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492 Commits
v0.2.0 ... main

Author SHA1 Message Date
Kazhnuz Klappsthul 7fd8db592d Merge pull request 'feat/rebrand' (#77) from feat/rebrand into master
Reviewed-on: birb/birb-engine#77
2022-08-13 16:37:22 +02:00
Kazhnuz Klappsthul a5f075d5d2 chore: rename modules/ to scenes/ 2022-08-13 12:43:49 +02:00
Kazhnuz Klappsthul c64b9a42b7 vscode: update globals 2022-08-12 10:59:14 +02:00
Kazhnuz Klappsthul 5ab63a145a chore: update readme and changelog 2022-08-12 10:59:03 +02:00
Kazhnuz Klappsthul 6d3c8de013 chore: rename the birb/ folder to framework/ 2022-08-12 10:50:42 +02:00
Kazhnuz Klappsthul d5f446f4ed improvement: use the framework namespace 2022-08-12 10:46:22 +02:00
Kazhnuz Klappsthul 69a567e4c2 Merge pull request 'Rebase on Radiance' (#71) from wip/radiance-rebase into master
Reviewed-on: birb/birb-engine#71
2022-08-12 10:37:34 +02:00
Kazhnuz Klappsthul f3d175266b wip: basic fix for plateform
The real fix will be done when exemples will be reworked from scratch
2022-08-12 10:36:24 +02:00
Kazhnuz Klappsthul f9b936a726 fix(world): fix hitbox type 2022-08-10 19:19:22 +02:00
Kazhnuz Klappsthul 3cb6c61cac fix(plateform): us right function for hitboxes 2022-08-10 19:18:04 +02:00
Kazhnuz Klappsthul eec43a522e fix(tiled): use the sti in the wrapper 2022-08-10 19:17:40 +02:00
Kazhnuz Klappsthul f892b1ce4e fix: add gamesystem as a top-level element 2022-08-10 19:17:24 +02:00
Kazhnuz Klappsthul de08fbd56b fix(textmenu): better scene loading 2022-08-10 19:16:22 +02:00
Kazhnuz Klappsthul 4722b734ed fix: do not load datapack if there isn't any 2022-08-10 19:15:38 +02:00
Kazhnuz Klappsthul a315fcebb5 fix: remove stuff removed from Radiance's birb 2022-07-28 17:31:33 +02:00
Kazhnuz Klappsthul 5178ee0020 wip: other radiance stuff 2022-07-27 21:57:34 +02:00
Kazhnuz Klappsthul c3179dcf9d fix: fix main menu 2021-12-05 12:26:58 +01:00
Kazhnuz Klappsthul 8c4bcc70d5 improvement: add a function to get current scene 2021-12-05 12:23:49 +01:00
Kazhnuz Klappsthul 2974d94df4 fix: load right menus from gui package 2021-12-04 14:12:17 +01:00
Kazhnuz Klappsthul fff87e8ebb fix: fix gametime 2021-12-04 14:12:01 +01:00
Kazhnuz Klappsthul b8ac8e7d51 fix: do not load databack if there isn't a list 2021-12-04 14:09:51 +01:00
Kazhnuz Klappsthul b670e456e4 fix: add data index 2021-12-04 13:52:59 +01:00
Kazhnuz Klappsthul 43f7277dab feat: re-add gamesystem 2021-12-04 13:46:28 +01:00
Kazhnuz Klappsthul a4045ba456 chore: use Radiance launchers 2021-12-04 13:46:20 +01:00
Kazhnuz Klappsthul c5c8897aa6 improvement: use Radiance's birb 2021-12-04 13:18:54 +01:00
Kazhnuz Klappsthul 8ade1a1f93 improvement: replace with Birb version of Radiance 2021-12-04 13:18:32 +01:00
Kazhnuz Klappsthul f347f47aab fix: port the option menu to the new menusystem 2021-01-30 09:19:37 +01:00
Kazhnuz Klappsthul e8b796f978 fix: port to the new menusystem the pause menu 2021-01-30 09:19:22 +01:00
Kazhnuz Klappsthul 150aad86f1 fix: port mainMenu to the new Scene:start() API 2021-01-30 09:18:59 +01:00
Kazhnuz Klappsthul baa5a24ce6 fix: initial ports of the basic scenes 2021-01-30 09:18:07 +01:00
Kazhnuz Klappsthul 8f1c326e6a fix: reset view on page change 2021-01-29 21:54:34 +01:00
Kazhnuz Klappsthul f8910aefa4 feat(textwidget): label replacement 2021-01-24 15:44:24 +01:00
Kazhnuz Klappsthul af6ceef38d improvement: add a way to start a scene after init 2021-01-24 15:44:07 +01:00
Kazhnuz Klappsthul d3350e3938 feat: add a way to apply volume 2021-01-24 15:43:46 +01:00
Kazhnuz Klappsthul 99952487a9 fix: port main menu to textmenu 2021-01-23 18:31:40 +01:00
Kazhnuz Klappsthul 870a4f7118 feat: add a basic text menu 2021-01-23 18:30:45 +01:00
Kazhnuz Klappsthul 772becc1a8 feat(textwidget): extend API 2021-01-23 18:30:30 +01:00
Kazhnuz Klappsthul 92c10440a1 fix: search global asset only if there is no local 2021-01-23 11:28:40 +01:00
Kazhnuz Klappsthul e5d8e699bc feat(asset): fail when an asset doesn't exist 2021-01-17 12:44:40 +01:00
Kazhnuz Klappsthul b22cc2159f feat: add a fail log function 2021-01-17 12:44:25 +01:00
Kazhnuz Klappsthul 0f4b6daf73 feat: add padding to text widgets 2020-12-05 21:20:20 +01:00
Kazhnuz Klappsthul 72829eb02a feat: add multi-label support in text widget 2020-12-05 09:27:40 +01:00
Kazhnuz Klappsthul 49509001ab feat: add asset access to widgets 2020-12-05 09:23:46 +01:00
Kazhnuz Klappsthul 93bbf56047 chore: port the main menu to the new system 2020-12-05 09:02:42 +01:00
Kazhnuz Klappsthul abfda56b14 feat: give the menu name to widgets 2020-12-05 09:02:22 +01:00
Kazhnuz Klappsthul 3ae96e4cfc feat: add a page system to menus 2020-12-05 09:01:41 +01:00
Kazhnuz Klappsthul e2d029ab0f feat: add a function to get a menu 2020-12-04 20:55:01 +01:00
Kazhnuz Klappsthul bb6cf14437 chore:move around menus sub-objects 2020-12-04 13:16:32 +01:00
Kazhnuz Klappsthul a72dfc0711 feat: refactor most menus 2020-12-04 12:57:24 +01:00
Kazhnuz Klappsthul 7e697c3628 feat: add drawWidget
Let the widget handle if its selected or not
2020-12-04 12:55:48 +01:00
Kazhnuz Klappsthul 37fc1fc9be feat: add a selected color for text widgets 2020-12-04 12:54:57 +01:00
Kazhnuz Klappsthul 4ff85e2cc1 feat: add views for 1D and 2D menus 2020-12-04 12:00:43 +01:00
Kazhnuz Klappsthul 89bbf5fff2 feat: add a getter for selected widget 2020-12-04 12:00:28 +01:00
