurikencollide.wav")
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sfx_fireballspit = lutro.audio.newSource("assets/fireballspit.wav")
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sfx_fireballcollide = lutro.audio.newSource("assets/fireballcollide.wav")
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sfx_airgather = lutro.audio.newSource("assets/airgather.wav")
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end
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function lutro.update(dt)
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JOY_LEFT = lutro.input.joypad("left")
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JOY_RIGHT = lutro.input.joypad("right")
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JOY_DOWN = lutro.input.joypad("down")
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JOY_A = lutro.input.joypad("a")
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JOY_B = lutro.input.joypad("b")
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JOY_Y = lutro.input.joypad("y")
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if screen_shake > 0 then
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screen_shake = screen_shake - 1
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end
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if hp > 0 then
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--if screen_shake == 0 then
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for i=1, #entities do
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if entities[i] and entities[i].update then
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entities[i]:update(dt)
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end
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end
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--end
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else
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ninja:update(dt)
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end
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detect_collisions()
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-- camera
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camera_x = - ninja.x + SCREEN_WIDTH/2 - ninja.width/2;
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if ninja.direction == "right" then
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if JOY_RIGHT and camera_x_offset > -48 then
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camera_x_offset = camera_x_offset - 1
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end
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else
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if JOY_LEFT and camera_x_offset < 48 then
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camera_x_offset = camera_x_offset + 1
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end
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end
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camera_x = camera_x + camera_x_offset
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if camera_x > 0 then
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camera_x = 0
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end
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if camera_x < -(map.width * map.tilewidth) + SCREEN_WIDTH then
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camera_x = -(map.width * map.tilewidth) + SCREEN_WIDTH
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end
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end
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function lutro.draw()
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-- Shake camera if hit
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local shake_x = 0
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local shake_y = 0
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if screen_shake > 0 then
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shake_x = 5*(math.random()-0.5)
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shake_y = 5*(math.random()-0.5)
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end
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lutro.graphics.clear()
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for i=0, 4 do
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lutro.graphics.draw(bg2, i*bg2:getWidth() + camera_x / 8, 0)
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lutro.graphics.draw(bg1, i*bg1:getWidth() + camera_x / 4, 0)
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lutro.graphics.draw(bg0, i*bg0:getWidth() + camera_x / 2, 0)
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end
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lutro.graphics.push()
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lutro.graphics.translate(camera_x + shake_x, camera_y + shake_y)
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tiled_draw_layer(map.layers[1])
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tiled_draw_layer(map.layers[2])
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for i=1, #entities do
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if entities[i].draw then
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entities[i]:draw(dt)
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end
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end
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lutro.graphics.pop()
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local bar = ""
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for i=1, 3 do
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if i <= hp then
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bar = bar .. "H"
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else
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bar = bar .. "h"
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end
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end
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lutro.graphics.print(bar, 3, 2)
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lutro.graphics.printf(gold .. "xG", -1, 2, SCREEN_WIDTH, "right")
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end
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