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Copy pathplaystate.lua
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375 lines (331 loc) · 9.79 KB
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local gamestate = require("gamestate")
local player = require("player")
local mook = require("mook")
local settings = require("settings")
local Control = require("control")
local playstate = {}
playstate.new = function(self,name)
local _playstate = gamestate:new(name or "level1")
setmetatable(_playstate,{__index = self})
return _playstate
end
playstate.initialize = function(self)
self.pause = false
self.ended = false
self.tutorial = false
self.totalTime = 0
self.stateChangeTimer = 0
self.mookSpawnTimer = 0
self.score = 0
self.scoreOptimal = 0
self.performance = 0
self.performanceSum = 0
self.performancePoints = 0
self.scoreTimer = 0
self.slow = 1
self.multiplier = 1
self.music = {}
self.graphics = {}
self.joystick = love.joystick.getJoysticks()[1]
self.width, self.height = love.graphics.getDimensions()
self.R,self.G,self.B,self.A = love.graphics.getColor()
local rb = 205
local gb = 201
local bb = 201
love.graphics.setBackgroundColor(rb,gb,bb)
self.graphics.background = love.graphics.newImage("background.png")
self.graphics.player = {}
self.graphics.player.red = love.graphics.newImage("player-red.png")
self.graphics.player.green = love.graphics.newImage("player-green.png")
self.graphics.player.blue = love.graphics.newImage("player-blue.png")
self.graphics.mook = {}
self.graphics.mook.red = love.graphics.newImage("mook-red.png")
self.graphics.mook.green = love.graphics.newImage("mook-green.png")
self.graphics.mook.blue = love.graphics.newImage("mook-blue.png")
self.music = love.audio.newSource("biisi.mp3")
self.music:play()
self.music:setLooping(true)
love.mouse.setVisible(false)
self.players = {}
self.mooks = {}
mook:refreshTypeQueue()
table.insert(self.players,player:new(self.width/2,self.height/2,"red",Control:new("right",self.joystick),self))
--table.insert(self.players,player:new(self.width/2+50,self.height/2+50,"green",Control:new("left",self.joystick),self))
for _,t in pairs(player.states) do
table.insert(self.mooks,self:randomNewMook(t))
end
end
playstate.terminate = function(self)
self.music:stop()
end
playstate.keypressed = function(self, key, isrepeat )
if key == "r" and self.ended then
self:restart()
elseif key == "escape" then
self.manager:switchToState(self.manager.states["mainmenu"])
--print("Bye!")
--love.event.quit()
elseif key == " " then
if self.slow == 1 then
self.slow = 0.5
else
self.slow = 1
end
elseif key == "p" and not self.ended and not self.tutorial then
self.pause = not self.pause
elseif key == "t" and not self.ended then
if not self.tutorial then
self.tutorial = true
self.pause = true
else
self.tutorial = false
self.pause = false
end
elseif key == "m" then
if self.music:isPlaying() then
self.music:pause()
else
self.music:play()
end
end
end
playstate.gamepadpressed = function(self,joystick,button)
if button == "a" and self.ended then
self:restart()
elseif button == "b" then
self.manager:switchToState(self.manager.states["mainmenu"])
end
end
playstate.update = function(self,dt)
if not self.pause then
self.totalTime = self.totalTime + dt
--self.slow = 1-0.45*(self.joystick:getGamepadAxis( "triggerright" )+self.joystick:getGamepadAxis( "triggerleft" ))
dt = self.slow * dt
self:updateMultiplier(dt)
self:updateScore(dt)
self.mookSpawnTimer = self.mookSpawnTimer + dt
if self.mookSpawnTimer > settings.mookSpawnMaxTime then
table.insert(self.mooks,self:randomNewMook())
self.mookSpawnTimer = 0
end
for i=1,#self.players do
self.players[i]:update(dt)
end
for k,m in pairs(self.mooks) do
for i=1,#self.players do
if self.collide(self.players[i],m) then
self:endgame()
break
end
end
m:update(dt)
end
end
end
playstate.draw = function(self)
self:drawBackground()
self:drawEntities()
self:drawUI()
end
playstate.drawBackground = function(self)
end
playstate.drawEntities = function(self)
for i=1,#self.mooks do
self.mooks[i]:draw()
end
for i=1,#self.players do
self.players[i]:draw()
end
end
playstate.drawUI = function(self)
self:displayScore()
self:displayPerformance()
self:drawMultiplier()
if self.ended then
self:drawDeathScreen()
end
self:drawTutorial()
love.graphics.setColor(self.R,self.G,self.B,self.A)
end
playstate.randomNewMook = function(self,color)
local found = false
local x = 0
local y = 0
while not found do
found = true
x = math.random(0,self.width)
for i=1,#self.players do
if math.abs(x-self.players[i].x) < 150 then
found = false
break
end
end
end
found = false
while not found do
found = true
y = math.random(0,self.height)
for i=1,#self.players do
if math.abs(y-self.players[i].y) < 150 then
found = false
break
end
end
end
local _color = color
if not _color then
local index = math.random(1,#mook.typeQueue)
_color = mook.typeQueue[index]
table.remove(mook.typeQueue,index)