Kazhnuz Klappsthul 876d30671d feat(math): add a basic wrap and limit function 2020-12-04 11:59:32 +01:00
Kazhnuz Klappsthul 12b4b3fbc1 feat(menumodel): add a widget limit 2020-11-29 12:50:07 +01:00
Kazhnuz Klappsthul a3e2da3972 fix(menumodel): fix for loop 2020-11-29 12:43:52 +01:00
Kazhnuz Klappsthul b1cd9a6683 chore: refactor widget list in a menumodel class 2020-11-28 18:32:49 +01:00
Kazhnuz Klappsthul d9b8b71672 chore: separate widgets into three files 2020-11-28 15:27:25 +01:00
Kazhnuz Klappsthul 7e7cfe3763 chore: create a generic guiElement 2020-11-28 14:17:48 +01:00
Kazhnuz Klappsthul dca462803f chore: make the code more readable in menumanager 2020-11-27 19:35:00 +01:00
Kazhnuz Klappsthul 74d8e904b2 chore: put all menus in their own subfolder 2020-11-27 17:00:39 +01:00
Kazhnuz Klappsthul 4b66d15014 chore: port actors to rect and box 2020-11-27 16:03:07 +01:00
Kazhnuz Klappsthul 82cf59588a chore: port menu to rect 2020-11-27 16:02:54 +01:00
Kazhnuz Klappsthul e58f197049 feat: initial version of physical entities for 3D 2020-11-27 16:02:39 +01:00
Kazhnuz Klappsthul cf1928444f fix: remove some problems in point and rects 2020-11-27 16:02:21 +01:00
Kazhnuz Klappsthul fb55c9e706 chore: extract shapes from actor3D 2020-11-27 11:15:57 +01:00
Kazhnuz Klappsthul c3ee812d1a chore: put automove in physics mixin
Fixes #54
2020-11-26 21:08:29 +01:00
Kazhnuz Klappsthul dcc2965431 chore: simplify hitbox applciation 2020-11-26 20:54:16 +01:00
Kazhnuz Klappsthul 9eb0d321c8 chore: improve semantics
- Use "apply" when you apply collision, and not check
- Use "AtPoint" when you check at a point
2020-11-26 20:41:02 +01:00
Kazhnuz Klappsthul b2623cdb6a chore: refactor hitbox adding 2020-11-26 20:29:59 +01:00
Kazhnuz Klappsthul f30fc6346d chore: initialize the hitbox with the physics 2020-11-26 20:18:26 +01:00
Kazhnuz Klappsthul 9993221e0d improvement: use directly a table for box attr 2020-11-26 20:16:19 +01:00
Kazhnuz Klappsthul b071547630 chore: let the hitbox handle the scaling 2020-11-26 20:12:05 +01:00
Kazhnuz Klappsthul 92c08e30ee chore: pack and unpack the coordinates
It'll allow us to unify the hitbox loading system
2020-11-26 19:41:13 +01:00
Kazhnuz Klappsthul 79902a097f chore: extract physics as a mixins
Fixes #52
2020-11-26 19:16:15 +01:00
Kazhnuz Klappsthul 5393d16007 chore: divide simple target into mixins 2020-11-26 18:40:25 +01:00
Kazhnuz Klappsthul b97d320dc7 chore: prepare for division in mixins 2020-11-25 13:30:10 +01:00
Kazhnuz Klappsthul 730d89a76c feat: add basic reusable 2D objects
Fixes #51
2020-11-25 13:29:27 +01:00
Kazhnuz Klappsthul 124a228d3b feat: add a 3D middle point function 2020-11-25 13:02:11 +01:00
Kazhnuz Klappsthul 5837fd8b51 feat: add a global asset system 2020-11-13 19:11:09 +01:00
Kazhnuz Klappsthul c5c9f040bc chore: add asset types to their own folders 2020-11-13 17:51:12 +01:00
Kazhnuz Klappsthul 3b1097c917 chore: make SFX a soundObject too 2020-11-13 17:43:28 +01:00
Kazhnuz Klappsthul fed8ab4662 fix: make unintented local variables globals 2020-11-09 16:01:08 +01:00
Kazhnuz Klappsthul 6a66cff503 fix: fix missing vars 2020-11-09 15:59:57 +01:00
Kazhnuz Klappsthul 77311a803b fix: fix function getActorsInRect 2020-11-09 15:59:05 +01:00
Kazhnuz Klappsthul 982be45f1a fix: add globals 2020-11-09 15:58:30 +01:00
Kazhnuz Klappsthul 6bac6704f5 fix: use the right dimensions for fading 2020-08-09 15:06:25 +02:00
Kazhnuz Klappsthul e8e75ac4db improvement: manage music via core.music
Fix #43
2020-08-09 14:51:52 +02:00
Kazhnuz c946e582bd improvement(options): have default options in conf.lua 2020-05-10 14:21:45 +02:00
Kazhnuz 9a0db953ba feat(debug): add basic loggin framework 2020-05-10 14:06:20 +02:00
Kazhnuz 92cbda69a1 fix(actors): replace deprecated functions after the sprite transition 2020-05-10 11:38:50 +02:00
Kazhnuz 8b3a5f1f0c chore: extract the sprite of the actor 2020-05-10 11:14:51 +02:00
Kazhnuz b12108a260 Merge branch 'birb-refactor' of game-projects/gamecore into master 2020-04-05 18:54:33 +02:00
Kazhnuz f843d4f550 fix: use right names on conf file 2020-04-05 18:49:40 +02:00
Kazhnuz 5575b90271 meta: adapt readme 2020-04-05 18:48:57 +02:00
Kazhnuz ccbff45f21 meta: add the big changes to new version 2020-04-05 18:43:20 +02:00
Kazhnuz 9f4c057a27 chore: place the birb core in a separate folder 2020-04-05 18:39:08 +02:00
Kazhnuz b98e8dd291 fix: use the right option music name in exemples 2020-04-05 18:21:36 +02:00
Kazhnuz 4cedf30bfd chore: separate the exemple project 2020-04-05 18:18:13 +02:00
Kazhnuz d59fe10927 meta: rename as birb 2020-04-05 15:46:56 +02:00
Kazhnuz a83dceee80 feat(utils): add drawBorder function to utils 2019-11-14 19:50:26 +01:00
Kazhnuz ad295bf9c9 feat(fonts): add filter info functions 2019-09-23 13:51:53 +02:00
Kazhnuz 84919719f8 feat(exemple): add a transition when a scene is selected 2019-09-08 16:23:42 +02:00
Kazhnuz 4b24579070 feat(scenes): handle scene transitions 2019-09-08 16:23:30 +02:00
Kazhnuz 8385a69636 feat(screen): add screen transitions 2019-09-08 16:23:12 +02:00
Kazhnuz a1afa0821c feat(timer): add variable interpolation support via tween.lua 2019-09-08 16:18:32 +02:00
Kazhnuz 02bc52a49b feat(timer): add a switch system 2019-09-08 14:21:21 +02:00
Kazhnuz 8290fbb8d2 improvement(actors): use the new timers modules 2019-09-08 12:57:13 +02:00
Kazhnuz ab3d9abf9f feat(modules): new Timers modules 2019-09-08 12:56:59 +02:00
