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game.lua
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game.lua
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local game =require("globals")
--game =
glib = game.libs
gvar = game.vars
---------------------------
--preinit functions?
---------------------------
function game.load()
gvar.constants = glib.init_functions.get_constants()
glib.renderer.init()
glib.entity_loader.load_enemies()
glib.entity_loader.load_items()
gvar.player,gvar.entities,gvar.message_log = glib.init_functions.get_game_variables()
end
function game.new()
gvar.map,gvar.fov_map = glib.init_functions.init_map()
end
function game.play(dt)
--handler for the keys
local player_results ={}
--check all the keys ...
for key,v in pairs(gvar.key_list) do
local action=glib.key_handler.handle_keys(key)--get key callbacks
local action_results = glib.GameStates.states[gvar.game_state]:handle_action(action)
debuger.on()
for _,result in pairs(action_results[2]) do
table.insert(player_results,result)
end
debuger.off()
if action_results[1] == false then
break
end
if action["save"] then
print("test_save")
glib.data_loader.save_game()
print("save generated")
end
if action["exit"] then
if gvar.game_state == glib.GameStates.SHOW_INVENTORY then
gvar.game_state = gvar.previous_game_state
gvar.exit_timer = love.timer.getTime()
elseif gvar.game_state == glib.GameStates.TARGETING then
table.insert(player_results,{targeting_cancelled=true})
gvar.exit_timer =love.timer.getTime()
else
if gvar.exit_timer +0.3 < love.timer.getTime() then
glib.data_loader.save_game()
love.event.quit()
end
end
end
--[[
if action["enable_magic"] then
print("now magic is happening :3")
game_state = GameStates.MAGIC
save_text = true
end
]]
end
--evaluate results from the player
for k,result in pairs(player_results) do
if result.message then
--console.print(result.message)
gvar.message_log:add_message(result.message)
end
if result.dead then
local msg = ""
--console.print("You killed "..result.dead_entity.name)
if result.dead.name == "Player"then
gvar.msg ,gvar.state = glib.death_functions.kill_player(result.dead)
else
msg = glib.death_functions.kill_monster(result.dead)
end
--console.print(msg)
gvar.message_log:add_message(msg)
end
if result.xp then
print("Got exp:"..result.xp)
print("Exp missing:"..gvar.player.level:expToNextLevel())
if gvar.player.level:addExp(result.xp) == true then
print("Level up!!!!")
gvar.message_log:add_message(glib.msg_renderer.Message('Leveled up to: '..gvar.player.level.current_level,gvar.constants.colors.violet))
gvar.game_state = glib.GameStates.LEVEL_UP
end
end
if result["equip"] then
local results_ = gvar.player.equippment:toggle_equip(result["equip"])
for idx ,result in pairs(results_) do
if result.equipped then
gvar.message_log:add_message(glib.msg_renderer.Message('Equipped item',gvar.constants.colors.yellow))
elseif result.unequipped then
gvar.message_log:add_message(glib.msg_renderer.Message('Unequipped item',gvar.constants.colors.yellow))
end
end
gvar.game_state = glib.GameStates.ENEMY_TURN
break
end
if result.item_added then
table.remove(gvar.entities,result.item_added)
gvar.game_state = glib.GameStates.ENEMY_TURN
end
if result["consumed"] then
if result["consumed"] == true then
gvar.game_state = glib.GameStates.ENEMY_TURN
end
end
if result["item_dropped"] then
gvar.game_state = glib.GameStates.ENEMY_TURN
--setting x and y of the item to the player since we want
--it to drop underneath
result["item_dropped"].x=gvar.player.x
result["item_dropped"].y=gvar.player.y
table.insert(gvar.entities,result["item_dropped"])
end
if result["targeting"]then
gvar.previous_game_state = glib.GameStates.PLAYERS_TURN
gvar.game_state = glib.GameStates.TARGETING
gvar.targeting_item = result["targeting"]
gvar.targeting_tile.x = gvar.player.x
gvar.targeting_tile.y = gvar.player.y
gvar.message_log:add_message(gvar.targeting_item.item.targeting_message)
end
if result["targeting_cancelled"] then
gvar.game_state = gvar.previous_game_state
gvar.message_log.add_message(glib.msg_renderer.Message('Targeting cancelled'))
end
end
-- Enemy behaviour basic / Enemy turn
if gvar.game_state == glib.GameStates.ENEMY_TURN then
--message_log:add_message(Message("Enemy turn start",colors.white))
glib.GameStates.states[glib.GameStates.ENEMY_TURN].update()
elseif gvar.game_state == glib.GameStates.MAGIC then
end
end
function game.load_from_save(save_file)
save_file = save_file or "save.json"
gvar.map={}
gvar.entities={}
if glib.data_loader.load_game(save_file) == false then
gvar.show_main_menue = true
else
gvar.fov_map=glib.fov_functions.compute_fov(gvar.map)
end
end
--main loop
function game.update(dt)
--gvar.constants.scr_width,gvar.constants.scr_height = love.graphics.getDimensions()
if gvar.show_main_menue == false then
game.play(dt)
return
end
--game.play(dt)
for key,v in pairs(gvar.key_list) do
local action=glib.key_handler.handle_main_menue(key)--get key callbacks
if action["menue_idx_change"] ~= nil then
if gvar.key_timer+0.2 < love.timer.getTime() then
gvar.main_menue_item = gvar.main_menue_item+ action["menue_idx_change"][2]
if gvar.main_menue_item <1 then gvar.main_menue_item = 1 end
if gvar.main_menue_item>4 then gvar.main_menue_item = 4 end
print(gvar.main_menue_item)
gvar.key_timer = love.timer.getTime()
end
end
-- main menu action handling
if action["selected_item"]~= nil then
gvar.show_main_menue = false
--menue item switcher
if gvar.main_menue_item == 1 then--new game
game.new()
gvar.fov_recompute=true
elseif gvar.main_menue_item == 2 then--load game
gvar.map={}
gvar.entities={}
if glib.data_loader.load_game() == false then
gvar.show_main_menue = true
else
gvar.fov_map=glib.fov_functions.compute_fov(gvar.map)
end
elseif gvar.main_menue_item == 3 then
gvar.show_main_menue = true
else
love.event.quit()
end
end
if action["exit"]~= nil then
love.event.quit()
end
end
end
function game.draw()
--love.graphics.rectangle("fill",player.x,player.y,tile_size,tile_size)
glib.renderer.render_all(gvar.entities,gvar.map,gvar.constants.scr_width,gvar.constants.scr_height)
if gvar.fov_recompute==true then
glib.fov_functions.compute_fov(gvar.map)
gvar.fov_recompute = false
end
end
--default key list to check
function game.keyHandle(key,s,r,pressed_)
if pressed_ == true then
gvar.key_list[key] = true
gvar.last_key=key
else
gvar.key_list[key] = nil
end
end
function game.MouseHandle(x,y,btn)
gvar.clicked = true
gvar.click_pos = {x,y}
end
function game.MouseMoved(mx,my)
gvar.mouse_coords={mx,my}
end
function game.TextInput(text)
if gvar.save_text == true then
gvar.text_content=gvar.text_content..text
print(gvar.text_content)
else
print(text)
end
end
return game