Grainpoint/actual game/main.lua
Dangrain d8a9484970
Very-minor-I-did-a-shitload-of-things-but-none-of-them-worked update!
Ok, here's the thing.
You fix one thing, try to implement another, and poof, there went my evening and worst thing Is I fixed something very *unimportant*

Anyways I commented out all the faulty code, If anyone's reading this, I beg you for help.
   ~ Dan
2025-01-12 01:28:15 +01:00

319 lines
8.6 KiB
Lua

-- Load some default values for our agent.
local r, g, b = love.math.colorFromBytes(132, 193, 238)
love.graphics.setBackgroundColor(r, g, b)
local timer = 0
local int = math.ceil(timer)
collider = require 'libs/collider'
function love.load()
local dbgcol = {1,1,1}
-- THE RIGHT ONE WILL
-- It's on github
-- collision thing
guard = {x = 100, y = 100, width = 64, height = 64}
guard.sprite = love.graphics.newImage('sprites/guard.png')
guard.dead = false
guard.uncons = false
guard.ok = true
guard.body = love.graphics.newImage('sprites/guard_body.png')
-- If you installed transform.lua
local transform = require 'libs/transform'
anim8 = require 'libs/anim8'
love.graphics.setDefaultFilter("nearest", "nearest")
checker = 0
agent = {}
agent.vx = 0
agent.vy = 0
agent.x = 0
agent.y = 0
agent.speed = 300
agent.spriteSheet = love.graphics.newImage('sprites/spritesheet3.png')
agent.grid = anim8.newGrid( 64, 64, agent.spriteSheet:getWidth(), agent.spriteSheet:getHeight() )
agent.animations = {}
agent.animations.right = anim8.newAnimation( agent.grid('1-3', 1),0.15)
agent.animations.left = anim8.newAnimation( agent.grid('1-3', 2),0.15)
agent.jumped = love.graphics.newImage('sprites/agent_jump.png')
--agent.nil_grid = love.graphics.newImage('sprites/nul.png')
--agent.animations.nul_spritesheet = anim8.newGrid( 64, 64, agent.nil_grid:getWidth(), agent.nil_grid:getHeight() )
--agent.animations.nul = anim8.newAnimation(agent.grid('1-3', 2), 0.15)
agent.width = 64
agent.height = 64
agent.jumped_left = love.graphics.newImage('sprites/agent_jump_left.png')
agent.pouncing = love.graphics.newImage('sprites/pouncing.png')
agent.anim = agent.animations.right
isMouseDown = false
mouseX, mouseY = 0, 0
disableShooting = false
--pouncing = false
gun = {}
--gun.x = agent.x + 5
--gun.y = agent.y - 5
bullet = {}
spawnBullets(0, 0, 500, 0, 100, 0, 2)
bullet_numer = 0
end
function spawnBullets(x, y, vx, vy, ax, ay, r)
table.insert(bullet, {
x = x,
y = y,
vx = vx,
vy = vy,
ax = ax,
ay = ay,
r = r
})
end
function drawBullets()
for _, bullet in ipairs(bullet) do
--love.graphics.setColor(255, 174, 66)
--love.graphics.setColor(1, 0, 0)
love.graphics.circle("fill", bullet.x, bullet.y, bullet.r)
end
end
function updateBullets(dt)
for _, bullet in ipairs(bullet) do
bullet.vx = bullet.vx + bullet.ax * dt
bullet.vy = bullet.vy + bullet.ay * dt
bullet.x = bullet.x + bullet.vx * dt
bullet.y = bullet.y + bullet.vy * dt
end
end
function love.update(dt)
updateBullets(dt)
agent.y = agent.y + 0 --this is gravity here at play trust
gun.y = agent.y + 30
collider.update()
if agent.anim == agent.animations.right then -- making the gun work
gun.x = agent.x + 60
end
if agent.anim == agent.animations.left then -- also making the gun work
gun.x = agent.x - -5
end
t = 0 -- counter thing
timer = timer + dt
local distance
local isMoving = false
if love.keyboard.isDown("right") then
agent.anim = agent.animations.right
agent.x = agent.x + 2
isMoving = true
gun.x = agent.x + 60 --make the gun face right
end
if love.keyboard.isDown("left") then
isMoving = true
agent.x = agent.x - 2
agent.anim = agent.animations.left
gun.x = agent.x - -5 --make the gun face left I guess
end
agent.anim:update(dt)
if isMoving == false then
agent.anim:gotoFrame(1)
end
agent.x = agent.x + agent.vx * dt
agent.y = agent.y + agent.vy * dt
--if pouncing == false then