Kazhnuz eccaf77687 feat(example): add a respawn timer 2019-09-08 12:34:16 +02:00
Kazhnuz e40ea3cfab feat(modules): make modules loadable directly from core object 2019-09-08 12:24:57 +02:00
Kazhnuz c339129566 feat(screen): add scissoring functions 2019-09-07 21:53:14 +02:00
Kazhnuz 8e000dbc44 fix(input): improve key flushing 2019-09-07 21:51:20 +02:00
Kazhnuz 47c6bab698 fix(world): link the player to the right input source 2019-09-07 21:34:52 +02:00
Kazhnuz 8d524fb4db fix(input): fix a missing mention of "source" 2019-09-07 21:06:08 +02:00
Kazhnuz 077b1151f1 feat(world/cam): add a way to lock the camera 2019-09-07 21:04:35 +02:00
Kazhnuz 0fecc3a431 chore(actors/gfx): rework the gfx system to use animationEnded callback 2019-09-07 21:00:35 +02:00
Kazhnuz 60390ed1a7 feat(assets/animator): send the callback when the animation end 2019-09-07 20:59:44 +02:00
Kazhnuz e6f0315a8c feat(actors): listen to animationEnded callback from sprite clones
Fixes #38
2019-09-07 20:53:22 +02:00
Kazhnuz 76fb15f862 feat(assets/animator): handle sending callbacks when animation end 2019-09-07 20:52:20 +02:00
Kazhnuz f61f529302 fix(assets/animator): make sure that pauseAtEnd works as intended
Fixes #37
2019-09-07 20:46:00 +02:00
Kazhnuz 3a696ee58c fix(boxes/textured): use the right texture name
Fixes #40
2019-09-07 20:40:03 +02:00
Kazhnuz 77670d8ec0 fix(boxes): make sure that invisible f3D boxes are really invisibles 2019-09-07 20:38:41 +02:00
Kazhnuz b5059e848a fix(world): propagate maptype variables to the parent
Fixes #39
2019-09-07 20:36:06 +02:00
Kazhnuz b167c45530 fix(world3D): use the right variable name for creationID
Fixes #36
2019-09-07 20:32:21 +02:00
Kazhnuz ca721ec8ac feat(camera+map): add a way to add padding to map limits 2019-07-26 11:53:10 +02:00
Kazhnuz 9ea2d2ca40 feat(world): add a wrapper for maps new "getBox()" function 2019-07-26 11:43:54 +02:00
Kazhnuz 2da2ffd538 fix(game): replace love.filesystem.exists by utils.filesystem.exists 2019-07-24 15:24:06 +02:00
Kazhnuz 3e907b69d7 feat(core/input): extract virtualpads from the input controller 2019-07-24 15:22:04 +02:00
Kazhnuz 2e3fd587c0 chore: port every print to new debug mode 2019-07-24 11:21:32 +02:00
Kazhnuz 70d5fdfd8c chore: activate debug mode by default 2019-07-24 11:21:22 +02:00
Kazhnuz 4e9923b2ea feat(core): add a way to activate easily debug mode directly 2019-07-24 11:21:12 +02:00
Kazhnuz 543247e721 feat(core/debug): add log functions 2019-07-24 11:19:10 +02:00
Kazhnuz 88526282ea feat: add default gamesystem uses inside mainmenu 2019-07-24 10:44:03 +02:00
Kazhnuz df274f9dd0 feat: add default gamesystem 2019-07-24 10:43:41 +02:00
Kazhnuz e068acbc7b feat: add a basic gamesystem modules 2019-07-24 10:43:22 +02:00
Kazhnuz d8c0e62190 chore(world): extract map module from the world module
Fix #35
2019-07-22 22:38:19 +02:00
Kazhnuz 303b6a7184 meta: release 0.6.0 2019-07-20 18:08:58 +02:00
Kazhnuz 25e1257cf2 fix(meta): some changelog minor fixes 2019-07-20 18:07:31 +02:00
Kazhnuz 91d7284775 improvement(action3D): remove hitbox drawing) 2019-07-20 17:58:15 +02:00
Kazhnuz 215aed8684 feat(action3D): add player multiple hitboxes 2019-07-20 17:57:46 +02:00
Kazhnuz dd15c329c8 fix(action3D): fix coin position 2019-07-20 17:47:21 +02:00
Kazhnuz eb88c017ea feat(action3D): add collision between coin and player actors 2019-07-20 17:46:56 +02:00
Kazhnuz 54167f8a77 feat(action3D): add coin actor 2019-07-20 17:46:40 +02:00
Kazhnuz 1a5abfeaac feat(world): add a 3D gfx object 2019-07-20 17:45:51 +02:00
Kazhnuz 1d74beb263 improvement(action3D): make action3D wall objects consumes mapped-boxes 2019-07-20 17:11:28 +02:00
Kazhnuz 2ef5c01f47 feat(boxes): add sti-mapped boxes 2019-07-20 17:10:58 +02:00
Kazhnuz 7d65359230 feat(boxes): add a way to make basic boxes invisible 2019-07-20 17:10:40 +02:00
Kazhnuz 3e26d9a769 fix(boxes): make sure that the textured boxes doesn't have lines 2019-07-20 17:09:57 +02:00
Kazhnuz cbebb16c46 feat(action3D): add box objects 2019-07-20 16:55:06 +02:00
Kazhnuz 107b75c3ed feat(assets): add box assets 2019-07-20 16:54:48 +02:00
Kazhnuz 56c64baba5 fix(boxes): make textured boxes available 2019-07-20 16:54:14 +02:00
Kazhnuz eb751807f4 fix(boxes): correctly load textured boxes' textures 2019-07-20 16:53:58 +02:00
Kazhnuz c53e91a564 feat(world3D): add a way to adapt y position from tiled 2019-07-20 16:53:20 +02:00
Kazhnuz 27773ad8d6 fix(world): don't draw unused objectlayers 2019-07-20 10:25:25 +02:00
Kazhnuz b5be7e58a3 fix(plateformer): use the right path for plateformer example 2019-07-20 10:24:09 +02:00
Kazhnuz 93c4f5251d feat: add better credits 2019-07-20 10:20:26 +02:00
Kazhnuz 79f38a2585 improvement: update assets credits 2019-07-20 10:12:05 +02:00
Kazhnuz 7e91bf406d chore(examples): put together all assets. 2019-07-20 09:57:00 +02:00
Kazhnuz 90d0892b7e feat(boxes): add a textured box 2019-07-19 18:48:42 +02:00
Kazhnuz 4e366051c4 improvement(boxes): only use one texture for boxes instead of two 2019-07-19 18:48:15 +02:00
Kazhnuz afbbf50539 improvement(action3D): add boxes 2019-07-16 16:37:32 +02:00
Kazhnuz c04d9f3ba1 feat(world3D): allow creating collision from their top side 2019-07-16 10:53:36 +02:00
Kazhnuz 22c8617717 feat(examples): add a big fake3D map example 2019-07-16 10:53:02 +02:00
Kazhnuz 542f9c6bac improvement(core): activate vsync by default.
