1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527
|
ingame = {}
local lg = love.graphics
INGAME_ACTIVE, INGAME_FADE_IN, INGAME_NEXTLEVEL_OUT, INGAME_FALL_OUT, INGAME_PRESCREEN,
INGAME_GAMEOVER_OUT, INGAME_GAMEOVER, INGAME_WON, INGAME_COUNTDOWN, INGAME_COUNTDOWN_IN = 0,1,2,3,4,5,6,7,8,9
COMBO_TIME = 4
function ingame.enter()
state = STATE_INGAME
translate_x, translate_y = 0,0
stopMusic()
ingame.newGame()
end
function ingame.newGame()
ingame_state = INGAME_COUNTDOWN_IN
max_casualties = 6-level
ingame.shake = 0
casualties = 0
score = 0
saved = 0
section = 1
last_missed = 0
last_rescue = 0
combo = 0
max_combo = 0
time = 0
transition_time = 0
warning_frame = 0
map = Map.create(section, level)
local startx, starty = map:getStart()
player = Player.create(startx,starty,level)
end
function ingame.nextLevel()
last_missed = #map.humans
casualties = casualties + last_missed
stats[6] = stats[6] + 3
if casualties >= max_casualties then
ingame_state = INGAME_GAMEOVER
else
ingame_state = INGAME_PRESCREEN
score = score + 1000
section = section + 1
map = Map.create(section, level)
player:warp(map:getStart())
end
end
function ingame.update(dt)
if love.keyboard.isDown("e") then
dt = dt/4
end
updateKeys()
-- INGAME STATE
if ingame_state == INGAME_ACTIVE then
time = time + dt
-- Check combo counter
last_rescue = last_rescue + dt
if last_rescue > COMBO_TIME then
max_combo = math.max(max_combo, combo)
combo = 0
end
-- Update map entities
map:update(dt)
-- Update entities
player:update(dt)
-- Calculate translation offest
translate_x = cap(player.x-WIDTH/2, 0, MAPW-WIDTH)
translate_y = cap(player.y-11-HEIGHT/2, 0, MAPH-HEIGHT+30)
if ingame.shake > 0 then
ingame.shake = ingame.shake - dt
end
map:setDrawRange(translate_x, translate_y, WIDTH, HEIGHT)
-- Set next level transition state if player has climbed out of the screen
if player.y < 0 then
ingame_state = INGAME_NEXTLEVEL_OUT
transition_time = 0
-- Set out of screen transition if player has fallen out of screen
elseif player.y > MAPH+32 then
ingame_state = INGAME_FALL_OUT
transition_time = 0
end
-- Update warning icon frame
warning_frame = (warning_frame + dt*2) % 2
-- Kill player if too many casualties
if casualties >= max_casualties then
player.temperature = player.max_temperature
end
-- Transition TO or FROM next level
elseif ingame_state == INGAME_NEXTLEVEL_OUT or ingame_state == INGAME_FALL_OUT
or ingame_state == INGAME_FADE_IN or ingame_state == INGAME_GAMEOVER_OUT
or ingame_state == INGAME_COUNTDOWN_IN then
transition_time = transition_time + dt*15
-- Calculate translation offest
translate_x = cap(player.x-WIDTH/2, 0, MAPW-WIDTH)
translate_y = cap(player.y-11-HEIGHT/2, 0, MAPH-HEIGHT+30)
map:setDrawRange(translate_x, translate_y, WIDTH, HEIGHT)
map:update(dt)
if transition_time > 20 then
if ingame_state == INGAME_NEXTLEVEL_OUT then
ingame.nextLevel()
setPrescreenMessage()
elseif ingame_state == INGAME_FALL_OUT then
player:warp(map:getStart())
ingame_state = INGAME_FADE_IN
elseif ingame_state == INGAME_FADE_IN then
ingame_state = INGAME_ACTIVE
elseif ingame_state == INGAME_COUNTDOWN_IN then
ingame_state = INGAME_COUNTDOWN
playSound("countdown")
elseif ingame_state == INGAME_GAMEOVER_OUT then
setPrescreenMessage()
ingame_state = INGAME_GAMEOVER
end
transition_time = 0
end
elseif ingame_state == INGAME_PRESCREEN or ingame_state == INGAME_GAMEOVER then
transition_time = transition_time + dt*3
elseif ingame_state == INGAME_WON then
