100 lines
3.1 KiB
Lua
100 lines
3.1 KiB
Lua
Class = require 'hump.class'
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require 'entities/rectangle'
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require 'entities/plane'
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require 'entities/physicsentity'
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require 'settings'
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-- A level manages the level datastructure containing static blocks and level
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-- specific data like global physics
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-- Reset color to this before drawing each object
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local draw_base_color = {255, 255, 255, 255}
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Level = Class{
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init = function(self)
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self.name = 'Default'
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self.entity_list = {}
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self.world = love.physics.newWorld(GRAVITY_X, GRAVITY_Y, true)
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-- Draw background to canvas so we don't redraw it every time
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self.background = love.graphics.newImage('resources/graphics/sky.png')
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self.bgCanvas = love.graphics.newCanvas()
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love.graphics.setCanvas(self.bgCanvas)
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love.graphics.draw(self.background)
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love.graphics.setCanvas()
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self.makePlanes = { [1] = function()
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return Plane(100, 300, INITIAL_PLANE_SPEED, 0,
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255, 0, 0, -- red
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self)
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end,
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[2] = function()
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return Plane(love.window.getWidth() - 100 - 100, 300, -INITIAL_PLANE_SPEED, 0,
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0, 255, 0, -- green
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self)
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end }
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self.planes = { [1] = self.makePlanes[1](),
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[2] = self.makePlanes[2]() }
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self:insertGround()
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end;
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respawnPlayer = function(self, playerIdx)
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self.planes[playerIdx] = self.makePlanes[playerIdx]()
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end;
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getPlane = function(self, playerIdx)
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return self.planes[playerIdx]
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end;
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delete = function(self)
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for key, entity in pairs(self.entity_list) do
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entity:delete()
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end
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self.entity_list = nil
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end;
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activate = function(self)
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end;
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drawEntities = function(self)
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for key, entity in pairs(self.entity_list) do
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love.graphics.setColor(draw_base_color)
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entity:draw()
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end
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love.graphics.setColor(draw_base_color)
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end;
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drawBackground = function(self)
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love.graphics.setColor(draw_base_color)
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love.graphics.draw(self.bgCanvas)
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end;
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updateEntities = function(self, dt)
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self.world:update(dt)
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for key, entity in pairs(self.entity_list) do
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if entity:isinstance(PhysicsEntity) then
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local jump_window = 70
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local jump_amount = 50
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while entity.body:getX() > love.window.getWidth() + jump_window do
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entity.body:setX(entity.body:getX() - love.window.getWidth() - jump_window - jump_amount)
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end
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while entity.body:getX() < -jump_window do
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entity.body:setX(entity.body:getX() + love.window.getWidth() + jump_window + jump_amount)
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end
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end
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entity:update(dt)
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end
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end;
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insertGround = function(self)
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groundImg = love.graphics.newImage('resources/graphics/ground.png')
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Rectangle((love.window.getWidth() - 1600) / 2, love.window.getHeight(),
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self, "static",
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0, 1600, 20, 0, groundImg)
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end;
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}
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