Fix #28
2019-07-15 10:27:55 +02:00
Kazhnuz 26ff29b8aa Merge branch 'fix-cameras' of game-projects/gamecore into master 2019-07-15 10:17:21 +02:00
Kazhnuz a48308ae40 meta: update CHANGELOG 2019-07-15 10:13:51 +02:00
Kazhnuz 932ec26283 improvement(boxes): don't export as a texture the shadow canvas
As now the canvas drawing isn't affected by the transform, it should be 
safe to not export it as a texture anymore.
2019-07-15 10:11:11 +02:00
Kazhnuz 79aff589b9 fix(camera): remove test reticule 2019-07-15 10:09:54 +02:00
Kazhnuz 2f7d313ab9 fix(camera): fix tearing and heavy pixelisation in zoom mode
Currently, the canvas was created at render size and elements where 
resized inside. Work a bit differenlty, by creating a canvas that have 
the view "true" size (meaning the scaled size), and draw everything at 
1:1 size inside. Then, when drawing the view canvas, resize the whole 
canvas at the multiplication of both scaling.
2019-07-15 10:04:06 +02:00
Kazhnuz f2cabff81c chore(camera): improve comments 2019-07-14 23:15:30 +02:00
Kazhnuz f9a268a51a improvement(camera): make getViewsDimensions a wrapper around a camutil 2019-07-14 23:12:22 +02:00
Kazhnuz 7376d75aeb chore(camera): simplify view system
Remove view.cam and view.pos
2019-07-14 22:59:58 +02:00
Kazhnuz 7ec715850c chore(camera): remove unused functions 2019-07-14 22:53:55 +02:00
Kazhnuz 81dd584e11 improvement(camera): use a new canvas-based view system 2019-07-14 22:49:27 +02:00
Kazhnuz 35433b273d chore(camera): remove hump.camera 2019-07-14 18:57:50 +02:00
Kazhnuz c7e2f2daca fix(baseworld): draw all map layer instead of using map:draw()
It allow us to use the exact same transform for map and actors
2019-07-14 18:51:00 +02:00
Kazhnuz f48de0e9bd improvement(camera): manually attach the view instead of using hump func 2019-07-14 18:48:25 +02:00
Kazhnuz 6947d2f3f2 fix(camera): fix onscreen coordinates by using new core.screen func 2019-07-14 18:41:13 +02:00
Kazhnuz fb428b45c3 chore(camera): put the view algorithm in a "utils" file 2019-07-14 18:35:33 +02:00
Kazhnuz e4b89ddd31 chore(camera): split camera into a specific folder 2019-07-14 18:28:29 +02:00
Kazhnuz 1c8c2d6937 feat(screen): add a way to get coordinate and scale 2019-07-14 15:51:58 +02:00
Kazhnuz 208c523248 fix(camera): fix map not being clipped in split mode
Fixes #29
2019-07-13 00:29:43 +02:00
Kazhnuz fafaa3fe49 fix(camera): remove scissoring from the hump camera library used 2019-07-13 00:26:16 +02:00
Kazhnuz 443b8c0e1c improvement(examples): put menu examples after gameplay examples 2019-07-12 23:52:49 +02:00
Kazhnuz fbe5d56b4d fix(examples): add missing translations 2019-07-12 23:51:51 +02:00
Kazhnuz 98103a8d48 improvement(example): rename topdown example 2019-07-12 23:48:57 +02:00
Kazhnuz 6ee3a910f6 feat(examples): Add tests for all player number and camera mode 2019-07-12 23:42:25 +02:00
Kazhnuz f9ba042089 feat(examples): add a way to add argument to examples scenes in mainmenu 2019-07-12 23:35:04 +02:00
Kazhnuz a7821e8f48 improvement(examples): remove basic examples
They weren't a good demonstration of actual use of the engine, as they 
were just some quick test created at the beggining. So long, basic 
examples.
2019-07-12 23:30:32 +02:00
Kazhnuz ee6ac56eea feat(examples): make player number and camera mode customizable 2019-07-12 23:28:06 +02:00
Kazhnuz 342d073572 fix(world3D): dont attribute the getVisibleActor() function to baseworld 2019-07-12 23:22:03 +02:00
Kazhnuz 242e916d4b fix(actor2D): remove an erroneous call to Actor3D 2019-07-12 23:18:01 +02:00
Kazhnuz 696360ac30 Merge branch 'world-fake3D' of game-projects/gamecore into master 2019-07-06 18:13:51 +02:00
Kazhnuz 0993f1e8bb fix(boxes): remove some test print. 2019-07-06 18:02:53 +02:00
Kazhnuz a3b0f47127 feat(actor3D): cast shadow below the actor. 2019-07-06 18:00:00 +02:00
Kazhnuz c043bb8ecf feat(actor3D): add zSorting support 2019-07-01 18:06:25 +02:00
Kazhnuz 5bdb275b8a feat(actor3D): add a basic 3D box drawing system for 3D actors 2019-07-01 17:00:55 +02:00
Kazhnuz cdddc79973 feat(moveplayer3D): add sprite direction 2019-07-01 14:18:04 +02:00
Kazhnuz 940cb1b41f improvement(camera): use the shape system to control the camera. 2019-07-01 14:15:10 +02:00
Kazhnuz c06f1c49aa feat(world3D): add a visible shape system to handle better visiblity
Actor2D also have a shape, in order to use them in other functions.