if translate_y > -HEIGHT then
translate_y = translate_y - dt*20
end
map:setDrawRange(translate_x, translate_y, WIDTH, HEIGHT)
map:update(dt)
elseif ingame_state == INGAME_COUNTDOWN then
-- Calculate translation offest
translate_x = cap(player.x-WIDTH/2, 0, MAPW-WIDTH)
translate_y = cap(player.y-11-HEIGHT/2, 0, MAPH-HEIGHT+30)
map:setDrawRange(translate_x, translate_y, WIDTH, HEIGHT)
map:update(dt)
transition_time = transition_time + dt
if transition_time >= 3.5 then
ingame_state = INGAME_ACTIVE
playMusic(table.random({"rockerronni","bundesliga","scooterfest"}))
end
end
end
function ingame.draw()
-- Scale screen
lg.push()
lg.scale(config.scale)
if ingame_state == INGAME_ACTIVE or ingame_state == INGAME_FADE_IN
or ingame_state == INGAME_NEXTLEVEL_OUT or ingame_state == INGAME_FALL_OUT
or ingame_state == INGAME_GAMEOVER_OUT or ingame_state == INGAME_WON
or ingame_state == INGAME_COUNTDOWN_IN or ingame_state == INGAME_COUNTDOWN then
lg.push()
-- Translate to center player
if ingame.shake > 0 then
lg.translate(-math.floor(translate_x+math.random()*4-2), -math.floor(translate_y+math.random()*2.5))
else
lg.translate(-math.floor(translate_x), -math.floor(translate_y))
end
-- Draw back
map:drawBack()
-- Draw player
player:draw()
-- Draw front
map:drawFront()
if player.state == PS_DEAD then
player:draw()
end
lg.pop()
if map.type == MT_NORMAL then
lg.setBlendMode("multiply", "premultiplied")
lg.draw(canvas, 0,0)
lg.setBlendMode("alpha")
end
-- Draw red screen if hit
if player.heat > 0 then
lg.setColor(1,1,1,cap(player.heat*255, 16, 255)/255)
lg.draw(img.red_screen, quad.red_screen, 0,0)
lg.setColor(1,1,1,1)
end
-- Draw hud
drawHUD()
-- Draw transition if eligible
if ingame_state == INGAME_NEXTLEVEL_OUT or ingame_state == INGAME_FALL_OUT or ingame_state == INGAME_GAMEOVER_OUT then
local frame = math.floor(transition_time)
lg.pop()
--lg.pop()
lg.push()
lg.scale(config.scale)
for ix = 0,7 do
for iy = 0,6 do
lg.draw(img.circles, quad.circles[math.max(0,math.min(frame-13+ix+iy,6))], ix*32, iy*32)
end
end
end
if ingame_state == INGAME_FADE_IN or ingame_state == INGAME_COUNTDOWN_IN then
local frame = math.floor(transition_time)
for ix = 0,7 do
for iy = 0,6 do
lg.draw(img.circles, quad.circles[6-math.max(0,math.min(frame-13+ix+iy,6))], ix*32, iy*32)
end
end
end
if ingame_state == INGAME_WON then
if translate_y < 0 then
drawWonMessage()
end
end
if ingame_state == INGAME_COUNTDOWN then
local frame = math.floor(transition_time)
lg.draw(img.countdown, quad.countdown[frame], 96, 87)
end
elseif ingame_state == INGAME_PRESCREEN then
drawPrescreen()
elseif ingame_state == INGAME_GAMEOVER then
drawGameover()
end
lg.pop()
end
function drawWonMessage()
local alpha = cap((-translate_y)/100, 0, 1)
lg.setColor(0,0,0,alpha*255)
lg.rectangle("fill", 0, 40, WIDTH, #WON_MESSAGES[level]*10+12)
lg.setColor(255,255,255,alpha*255)
for i,v in ipairs(WON_MESSAGES[level]) do
lg.printf(v, 0, 48+(i-1)*10, WIDTH, "center")
end
lg.setColor(255,255,255,255)
end
function drawHUD()
lg.draw(img.hud, 0, HEIGHT-32)
-- Draw water tank bar
local water_ratio = player.water / player.water_capacity
quad.water_bar:setViewport(0, 0, math.floor(water_ratio*55+0.5), 11)
if player.overloaded == false then
if player.hasReserve == true then
lg.draw(img.reserve_bar, quad.water_bar, 10, HEIGHT-22)
else
lg.draw(img.water_bar, quad.water_bar, 10, HEIGHT-22)
end
else
lg.draw(img.overloaded_bar, quad.water_bar, 10, HEIGHT-22)