if #mook.typeQueue == 0 then
mook:refreshTypeQueue()
end
end
return mook:new(x,y,_color,self)
end
playstate.collide = function(entity1,entity2)
local radius = 20
local dx = entity1.x - entity2.x
local dy = entity1.y - entity2.y
if dx*dx+dy*dy <= radius*radius then
return true
end
return false
end
playstate.updateScore = function(self,dt)
self.scoreTimer = self.scoreTimer + dt
if self.scoreTimer > 0.1 then
self.score = self.score + #self.mooks*self.multiplier
self.scoreOptimal = self.scoreOptimal + #self.mooks*settings.multiplierMax
self.performance = self.score/self.scoreOptimal
if self.totalTime > settings.performanceGraceTime then
self.performanceSum = self.performanceSum + self.performance
self.performancePoints = self.performancePoints + 1
end
self.scoreTimer = 0
end
end
playstate.displayScore = function(self)
love.graphics.setColor(255,0,0)
love.graphics.print(string.format("SCORE: %d",self.score),5,self.height-15)
end
playstate.displayPerformance = function(self)
love.graphics.setColor(255,0,0)
love.graphics.print(string.format("Performance: %.2f",self.performance),5,self.height-30)
end
playstate.endgame = function(self)
self.pause = true
self.ended = true
self.music:setVolume(0.5)
end
playstate.restart = function(self)
self.pause = false
self.ended = false
self.players[1].x = self.width/2
self.players[1].y = self.height/2
self.players[1].state = "red"
self.players[1].stateChangeTimer = 0
if #self.players > 1 then
self.players[2].x = self.width/2+50
self.players[2].y = self.height/2+50
self.players[2].state = "green"
self.players[2].stateChangeTimer = 0
end
self.mooks = {}
for _,t in pairs(player.states) do
table.insert(self.mooks,self:randomNewMook(t))
end
mook:refreshTypeQueue()
self.mookSpawnTimer = 0
self.stateChangeTimer = 0
self.score = 0
self.scoreOptimal = 0
self.performance = 0
self.performanceSum = 0
self.performancePoints = 0
self.slow = 1
self.multiplier = 1
self.music:setVolume(1)
self.totalTime = 0
end
playstate.updateMultiplier = function(self,dt)
local minSame = self.width*self.height
local minOther = self.width*self.height
--[[
for _, M in pairs(mooks) do
local dx = player.x-M.x
local dy = player.y-M.y
local dist = math.sqrt(dx * dx + dy * dy)
if M.type ~= player.state then
minOther = math.min(dist,minOther)
else
minSame = math.min(dist,minSame)
end
end
]]--
minSame = math.max(minSame,settings.multiplierMinDistance)
minOther = math.max(minOther,settings.multiplierMinDistance)
--multiplier = multiplier + multiplierChangeRate * (multiplierGrowthAdvantage*(1/minSame) - (1/minOther)) * dt
self.multiplier = self.multiplier + ((settings.multiplierChangeRate/minSame)-settings.multiplierDecreaseSpeed) * dt
self.multiplier = math.max(self.multiplier,settings.multiplierMin)
self.multiplier = math.min(self.multiplier,settings.multiplierMax)
end
playstate.drawMultiplier = function(self)
local w = 30
local h = 10+100*(self.multiplier-settings.multiplierMin)/(settings.multiplierMax-1)
local x = self.width-40
local y = 60+(110-h)
love.graphics.setColor(255,0,0)
local ratio = (self.multiplier-settings.multiplierMin)/(settings.multiplierMax-settings.multiplierMin)
if ratio > 0.3 then
love.graphics.setColor(255,255,0)
end
if ratio > 0.5 then
love.graphics.setColor(0,255,0)
end
if ratio > 0.8 then
love.graphics.setColor(255,0,255)
end
love.graphics.rectangle("fill",x,y,w,h)
love.graphics.print(string.format("x%.1f",self.multiplier),self.width-50,180)
love.graphics.setColor(self.R,self.G,self.B,self.A)
end
playstate.drawDeathScreen = function(self)
love.graphics.setColor(0,0,0,127)
love.graphics.rectangle("fill",0,0,self.width,self.height)
love.graphics.setColor(255,0,0)
love.graphics.printf("Game ended!",self.width/3,self.height/2,self.width/3,"center")
love.graphics.printf("Press [r] to restart.",self.width/3,self.height/2+20,self.width/3,"center")
love.graphics.printf(string.format("Final score: %d",self.score),self.width/3,self.height/2+40,self.width/3,"center")
local performanceAverage = 0
local grade = "D"
if self.performancePoints > 0 then
performanceAverage = self.performanceSum/self.performancePoints
else
grade = "-"
end
if performanceAverage > 0.95 then
grade = "AAA"
elseif performanceAverage > 0.93 then
grade = "AA"
elseif performanceAverage > 0.9 then
grade = "A"
elseif performanceAverage > 0.8 then
grade = "B"
elseif performanceAverage > 0.7 then
grade = "C"
end
love.graphics.printf(string.format("Grade: %s",grade),self.width/3,self.height/2+60,self.width/3,"center")
end
playstate.drawTutorial = function(self)
if self.tutorial then
love.graphics.setColor(0,0,0,64)
love.graphics.rectangle("fill",50,30,self.width-100,self.height-200)
love.graphics.setColor(255,255,255)
love.graphics.printf(settings.tutorialText,0,40,self.width,"center")
else
love.graphics.setColor(255,255,255)
love.graphics.printf("Press [t] for tutorial.",0,10,self.width,"center")
end
end
return playstate