2019-07-01 14:13:26 +02:00
Kazhnuz ddebdba2e8 fix(moveplayer3D): use ground speed instead of xsp for animations 2019-07-01 10:50:21 +02:00
Kazhnuz cf04a16c84 fix(actor3D): improve sprite drawing in fake3D worlds 2019-07-01 09:57:45 +02:00
Kazhnuz 9639524abe Merge branch 'world-fake3D' of https://git.chlore.net/game-projects/gamecore into world-fake3D 2019-06-30 22:05:08 +02:00
Kazhnuz 1ee0b77b50 feat(examples): add sprite support in moveplayer3D 2019-06-30 22:05:02 +02:00
Kazhnuz 5f5b4da9c5 fix(actor3D): fix checkGround not trying the right coordinate 2019-06-30 22:04:30 +02:00
Kazhnuz fc32ce43f5 fix(actor3D): fix checkGround not trying the right coordinate 2019-06-30 22:04:01 +02:00
Kazhnuz 30a0d59a41 improvement(examples): register the fake3D example 2019-06-30 17:10:29 +02:00
Kazhnuz 0687bc4cfe feat(examples): add an initial fake3D example based on moveplayer 2019-06-30 17:10:16 +02:00
Kazhnuz 2004efa558 feat(world): add initial fake3D world implementation 2019-06-30 17:07:58 +02:00
Kazhnuz a60058522b chore(baseworld): make drawing reordering part of getVisibleActors(id) 2019-06-30 17:07:03 +02:00
Kazhnuz ce48e451c1 Merge branch 'new-cameras' of game-projects/gamecore into master 2019-06-29 21:53:57 +02:00
Kazhnuz b558650d00 feat(camera): add more camera types 2019-06-29 18:42:38 +02:00
Kazhnuz 57446b89a3 fix(utils): fix some glitch in utils.table.sum 2019-06-29 14:02:03 +02:00
Kazhnuz 49558ac6e4 Merge branch 'new-cameras' of https://git.chlore.net/game-projects/gamecore into new-cameras 2019-06-29 11:49:57 +02:00
Kazhnuz 4cb3a7a105 feat(loveutils): add basic table functions 2019-06-29 11:49:48 +02:00
Kazhnuz 91fc55555f feat(camera): make the camera support multiple "mode" 2019-06-29 11:32:42 +02:00
Kazhnuz 392fa80986 feat(camera): make the camera support multiple "mode" 2019-06-29 11:25:40 +02:00
Kazhnuz a31eae5c24 Merge branch 'world-cleanup' of game-projects/gamecore into master 2019-06-29 10:52:17 +02:00
Kazhnuz e7c7aa1f79 fix(world): rename some instance of BaseWorld in world2D 2019-06-28 11:54:34 +02:00
Kazhnuz e6c2af5429 feat(world): make object creation more customizable by worlds 2019-06-28 10:06:38 +02:00
Kazhnuz 369e0ceec0 improvement(actor): put hitbox functions that make sense in baseactor 2019-06-28 08:43:01 +02:00
Kazhnuz b4f3008552 improvement(actor): put physics functions that make sense in baseactor 2019-06-27 22:14:12 +02:00
Kazhnuz ff78a6ecfe improvement(actor): put gravity that make sense functions in baseactor 2019-06-27 22:02:47 +02:00
Kazhnuz 10bbd5fd84 improvement(actor): merge most physics initialisation 2019-06-27 21:56:02 +02:00
Kazhnuz 049213000a improvement(world): separate future position and friction from autoMove 2019-06-27 21:29:49 +02:00
Kazhnuz c57f372648 chore(world): improve separation between bodies and actors in code 2019-06-27 21:22:33 +02:00
Kazhnuz 7cce6ea99f improvement(world): separate queryRect into 2 functions 2019-06-27 21:20:54 +02:00
Kazhnuz f68e300019 feat(hitbox): add a way to advertise an hitbox as main hitbox 2019-06-27 21:15:57 +02:00
Kazhnuz 81c7dc7cd4 Merge branch 'simpler-gravity' of game-projects/gamecore into master 2019-06-27 21:06:05 +02:00
Kazhnuz 0a66082e99 chore(actor2D): group gravity functions together 2019-06-27 21:05:23 +02:00
Kazhnuz e916c28630 fix(actor2D): simplify gravity system by not handling x by default 2019-06-27 21:03:34 +02:00
Kazhnuz 9f66df8537 fix(actor2D): let hitboxes handle themselves 2019-06-27 20:46:21 +02:00
Kazhnuz b7344a8973 fix(actor2D): fix a function being put in the wrong object 2019-06-27 20:38:15 +02:00
Kazhnuz 961c7816c1 Merge branch 'new-hitbox-system' of game-projects/gamecore into master 2019-06-23 15:54:18 +02:00
Kazhnuz cace01cf3a feat(world): add a way to check every hitbox collisions 2019-06-23 15:53:51 +02:00
Kazhnuz 89b2ffe483 feat(world): add a way to automatically load hitbox from a file 2019-06-23 15:45:34 +02:00
Kazhnuz 3fd8d2fecc fix(hitboxes): reset colors after the hitbox is drawn. 2019-06-23 15:44:46 +02:00
Kazhnuz 41cbf40890 fix(examples): call the right function in movable player example 2019-06-23 15:41:30 +02:00
Kazhnuz eafc266544 fix(baseworld): make baseworld not crash when a body is loaded 2019-06-23 15:39:57 +02:00
Kazhnuz 3314f1e3f9 improvement(actor): ignore by default collision with actor own hitboxes 2019-06-23 15:32:25 +02:00
Kazhnuz 5c5b3eed34 fix(assets): add "return" call that were forgotten 2019-06-23 15:29:08 +02:00
Kazhnuz dca4ece7fe feat(assets): add a new getCurrentAnimation function 2019-06-23 15:25:56 +02:00
Kazhnuz 6fb3fecc95 feat(assets): add more wrapper around sprite functions in BaseActor 2019-06-23 14:27:07 +02:00
Kazhnuz 531f3c5803 feat(assets): add more wrapper around animator functions in Sprite 2019-06-23 14:25:02 +02:00
Kazhnuz 8a5692c1a1 feat(assets): add a way to get current relative frame
This function return the current frame relative to the first frame of 
the current animation
2019-06-23 14:23:51 +02:00
Kazhnuz a3b6bcd499 feat(world): add a frame hitbox data structure to process
It'll allow us to create a way to process everyframe of an animation and 
change hitbox according to the animation.

It should especially simplify the creation of battle system.
2019-06-23 10:19:01 +02:00
Kazhnuz f88c7f49e4 feat(world): add multiple hitbox support on actor2D 2019-06-22 22:11:22 +02:00
Kazhnuz c553dfafa3 feat(examples): add ducking in plateforming example
Show how we can now modify in action an hitbox without glitching it
2019-06-22 20:17:36 +02:00
Kazhnuz b770253cb5 fix(examples): adapt to the new hitbox system 2019-06-22 19:28:28 +02:00
Kazhnuz 8c1e9d8e05 feat(world): initial support for external hitbox
For the moment it doesn't add any real feature, but it allow the 
mainHitbox to be an external object to the actor, giving to it more 
power.
2019-06-22 19:27:31 +02:00
Kazhnuz cb97c2ceee chore(world): prepate using an external hitbox object 2019-06-22 17:27:36 +02:00
Kazhnuz 2b1bdd0be5 improvement(world): separate bodies from actor management 2019-06-22 17:19:54 +02:00
Kazhnuz 241baad935 fix(world): remove a forgotten debug function 2019-06-21 20:06:58 +02:00
Kazhnuz 4547628ba5 Merge branch '0.5.1' 2019-06-21 18:57:43 +02:00
Kazhnuz ff38f7fe87 Merge branch '0.5.x' of https://git.chlore.net/game-projects/gamecore into 0.5.1 2019-06-21 18:55:31 +02:00
Kazhnuz 0b6101a398 meta: fix changelog 2019-06-21 18:53:53 +02:00
Kazhnuz 79c79d9613 Merge branch '0.5.1' of game-projects/gamecore into 0.5.x 2019-06-21 18:52:33 +02:00
Kazhnuz 664a2c7309 meta: publish 0.5.1 2019-06-21 18:51:41 +02:00
Kazhnuz 91019b2074 fix(world): use right camera internal coordinate
Fixes #15 and #17
2019-06-21 18:51:14 +02:00
Kazhnuz 408a71434f fix(world): use right camera internal coordinate
Fixes #15 and #17
2019-06-21 18:50:45 +02:00
Kazhnuz 3ced2dbef4 fix(world): separate getting data from the internal and advertised view
Use two functions instead of just one, one showing the actual dimensions 
of the internal "cam" (basically, the whole screen), and one showing the 
advertised displaced camera.

