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main.lua
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g3d = require('lib/g3d')
function love.load()
dofile = function(fname) love.filesystem.load(fname)() end
dt = 1
freeze = 0
-- set rescaling filter
love.graphics.setDefaultFilter("nearest", "nearest")
love.graphics.setLineStyle("rough")
love.graphics.setLineJoin("miter")
fonts ={
main = love.graphics.newFont("assets/fonts/Axmolotl.ttf", 16),
pico = love.graphics.newFont("assets/fonts/PICO-8 wide.ttf", 4),
disco = love.graphics.newFont("assets/fonts/DigitalDisco-Thin.ttf", 16)
}
-- font is https://tepokato.itch.io/axolotl-font
for i,v in ipairs(fonts) do
v:setFilter("nearest", "nearest",0)
end
love.graphics.setFont(fonts.main)
-- import libraries
-- json handler
json = require "lib.json" -- i would use a submodule, but the git repo has .lua in the name??????
-- custom functions, snippets, etc
helpers = require "lib.helpers"
-- quickly load json files
dpf = require "lib.dpf"
-- localization
loc = require "lib.loc"
loc.load("data/localization.json")
-- manages gamestates
bs = require "lib.basestate"
-- baton, manages input handling
baton = require "lib/baton/baton"
shuv = require "lib.shuv"
shuv.init(project)
shuv.hackyfix()
-- what it says on the tin
utf8 = require("utf8")
-- deeper, modification of deep, queue functions, now with even more queue
deeper = require "lib/deeper/deeper"
-- tesound, sound playback
te = require"lib.tesound"
-- jprof, profiling
PROF_CAPTURE = project.doprofile
prof = require "lib/profiling/jprof"
prof.enabled(project.doprofile)
if project.doprofile then
print("profiling enabled!")
end
-- lovebird,debugging console
if (not project.release) then
lovebird = require "lib/lovebird/lovebird"
else
lovebird = require "lib.lovebirdstripped"
end
-- entity manager
em = require "lib.entityman"
-- spritesheet manager
ez = require "lib.ezanim"
-- tween manager
flux = require "lib/flux/flux"
rw = require "lib/ricewine"
class = require "lib/middleclass/middleclass"
Gamestate = class('Gamestate')
function Gamestate:initialize(name)
self.name = name or 'newstate'
self.updatefunc = function() end
self.bgdrawfunc = function() end
self.fgdrawfunc = function() end
end
function Gamestate:setinit(initfunc)
self.initfunc = initfunc
end
function Gamestate:setupdate(updatefunc)
self.updatefunc = updatefunc
end
function Gamestate:setbgdraw(drawfunc)
self.bgdrawfunc = drawfunc
end
function Gamestate:setfgdraw(drawfunc)
self.fgdrawfunc = drawfunc
end
function Gamestate:init(...)
self:initfunc(...)
end
function Gamestate:update(dt)
maininput:update()
lovebird.update()
helpers.updatemouse()
prof.push("gamestate update")
self:updatefunc(dt)
prof.pop("gamestate update")
prof.push("ricewine update")
rw:update()
prof.pop("ricewine update")
prof.push("flux update")
flux.update(dt)
prof.pop("flux update")
prof.push("entityman update")
em.update(dt)
prof.pop("entityman update")
te.cleanup()
end
function Gamestate:draw()
shuv.start()
prof.push("bg draw")
self:bgdrawfunc()
prof.pop("bg draw")
prof.push("entityman draw")
em.draw()
prof.pop("entityman draw")
prof.push("fg draw")
self:fgdrawfunc()
prof.pop("fg draw")
love.graphics.setColor(1,1,1,1)
shuv.finish()
end
Entity = class('Entity')
function Entity:initialize(params)
params = params or {}
self.layer = self.layer or 0
self.uplayer = self.uplayer or 0
self.delete = false
for k,v in pairs(params) do
self[k] = v
end
end
function Entity:update(dt)
end
function Entity:draw(dt)
end
love.window.setTitle(project.name)
paused = false
--load sprites
sprites = require('preload.sprites')
-- make ezanim templates
templates = require('preload.templates')
-- make quads
quads = require('preload.quads')
-- load shaderss
shaders = require('preload.shaders')
--colors
colors = require('preload.colors')
function color(c)
c = c or 'white'
love.graphics.setColor(colors[c])