end
-- Draw temperature bar
local temp_length = math.floor((player.temperature/player.max_temperature)*82+0.5)
quad.temperature_bar:setViewport(0,0, temp_length, 6)
lg.draw(img.temperature_bar, quad.temperature_bar, 75, HEIGHT-25)
lg.draw(img.temperature_bar, quad.temperature_bar_end, 75+temp_length, HEIGHT-25)
-- Draw casualty count
for i=1,max_casualties do
if i<= casualties then
lg.draw(img.hud_people, quad.hud_people_red, 168+(i-1)*5, HEIGHT-25)
else
lg.draw(img.hud_people, quad.hud_people_green, 168+(i-1)*5, HEIGHT-25)
end
end
-- Draw second HUD layer
lg.draw(img.hud2, 0, HEIGHT-32)
-- Blink temperature bar if needed
if player:isDying() then
local color = 0
if warning_frame <= 1 then
color = 30 + warning_frame * 225
else
color = 255 - (warning_frame % 1)*225
end
lg.setColor(255,color,color)
lg.draw(img.temperature_bar_blink, 74, HEIGHT-26)
lg.setColor(255,255,255)
end
-- Draw item slots
for i=1,3 do
if i <= player.num_regens then
lg.draw(img.item_slots, quad.item_slot_regen, 78+(i-1)*6, HEIGHT-14)
end
if i <= player.num_tanks then
lg.draw(img.item_slots, quad.item_slot_tank, 100+(i-1)*6, HEIGHT-14)
end
if i <= player.num_suits then
lg.draw(img.item_slots, quad.item_slot_suit, 122+(i-1)*6, HEIGHT-14)
end
end
-- Draw score
lg.setFont(font.bold)
lg.setColor(16,12,9)
lg.print("SCORE: "..score,150,187)
lg.setColor(246,247,221)
lg.print("SCORE: "..score,150,186)
lg.setColor(255,255,255)
-- Draw boss health bar
if map.type == MT_BOSS and ingame_state ~= INGAME_WON then
lg.draw(img.boss_health, quad.boss_health, 0, 11)
local boss_length = math.floor((map.boss.health/map.boss.MAX_HEALTH)*178+0.5)
lg.draw(img.boss_health, quad.boss_bar, 64,22, 0, boss_length, 1)
lg.draw(img.boss_health, quad.boss_bar_end, 64+boss_length,22, 0)
local bossframe = 0
if map.boss.angry == true then bossframe = bossframe + 2 end
if map.boss.hit == true or map.boss.state == BS_DEAD then bossframe = bossframe + 1 end
lg.draw(map.boss:getPortraitImage(), quad.boss_portrait[bossframe], 15,15)
end
-- Draw panic/burning human icons
drawIcons()
end
function drawPrescreen()
local floor = section*3-2
lg.setFont(font.bold)
if map.type == MT_NORMAL then
lg.printf("FLOOR ".. floor .. "-" .. floor+2, 0, 40, WIDTH, "center")
lg.draw(img.captain_dialog, quad.prescreen_music, 7, 183)
else
lg.printf("ROOF", 0, 40, WIDTH, "center")
end
local fr = math.floor(transition_time) % 2
lg.draw(img.captain_dialog, quad.captain_dialog[fr], 28, 72)
lg.printf(prescreen_message, 74, 80, 150, "left")
lg.printf("PRESS RETURN TO CONTINUE", 0, 150, WIDTH, "center")
end
function drawGameover()
local fr = math.floor(transition_time) % 2
lg.draw(img.captain_dialog_sad, quad.captain_dialog[fr], 28, 72)
if casualties >= max_casualties then
lg.printf(prescreen_message, 74, 80, 140, "left")
elseif player.state == PS_DEAD then
lg.printf(prescreen_message, 74, 80, 140, "left")
end
end
function setPrescreenMessage()
if casualties >= max_casualties then
prescreen_message = "TOO MANY CIVILIANS HAVE DIED!\n\nYOU ARE FIRED!"
elseif player.state == PS_DEAD then
prescreen_message = "YOUR SUIT OVERHEATED!\n\nGAME OVER"
else
if section == 1 then
prescreen_message = table.random(GOODLUCK_MESSAGES)
elseif map.type == MT_BOSS then
prescreen_message = BOSS_MESSAGE[level]
playMusic("roof")
elseif last_missed > 0 then
if last_missed == 1 then
prescreen_message = "HEY THERE, BUDDY!\nYOU MISSED 1 PERSON.\nTRY A LITTLE HARDER."