Fixes #16
2019-06-21 18:27:02 +02:00
Kazhnuz 80072d285a fix(examples): add missing HUD in one-player example 2019-06-21 17:11:32 +02:00
Kazhnuz fd1a05a9a8 meta: publish 0.5.0 2019-06-16 16:41:06 +02:00
Kazhnuz 9bc70a601f meta: update changelog 2019-06-16 16:37:47 +02:00
Kazhnuz 81015b011b feat(examples): add a pause menu in plateformer example 2019-06-16 16:37:22 +02:00
Kazhnuz b47e158126 feat(menusystem): add a function to deactivate assets when menu is active 2019-06-16 16:36:39 +02:00
Kazhnuz a227bbb033 feat(world): add a function to reset world 2019-06-16 16:33:29 +02:00
Kazhnuz fb35eca0fa feat(menusystem): add a way to deactivate world when activating the menu 2019-06-16 16:21:26 +02:00
Kazhnuz f7040d1854 feat(world): draw actors according to their depth
It allow us to draw some sprites always over some others.

Fixes #8
2019-06-16 10:24:30 +02:00
Kazhnuz 54b01b0d94 feat(world): add a creationID variable to keep track of actors ID 2019-06-16 10:08:59 +02:00
Kazhnuz e9f5731a34 meta: update CHANGELOG 2019-06-16 10:01:21 +02:00
Kazhnuz 61b3c29f6b improvement(world): only draw visible actors when a camera is active
It'll make the game less laggy. For the moment, no need to only update 
visible actors.

Fixes #14
2019-06-16 10:00:05 +02:00
Kazhnuz 65b0c74a06 feat(world): add a batchActor function activated by a bool in tiled
This way, you can add multiple actors with just one tiled object. It 
also bring better feature parity with Imperium Porcorum.

Fixes #10
2019-06-15 11:50:53 +02:00
Kazhnuz 4c2427bfd6 feat(world): add a drawHUD function to draw the current HUD
It is able to draw everything a player object want directly where it 
should go.

Fixes #3
2019-06-13 22:23:23 +02:00
Kazhnuz 6f59f1e732 refactor(examples): use updateStart(dt) and updateEnd(dt)
Allow to drop easily some instance of calling the parent's same function
2019-06-13 18:44:13 +02:00
Kazhnuz 1c879b2090 meta: update changelog 2019-06-13 18:40:10 +02:00
Kazhnuz 58b8c95d62 feat(actor): add *Start() and *End() functions 2019-06-13 18:39:09 +02:00
Kazhnuz 055ae92eb9 feat(scene): add *Start() and *End() functions.
Make the scene children able to add functions before or after 
everything.
2019-06-13 18:33:29 +02:00
Kazhnuz 5f5faddbd5 meta: add a changelog 2019-06-13 17:47:48 +02:00
Kazhnuz d8c0ce8f00 meta: add a code of conduct
Use the Contributor Covenant Code of Conduct
2019-06-11 19:48:56 +02:00
Kazhnuz 236184ce0c example/plateformer: also pause asset animation 2019-05-30 13:56:14 +02:00
Kazhnuz e475604c57 gamecore/assets: add activity handling functions 2019-05-30 13:54:39 +02:00
Kazhnuz 67cb930ae7 example/plateformer: add a basic pause button 2019-05-30 13:49:46 +02:00
Kazhnuz af96232d53 gamecore/input: fix two glitches in the key flushing system 2019-05-30 13:49:19 +02:00
Kazhnuz 80ef8b1a65 gamecore/world: add an activity system for the world 2019-05-30 13:37:55 +02:00
Kazhnuz e73d6804f5 gamecore/scenemanager: draw the world before drawing the scene 2019-05-30 13:37:30 +02:00
Kazhnuz 48aa0a3eab gamecore/scene: put world wrapper inside the scene 2019-05-30 13:27:41 +02:00
Kazhnuz df4d264c21 gamecore/scenemanager: let the scene manager handle directly the world 2019-05-28 19:31:42 +02:00
Kazhnuz 23f17491ad gamecore/world: make the world registerable directly by itself 2019-05-28 19:28:05 +02:00
Kazhnuz 5e95099af9 examples/plateform: make coin drop sparkle gfx when taken 2019-05-06 20:45:13 +02:00
Kazhnuz 3de36cc77f examples/plateform: add sparkle asset 2019-05-06 20:44:53 +02:00
Kazhnuz fb4f438bf9 modules/world: add a generic gfx actor 2019-05-06 20:44:13 +02:00
Kazhnuz 7bdcdc5bfa modules/assets: add getDimensions() to tileset, sprite and animators 2019-05-06 20:43:51 +02:00
Kazhnuz 0ee3220559 modules/world: put the register and initPhysics functions in BaseActor 2019-05-05 21:56:55 +02:00
Kazhnuz de42087e51 modules/world: init hitbox before loading the parent new() function 2019-05-05 21:55:57 +02:00
Kazhnuz 2344bd5a9a modules/world: put non-hitbox related physics function in baseactor 2019-05-05 21:44:12 +02:00
Kazhnuz 1e42fac57c modules/world: refactor hitbox initialization outside of initPhysics 2019-05-05 21:29:49 +02:00
Kazhnuz 86b1368a6e modules/world: put solidity initialization into baseactor 2019-05-05 21:27:02 +02:00
Kazhnuz 11fcc4cf99 modules/world: refactor movement functions together 2019-05-05 21:25:25 +02:00
Kazhnuz 4b4b8b4e85 modules/world: refactor all cordinate functions together 2019-05-05 21:22:41 +02:00
Kazhnuz 6aa7fd6399 modules/world: use the setBounceFactor function in initPhysics 2019-05-05 21:18:54 +02:00
Kazhnuz 187f0286df modules/world: put the update functions in the baseactor 2019-05-05 21:04:00 +02:00
Kazhnuz 1d26588904 modules/world: put timers and sprites functions in the base actor 2019-05-05 21:01:54 +02:00
Kazhnuz 6225f1fb4e modules/world: put input functions in BaseActor 2019-05-05 20:51:26 +02:00
Kazhnuz cd62f9c7d1 modules/world: put basic initilisation in baseactor 2019-05-05 20:49:28 +02:00
Kazhnuz 1b5a2e9c6e modules/world: derive the Actor2D from the base actor 2019-05-05 20:30:39 +02:00
Kazhnuz 351b2a970a modules/world: initial draft of the base actor module 2019-05-05 20:30:25 +02:00
Kazhnuz d1a5bb9d39 modules/world: add a timer system to the actors 2019-05-05 20:13:19 +02:00
Kazhnuz 25a582821f modules/world: only check collision if the object isn't being destroyed 2019-05-05 19:50:33 +02:00
Kazhnuz a1ce249e00 module/world: take coin when the player collide to it 2019-05-05 19:46:13 +02:00
Kazhnuz dfc71eaebd module/world: add a function to destroy actor 2019-05-05 19:45:57 +02:00
Kazhnuz 146cfbed54 module/world: fix an oops 2019-05-05 19:36:21 +02:00
Kazhnuz e4b39a318e example/plateform: add coin object 2019-05-05 15:35:49 +02:00
Kazhnuz b41680fc8d example/plateform: add coin assets 2019-05-05 15:35:34 +02:00
Kazhnuz f71c3b3548 example/plateform: animate the player 2019-05-05 15:23:04 +02:00
Kazhnuz 53df3c125c modules/world: add more wrapper around sprites functions 2019-05-05 15:22:54 +02:00
Kazhnuz 782ff6a329 example/plateform: improve animation sprites 2019-05-05 15:22:21 +02:00
Kazhnuz 8445dd2e84 examples/plateformer : make the character clone its sprite 2019-05-05 13:18:06 +02:00
Kazhnuz 8d655f8049 modules/world: make the actors able to clone their sprite 2019-05-05 13:17:43 +02:00