end
print("setting up controls")
maininput = baton.new {
controls = project.ctrls,
pairs = {
udlr = {"up", "down","left", "right"}
},
joystick = love.joystick.getJoysticks()[1],
}
-- load savefile
local defaultsave = dpf.loadjson(project.defaultsaveloc)
if project.nosaves then
savedata = defaultsave
else
savedata = dpf.loadjson(project.saveloc,defaultsave)
end
if project.name ~= 'roomedit' then
savedata.timesbooted = savedata.timesbooted + 1
end
sdfunc = {}
function sdfunc.save()
dpf.savejson(project.saveloc,savedata)
end
function sdfunc.updatevol()
if project.name ~= 'roomedit' then
te.volume('sfx',savedata.options.audio.sfxvolume/10)
te.volume('music',savedata.options.audio.sfxvolume/10)
end
end
sdfunc.updatevol()
sdfunc.save()
entities = {}
-- load entities
dofile('preload/entities.lua')
-- load states
dofile('preload/states.lua')
-- load levels
if project.name == 'roomedit' then
levels = savedata
else
levels = dpf.loadjson('data/levels.json',{})
end
function loadroom(newroom,room)
newroom.tiles = helpers.copy(room.tiles)
newroom.width = room.width
newroom.height = room.height
for tilei,tile in ipairs(newroom.tiles) do
if tile.t == 0 then -- wall tile
tile.solid = true
elseif tile.t == 2 then -- box
tile.solid = true
tile.hp = 4
elseif tile.t == 3 then -- bullet passable
tile.solid = true
tile.bulletpass = true
elseif tile.t == 4 then -- wall tile
tile.wall = true
elseif tile.t == 5 then -- command breakable tile
tile.solid = true
tile.cmdbreak = true
end
end
end
function modifyroom(room,mod,param)
if mod == 'rotate' then
param = param or 1
for i=1,param do
for tilei,tile in ipairs(room.tiles) do
local oldx = tile.x
local oldy = tile.y
tile.x = oldy
if helpers.tablematch(tile.t,levels.properties.halfsize) then
tile.y = (room.width - 1)-oldx
else
tile.y = (room.width)-oldx
end
if tile.t == 21 then --flip bouncer enemies
tile.t = 19
elseif tile.t == 19 then
tile.t = 21
end
if tile.t == 22 or tile.t == 23 then -- bubble centering
tile.y = tile.y - 1
end
room.tiles[tilei] = tile
end
end
end
if mod == 'flip' then
param = param or 'x'
if param == 'y' then
for tilei,tile in ipairs(room.tiles) do
if helpers.tablematch(tile.t,levels.properties.halfsize) then
tile.y = (room.height - 1)-tile.y
else
tile.y = (room.height)-tile.y
end
if tile.t == 22 or tile.t == 23 then -- bubble centering
tile.y = tile.y - 1
end
room.tiles[tilei] = tile
end
else
for tilei,tile in ipairs(room.tiles) do
if helpers.tablematch(tile.t,levels.properties.halfsize) then
tile.x = (room.width - 1)-tile.x
else
tile.x = (room.width)-tile.x
end
if tile.t == 22 or tile.t == 23 then -- bubble centering
tile.x = tile.x - 1
end
room.tiles[tilei] = tile
end
end
end
if mod == 'cmdbreak' then
local newtiles = {}
for tilei,tile in ipairs(room.tiles) do
if not tile.cmdbreak then
table.insert(newtiles,tile)
end
end
room.tiles = newtiles
end
end
if project.name ~= 'roomedit' then -- i should move this function somewhere else
print('making room variations')
for groupname, group in pairs(levels.groups) do
if string.sub(groupname,1,4) ~= 'boss' then
for i=1,#group do
local v = group[i]
local flipped = helpers.copy(v)
modifyroom(flipped,'flip')
if groupname == 'corner' then
modifyroom(flipped,'rotate')
end
table.insert(group,flipped)
end
end
end
end
toswap = nil
newswap = false
cs = bs.load(project.initstate)
cs:init()
end
function love.textinput(t)
tinput = t
end
function love.update(d)
prof.push("frame")
if (not project.frameadvance) or maininput:pressed("k1") or maininput:down("k2") then
debugprint = true
shuv.check()
if not project.acdelt then
dt = 1
else
dt = d * 60
end
if dt >=6 then
dt = 6
end
if freeze <= 0 then
cs:update(dt)
else
freeze = freeze - dt
end
end
end
function love.draw()
cs:draw()
debugprint = false
prof.pop("frame")
end
function love.quit()
if project.doprofile then
print('saving profile')
prof.write("prof.mpack")
end
end