else
prescreen_message = "HEY THERE, BUDDY!\nYOU LET "..last_missed.." PEOPLE BURN TO DEATH.\nTRY A LITTLE HARDER."
end
else
prescreen_message = table.random(NO_CASUALTIES_MESSAGES)
end
end
end
--- Draws warning icons for panicing/burning/dead enemies
function drawIcons()
-- Draw for panicing/burning humans
for i,v in ipairs(map.humans) do
if (v.state == HS_BURN or v.state == HS_PANIC) and
(v.x < translate_x or v.x > translate_x+WIDTH or v.y < translate_y or v.y > translate_y+174) then
if v.state == HS_BURN then
drawIcon(v.x, v.y-12, 0)
else
drawIcon(v.x, v.y-12, 2)
end
end
end
-- Draw for ashes particles (dead humans)
for i,v in ipairs(map.particles) do
if v.isAshes == true and
(v.x < translate_x or v.x > translate_x+WIDTH or v.y < translate_y or v.y > translate_y+174) then
drawIcon(v.x, v.y-12, 4)
end
end
end
--- Draws a warning icon for an entity.
-- Does not check if entity is actually outside screen.
-- @param x X position of entity
-- @param y Y position of entity
-- @param frame_offset Offset into warning icon quad array
function drawIcon(x,y,frame_offset)
local frame = cap(frame_offset + math.floor(warning_frame), 0, 4)
local deltax = x - (translate_x+WIDTH/2)
local deltay = y - (translate_y+84)
local xt,yt
if deltax > 0 then xt = 114/deltax
else xt = -114/deltax end
if deltay > 0 then yt = 72/deltay
else yt = -72/deltay end
local t
if xt > yt then t = yt
else t = xt end
lg.draw(img.warning_icons, quad.warning_icons[frame], WIDTH/2+t*deltax, 84+t*deltay, 0,1,1,11,10)
end
--- Updates the light map canvas
-- Assumes the view matrix is translated but not scaled
function updateLightmap()
if ingame_state == INGAME_ACTIVE or ingame_state == INGAME_FADE_IN
or ingame_state == INGAME_NEXTLEVEL_OUT or ingame_state == INGAME_FALL_OUT
or ingame_state == INGAME_GAMEOVER_OUT or ingame_state == INGAME_WON
or ingame_state == INGAME_COUNTDOWN_IN or ingame_state == INGAME_COUNTDOWN then
lg.push()
lg.translate(-math.floor(translate_x), -math.floor(translate_y))
-- canvas:clear(0,0,0,255)
lg.setCanvas(canvas)
lg.clear(0,0,0,255)
lg.setBlendMode("add")
lg.draw(img.light_player, player.flx-128, player.fly-138)
map:drawFireLight()
for i,v in ipairs(map.enemies) do
v:drawLight()
end
-- Light up outside building
lg.rectangle("fill", 0,0, 32, MAPH)
lg.rectangle("fill", MAPW-32, 0, 32, MAPH)
lg.setBlendMode("alpha")
lg.setCanvas()
lg.pop()
end
end
function ingame.keypressed(k,uni)
if ingame_state == INGAME_ACTIVE then
if k == "escape" then
ingame_menu.enter()
elseif k == "p" then
map:addParticle(PopupText.create("megacombo"))
else
for a, key in pairs(config.keys) do
if k == key then
player:action(a)
end
end
end
elseif ingame_state == INGAME_PRESCREEN then
if k == "return" or k == " " then
ingame_state = INGAME_FADE_IN
transition_time = 0
elseif k == "left" then
prevSong()
elseif k == "right" then
nextSong()
end
elseif ingame_state == INGAME_GAMEOVER then
if k == "return" or k == " " then
summary.enter()
end
elseif ingame_state == INGAME_WON and translate_y < 0 then
if k == "return" or k == " " then
summary.enter()
end
end
end
function ingame.action(k)
if ingame_state == INGAME_ACTIVE then
if k == "pause" then
ingame_menu.enter()
else
player:action(k)
end
elseif ingame_state == INGAME_PRESCREEN then
if k == "left" then
prevSong()
elseif k == "right" then
nextSong()
else
ingame_state = INGAME_FADE_IN
transition_time = 0
end
elseif ingame_state == INGAME_GAMEOVER then
summary.enter()
elseif ingame_state == INGAME_WON and translate_y < 0 then
summary.enter()
end
end
|