Kazhnuz 174b51acfa modules/world: use checkCollisions to get if an object is on ground 2019-05-05 13:01:25 +02:00
Kazhnuz b80566b4ec modules/world: add a way to check collisions 2019-05-05 13:01:00 +02:00
Kazhnuz 977a735608 examples/plateformer: make the player able to jump 2019-05-02 20:10:41 +02:00
Kazhnuz 0d5068fdaa modules/world: add initial way to check if an entity is on ground 2019-05-02 20:10:31 +02:00
Kazhnuz f04d0c6b4e modules/world: initial gravity system 2019-05-02 19:51:43 +02:00
Kazhnuz adfa147b72 examples/moveplayer: fix camera2 having the wrong set of coordinate 2019-05-02 18:47:36 +02:00
Kazhnuz bbf8d02254 examples/moveplayer: add 4 players 2019-05-02 18:47:01 +02:00
Kazhnuz 56a269dd57 modules/world: work around Y invertion in the camera system 2019-05-02 18:46:44 +02:00
Kazhnuz b69ad095ee modules/world: make drawDebugViewBox function related to one view 2019-05-02 18:27:58 +02:00
Kazhnuz 5eed16bac4 modules/world: make local the vx and vy variables 2019-05-02 17:34:35 +02:00
Kazhnuz eddf66595c modules/world: attach and detach view just once 2019-05-02 17:21:48 +02:00
Kazhnuz aaf0b1882b modules/world: displace the map according to the view relative position 2019-05-02 16:21:24 +02:00
Kazhnuz 065a67a915 modules/world: add a function to get view relative position 2019-05-02 16:19:59 +02:00
Kazhnuz f1edd118ec modules/world: simplify limitView() by using utils.math.between() 2019-05-02 16:19:28 +02:00
Kazhnuz 8073951822 utils/math: add a function to return a value somewhere between two numbers 2019-05-02 16:18:12 +02:00
Kazhnuz c1cefa9f92 examples/moveplayer: use the new map 2019-05-01 17:22:04 +02:00
Kazhnuz c41930fca4 modules/world: automatize multiple character handling 2019-05-01 17:21:38 +02:00
Kazhnuz 767fddadfa examples/moveplayer: use a different map for the moveplayer example 2019-05-01 17:21:12 +02:00
Kazhnuz 40daa66eeb examples/moveplayer: add walls 2019-05-01 17:20:31 +02:00
Kazhnuz dd21878ee8 modules/world: add an initActors function 2019-05-01 16:25:44 +02:00
Kazhnuz 18d75f825c modules/world: separate map loading from level initialization 2019-05-01 14:36:40 +02:00
Kazhnuz 98fb57afaa modules/world: floor the coordinate for sprite drawing 2019-05-01 11:26:15 +02:00
Kazhnuz 257eec8290 modules/assets: add a way to determine ox and oy in tileset metadata 2019-05-01 11:24:41 +02:00
Kazhnuz 0fba67f212 modules/world: handle differently the coordinate system for 2D actors 2019-05-01 11:19:42 +02:00
Kazhnuz b754501102 examples/plateform: add basic sprite functions 2019-05-01 11:17:01 +02:00
Kazhnuz ce2a89b295 modules/world: fix scalling function
actually adding the scaling would be nice.
2019-05-01 11:16:37 +02:00
Kazhnuz 1a669029ea modules/world: add a basic sprite system for the Actor2D 2019-05-01 11:07:53 +02:00
Kazhnuz d908604dcb module/world: return camera coordinate in the right order 2019-05-01 10:39:19 +02:00
Kazhnuz a2d38a1ef4 module/world: make sure that the view doesn't go outside the world 2019-05-01 10:27:07 +02:00
Kazhnuz 1c167ba566 example/plateform: add asset loading 2019-04-29 21:23:51 +02:00
Kazhnuz 6dbbdc46dd example/moveplayer: remove playerid variable 2019-04-29 21:21:07 +02:00
Kazhnuz 1922a975e9 examples/gameplay: remove useless cameras 2019-04-29 16:40:56 +02:00
Kazhnuz fd78d083af modules/world: add a way to load objects from tiled 2019-04-29 16:40:44 +02:00
Kazhnuz 66041ff511 examples/gameplay: fix an oops in the wall actor 2019-04-29 16:37:01 +02:00
Kazhnuz a52abd0b97 examples/plateformer: add basic actors 2019-04-29 16:13:09 +02:00
Kazhnuz dacff225a2 examples: add cameras 2019-04-29 15:27:40 +02:00
Kazhnuz 00fe87f61d modules/world: invert player 1 and 2 cam in horizontal split mode 2019-04-29 15:10:02 +02:00
Kazhnuz 882f98bf40 modules/world: add a way to link the camera to an actor 2019-04-29 15:03:28 +02:00
Kazhnuz cc5de7d5ff modules/world: attach and detach the camera when drawing the map 2019-04-29 14:12:34 +02:00
Kazhnuz 1ba74a534d modules/world: scissor the view when attaching the camera 2019-04-29 14:12:04 +02:00
Kazhnuz bc0b1bb87b modules/world: initial functions to compute camera size and positionning 2019-04-29 13:58:13 +02:00
Kazhnuz 3c498f2d16 modules/world: add a basic view dimension system 2019-04-29 11:39:07 +02:00
Kazhnuz a046eb5a9c modules/world: add camera system to the world system 2019-04-29 11:21:41 +02:00
Kazhnuz ffac18d6a5 modules/world: add a way to get camera scale and view 2019-04-29 11:20:59 +02:00
Kazhnuz 06a5192b84 modules/world: fix a typo 2019-04-29 10:47:01 +02:00
Kazhnuz 699efeb2fb modules/world: add a view number limit 2019-04-29 10:42:43 +02:00
Kazhnuz 79ecdc822b modules/world: only attach view to camera if one is requested 2019-04-29 08:45:48 +02:00
Kazhnuz 9c3ef4ce65 modules/world: add initial basic camera system 2019-04-29 08:44:10 +02:00
Kazhnuz 977f427893 examples/plateformer: add assets for the player 2019-04-28 17:08:08 +02:00
Kazhnuz f321703260 examples: load the plateformer example 2019-04-28 17:07:53 +02:00
Kazhnuz d3a4809295 examples/plateformer: start as a basic sti loading example 2019-04-28 17:07:39 +02:00
Kazhnuz f90f89e728 examples: add batch asset files 2019-04-28 13:03:14 +02:00
Kazhnuz 116eb34aa2 modules/assets: initialize tilesets 2019-04-28 13:02:49 +02:00
Kazhnuz 5055f84320 modules/assets: add a basic batch importing system 2019-04-28 13:02:19 +02:00
Kazhnuz fc34cdc199 modules/world: set default collision mode to slide 2019-04-28 11:15:35 +02:00
Kazhnuz 5777d9463b modules/world: add a way to simply set bounceFactor in the Actor2D 2019-04-28 11:12:54 +02:00
Kazhnuz 6c2b308580 modules/world: add a way to change speed to collision normal 2019-04-28 11:09:55 +02:00
Kazhnuz 0d25dbd839 modules/world: add collision response system 2019-04-28 11:06:07 +02:00
Kazhnuz 7f8234b7f7 examples/gameplay: apply friction 2019-04-28 09:31:37 +02:00
Kazhnuz c43317bfe2 modules/world: add friction system to Actor2D 2019-04-28 09:31:10 +02:00
Kazhnuz 3ce567b113 modules/world: floor actor2D position when drawing it 2019-04-28 09:22:31 +02:00
Kazhnuz dcfa657f64 utils: add a simple function to substract a variable to another to zero 2019-04-27 22:04:18 +02:00
Kazhnuz ea5011642c modules/world: add a basic solidity system
It'll make easier the solidity system and will reserve custom filter to 
specific objects.
