Files
chuchu/game.lua

128 lines
3.1 KiB
Lua

-- Chuchu by Makaron
-- The main game screen of Chuchu
Boipus = require('deps.boipushy')
Physics = require('deps.physics')
assets = require('deps.cargo').init('data')
-- my own libs
crates = require('crate')
GRAVITY = 512
PLAN_SIZE = {
marginX = 120,
marginY = 120,
w = 512,
h = 512
}
local player = {
maxSpeed = {
x = 100,
y = 100
}
}
local magnet = {
w = 50,
h = 50,
collider = nil,
side = 'LEFT'
}
local velocity = {0, 0}
local current = { }
local Chu = {}
function Chu.new(x, y, debug)
obj = {}
obj.x = x
obj.y = y
if debug == nil then debug = false end
obj.debug = debug
world = Physics(0, GRAVITY)
world:addClass('Player')
world:addClass('GamePlan')
world:addClass('Crate')
obj.gamePlan = world:addChain(true, {
x - PLAN_SIZE.marginX, y - PLAN_SIZE.marginY,
x + PLAN_SIZE.w + PLAN_SIZE.marginX, y - PLAN_SIZE.marginY,
x + PLAN_SIZE.w + PLAN_SIZE.marginX, y + PLAN_SIZE.h + PLAN_SIZE.marginY,
x - PLAN_SIZE.marginX, y + PLAN_SIZE.h + PLAN_SIZE.marginY
}):setClass('GamePlan')
magnet.collider = world:addRectangle(x + 50, y + 50, magnet.w, magnet.h):setClass('Player')
magnet.collider:setRestitution(0)
input = Boipus()
-- Controls
-- Keyboard and mouse
input:bind(love.keyboard.getKeyFromScancode('w'), 'moveUp')
input:bind(love.keyboard.getKeyFromScancode('a'), 'moveLeft')
input:bind(love.keyboard.getKeyFromScancode('d'), 'moveRight')
input:bind(love.keyboard.getKeyFromScancode('s'), 'moveDown')
-- input:bind(love.keyboard.getKeyFromScancode('space'), 'switch')
input:bind(love.keyboard.getKeyFromScancode('lshift'), 'detach')
crates:init(world, magnet)
crates:spawn(x + 120, y + 400)
crates:spawn(x + 150, y + 400)
return setmetatable(obj, {
__index = Chu
})
end
function Chu:update(dt)
world:update(dt)
crates:update(dt)
-- this is temp, ofc, it's ugly af
--[[if input:pressed('switch') then
velocity = {0, 0}
-- first, let's take care of the attached crates
for key in pairs(crates:getAttached()) do
mirrorCollider(crates.attached[key].collider, magnet.side)
end
mirrorCollider(magnet.collider, magnet.side)
if magnet.side == 'LEFT' then
magnet.side = 'RIGHT'
else
magnet.side = 'LEFT'
end]]--
if input:pressed('detach') then
velocity = {0, 0}
local attached = crates:getAttached()
for key in pairs(attached) do
crates:detach(key)
end
elseif input:down('moveUp') or input:down('moveLeft') or input:down('moveRight') or input:down('moveDown') then
if input:down('moveUp') then velocity[2] = -player.maxSpeed.y
elseif input:down('moveDown') then velocity[2] = player.maxSpeed.y
else velocity[2] = 0 end
if input:down('moveLeft') then velocity[1] = -player.maxSpeed.x
elseif input:down('moveRight') then velocity[1] = player.maxSpeed.x
else velocity[1] = 0 end
else
velocity = {0, 0}
end
magnet.collider:setLinearVelocity(velocity[1], velocity[2])
end
function Chu:draw()
world:draw()
if self.debug then
love.graphics.setColor(255, 0, 0, .5)
love.graphics.rectangle('line', self.x, self.y, PLAN_SIZE.w, PLAN_SIZE.h)
end
end
return Chu