2016-02-17 14:50:18 +00:00
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local FONT = love.graphics.newFont("cour.ttf", 30)
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love.graphics.setFont(FONT)
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local LEVELS = require "levels"
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local CURRENT_LEVEL = 0
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local LONGEST_FRAME = 0
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local GRAVITY = 100
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local LVL_HEIGHT = 600
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local LVL_WIDTH = 800
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local PLAYER = {
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x = 0, y = 0,
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w = 40, h = 40,
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dx = 0, dy = 0,
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speed = 500,
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jump = 400,
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color = {140, 198, 63}
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}
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2024-09-19 15:42:50 +00:00
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local COLOR_WHITE = {1,1,1}
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local COLOR_RED = {241/255, 90/255, 36/255}
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local COLOR_BG = {26/255,26/255,26/255}
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local COLOR_GOAL = {41/255, 171/255, 226/255}
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2016-02-17 14:50:18 +00:00
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2024-09-19 15:42:50 +00:00
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local GOAL = {x = 0, y = 0, w = 40, h = 40, color=COLOR_GOAL}
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2016-02-17 14:50:18 +00:00
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local BLOCKS = {}
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local function add_block(x,y,w,h, d)
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if type(x) == "table" then
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table.insert(BLOCKS, x)
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elseif type(h) == "string" then
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table.insert(BLOCKS,{x=x,y=y,w=w,h=-30,text=h, color = COLOR_WHITE})
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elseif d then
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table.insert(BLOCKS,{x=x,y=y,w=w,h=h, color = COLOR_RED})
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else
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table.insert(BLOCKS,{x=x,y=y,w=w,h=h, color = COLOR_WHITE})
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end
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end
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local function load_level (lvl_obj)
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BLOCKS = {}
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GOAL.x = lvl_obj.goal[1]
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GOAL.y = lvl_obj.goal[2]
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GOAL.w = lvl_obj.goal[3]
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GOAL.h = lvl_obj.goal[4]
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add_block(GOAL)
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PLAYER.x = lvl_obj.player[1]
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PLAYER.y = lvl_obj.player[2]
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PLAYER.dx = lvl_obj.player[3] or 0
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PLAYER.dy = lvl_obj.player[4] or 0
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add_block(PLAYER)
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for _, block_data in ipairs(lvl_obj.blocks) do
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add_block(block_data[1],block_data[2],block_data[3],block_data[4], block_data[5])
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end
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end
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local function update_player_pos (player, dt)
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--if love.keyboard.isDown("w") then
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-- player.dy = player.dy - player.jump * dt
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--end
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if love.keyboard.isDown("a") or love.keyboard.isDown("left") then
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player.dx = player.dx - player.speed * dt
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end
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if love.keyboard.isDown("d") or love.keyboard.isDown("right") then
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player.dx = player.dx + player.speed * dt
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end
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player.dx = player.dx * 0.99
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player.dy = player.dy + GRAVITY * dt
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player.x = (player.x + player.dx * dt + LVL_WIDTH) % LVL_WIDTH
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player.y = (player.y + player.dy * dt + LVL_HEIGHT) % LVL_HEIGHT
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local collided = nil
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for _, block in ipairs(BLOCKS) do
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if block ~= player and
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block.x < player.x + player.w and player.x < block.x + block.w and
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player.y < block.y + block.h and player.y + player.h > block.y then
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collided = block
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break
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end
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end
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if collided == GOAL then
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CURRENT_LEVEL = CURRENT_LEVEL + 1
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load_level(LEVELS[CURRENT_LEVEL])
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elseif collided then
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if collided.color == COLOR_RED then
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load_level(LEVELS[CURRENT_LEVEL])
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player.dy = 0
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elseif not collided.text then
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player.y = collided.y - player.h
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player.dy = 0
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end
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end
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end
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function love.load ()
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2024-09-19 15:42:50 +00:00
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love.graphics.setBackgroundColor(COLOR_BG)
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2016-02-17 14:50:18 +00:00
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CURRENT_LEVEL = 1
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load_level(LEVELS[CURRENT_LEVEL])
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end
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function love.update (dt)
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LONGEST_FRAME = math.max(LONGEST_FRAME, dt)
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update_player_pos(PLAYER, dt)
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end
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function love.draw ()
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for _, block in ipairs(BLOCKS) do
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love.graphics.setColor(block.color)
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if block.text then
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love.graphics.printf(block.text, block.x, block.y, block.w, "center")
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else
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love.graphics.rectangle("fill", block.x, block.y, block.w, block.h)
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end
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end
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end
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