if love.mouse.isDown(1) then
isMouseDown = true
mouseX, mouseY = love.mouse.getPosition()
disableShooting = true
else
if isMouseDown then
local dx = mouseX - agent.x
local dy = mouseY - agent.y
local distance = math.sqrt(dx * dx + dy * dy)
agent.vx = (dx / distance) * agent.speed
agent.vy = (dy / distance) * agent.speed
end
isMouseDown = false
disableShooting = false
--end
end
local damping = 0.98
local stopThreshold = 10
agent.x = agent.x + agent.vx * dt
agent.y = agent.y + agent.vy * dt
agent.vx = agent.vx * damping
agent.vy = agent.vy * damping
if math.abs(agent.vx) < stopThreshold and math.abs(agent.vy) < stopThreshold then
agent.vx = 0
agent.vy = 0
end
--if checkCollision(agent, guard) then
--t = 0 + 1
--pouncing = true
--if pouncing == true then
--love.graphics.print("You're poucing, up to kill, down to knock out", 280, 10)
--end
--end
-- collision checker thingy
-- pain, suffering and bullets
if love.mouse.isDown(2) then
--if pouncing == false then
if disableShooting == false then
if agent.anim == agent.animations.right then
spawnBullets(gun.x, gun.y, 500, 0, 0, 0, 2)
bullet_numer = bullet_numer + 1
elseif agent.anim == agent.animations.left then
spawnBullets(gun.x, gun.y, -500, 0, 0, 0, 2)
bullet_numer = bullet_numer + 1
end
--end
end
end
-- I swear, these monkey wrenched solutions will stop working at some point, but for now we shall enjoy
end
-- Draw a coloured rectangle.
function love.draw()
-- In versions prior to 11.0, color component values are (0, 102, 102)
love.graphics.print(agent.x, 10, 210)
love.graphics.print(int, 350, 0)
--agent.anim:draw(agent.spriteSheet, agent.x, agent.y, nil, 1)
--love.graphics.rectangle("fill", guard.x, guard.y, guard.width, guard.height)
love.graphics.print(t)
love.graphics.circle("fill", gun.x, gun.y, 2)
love.graphics.print(gun.x, 10, 250)
love.graphics.print(gun.y, 10, 260)
love.graphics.print(bullet_numer, 20, 300)
love.graphics.setColor(255, 174, 66)
drawBullets()
collider.draw()
--if pouncing == false then
if isMouseDown then
drawDottedArc(agent.x, agent.y, mouseX, mouseY)
if mouseX > agent.x + 2 then
love.graphics.draw(agent.jumped, agent.x, agent.y, nil, 1)
elseif mouseX < agent.x - 2 then
love.graphics.draw(agent.jumped_left, agent.x, agent.y, nil, 1)
end
end
-- if guard.ok == true then
love.graphics.draw(guard.sprite, guard.x, guard.y, nil, 1 )
-- elseif guard.dead or guard.uncons then
-- love.graphics.draw(guard.body, guard.x, guard.y, nil, 1)
--end
if not isMouseDown then
agent.anim:draw(agent.spriteSheet, agent.x, agent.y, nil, 1)
end
--elseif pouncing == true and guard.ok == true then
--love.graphics.draw(agent.pouncing, agent.x, agent.y, nil, 1)
--guard.x, guard.y = agent.x, agent.y
--if love.keyboard.isDown("down") then
--guard.uncons = true
--guard.dead = false
--guard.ok = false
--love.graphics.print("Non-lethal", 250, 10)
--pouncing = false
--guard.x, guard.y = guard.x - 20, guard.y
--love.graphics.draw(guard.body, guard.x, guard.y, nil, 1)
--agent.x = agent.x + 20
--elseif love.keyboard.isDown("up") then
--guard.dead = true
--love.graphics.print("Lethal", 250, 10)
--guard.uncons = false
--guard.ok = false
--pouncing = false
--guard.x, guard.y = guard.x - 20, guard.y + 0
--endMysuffering()
--love.graphics.draw(guard.body, guard.x, guard.y, nil, 1)
end
--end
--end
function drawDottedArc(x1, y1, x2, y2)
local numDots = 20
local distance = math.sqrt((x2 - x1) ^ 2 + (y2 - y1) ^ 2)
for i = 1, numDots do
local t = i / numDots
local cx = x1 + (x2 - x1) * t
local cy = y1 + (y2 - y1) * t
love.graphics.circle("fill", cx, cy, 2)
end
end
-- thanks google
function checkCollision(obj1, obj2)
return obj1.x < obj2.x + obj2.width and
obj1.x + obj1.width > obj2.x and
obj1.y < obj2.y + obj2.height and
obj1.y + obj1.height > obj2.y
end
-- THE ACTUAL THING!!!