2019-04-25 17:54:51 +02:00
Kazhnuz 75eb198450 modules/world: fix an oops in Actor2D 2019-04-22 12:13:42 +02:00
Kazhnuz 90458757e5 modules/world: make hitbox drawing part of actor 2019-04-22 12:13:01 +02:00
Kazhnuz 05f62a6842 modules/world: make the move function return variables 2019-04-22 12:09:28 +02:00
Kazhnuz a25e178628 modules/world: make speed relative to dt 2019-04-22 12:02:52 +02:00
Kazhnuz 93f710e0b0 modules/world: add filter function 2019-04-22 11:58:00 +02:00
Kazhnuz c4ef90dcdf example/moveplayer: switch to bump2D world 2019-04-22 11:57:56 +02:00
Kazhnuz 42303da317 modules/world: fix movement functions for bump2D
The moveActor function is in bump2D a wrapper for the move function of
bump2D. But this function doesn't handle actual movement.

In order to make things samewise everywhere, let the actor handle actual
movement themselves.
2019-04-22 09:42:33 +02:00
Kazhnuz eac75df874 modules/world: don't access directly to the actors manager inside worlds 2019-04-22 09:36:29 +02:00
Kazhnuz ceb28eb445 modules/world: fix loading of baseworld in world2D 2019-04-22 08:35:07 +02:00
Kazhnuz 3ece29ef43 modules/world: add a Bump2D world backend 2019-04-20 22:51:56 +02:00
Kazhnuz e0e7eaae10 examples/options: add sfx 2019-04-20 18:09:24 +02:00
Kazhnuz 5c8452b226 example/mainmenu: add confirm and cancel sfx 2019-04-20 18:03:34 +02:00
Kazhnuz fe740edc13 examples/mainmenu: add navigation sfx 2019-04-20 17:56:30 +02:00
Kazhnuz 627395c83f modules/menusystem:add batch management functions for sounds 2019-04-20 17:56:18 +02:00
Kazhnuz 4c1acb0afa modules/menusystem: add a function to get sound from scene assetmanager 2019-04-20 17:54:22 +02:00
Kazhnuz faa12d4ff7 modules/menusystem: link a menusystem to a scene 2019-04-20 17:54:01 +02:00
Kazhnuz 946b446844 modules/menusystem: reset sound activity to "false" in menus 2019-04-20 17:47:57 +02:00
Kazhnuz 51ea3629d0 modules/menusystem: add a function to reset menus' sound state 2019-04-20 17:45:58 +02:00
Kazhnuz d1c2f8634b modules/menusystem: rename correctly internal navigations sound function 2019-04-20 17:42:04 +02:00
Kazhnuz 1e333fc179 examples/mainmenu: add audio SFX for menu sounds 2019-04-20 16:07:31 +02:00
Kazhnuz 59534f20b5 examples/options: re-align widgets 2019-04-20 15:51:29 +02:00
Kazhnuz 615875bcfd examples/options: add audio widgets 2019-04-19 23:21:32 +02:00
Kazhnuz dd0234a624 examples/options: add music 2019-04-17 19:05:53 +02:00
Kazhnuz 62358ded31 examples/options: deactivate the key detector 2019-04-15 18:50:09 +02:00
Kazhnuz db4370803a examples/options: rough way to change keys 2019-04-15 17:21:23 +02:00
Kazhnuz ddaeff3101 example: list keys inside the player submenu 2019-04-15 17:13:42 +02:00
Kazhnuz a25259e6b9 examples/options : list players as submenus 2019-04-15 17:04:44 +02:00
Kazhnuz f37eaef79a modules/menusystem: add a way to manage menusystem activity 2019-04-15 16:30:45 +02:00
Kazhnuz 802e1a78a3 modules/scenes: fix an oops 2019-04-14 19:46:39 +02:00
Kazhnuz 324a5854b7 core: add a way to get keyboard callbacks from current scene 2019-04-14 19:45:52 +02:00
Kazhnuz 1aef8ad49d core: add a special file for callbacks 2019-04-14 19:24:10 +02:00
Kazhnuz fdba16e2f2 options: add a way to set an input key 2019-04-14 18:27:24 +02:00
Kazhnuz 853a55cda4 examples/options: support language changing 2019-04-14 18:11:44 +02:00
Kazhnuz a470f53f8f lang: add a way to check language availability 2019-04-14 18:11:31 +02:00
Kazhnuz cdf088e2a1 options: add the controller to the options manager 2019-04-14 18:08:52 +02:00
Kazhnuz 8fc48bc11a datas/langs : add more translations 2019-04-14 18:00:40 +02:00
Kazhnuz 0fd1c60b95 examples/options : translate option menu 2019-04-14 17:59:03 +02:00
Kazhnuz a224021726 examples/inventory: translate inventory 2019-04-14 17:52:30 +02:00
Kazhnuz 374ca29d3a datas/langs: translate inventory 2019-04-14 17:50:13 +02:00
Kazhnuz 1cc44dd54f mainmenu: translate main menu 2019-04-14 17:49:25 +02:00
Kazhnuz 2affb1c789 lang: remove unused functions 2019-04-14 11:50:28 +02:00
Kazhnuz b801c59a62 lang: update translation system 2019-04-14 11:48:05 +02:00
Kazhnuz 37b6613c4a lang: adapt lang name functions to the new medata format 2019-04-14 11:25:28 +02:00
Kazhnuz 1e215a99bf lang: improve data handling 2019-04-13 19:00:03 +02:00
Kazhnuz 1c51b35112 options: set default language as current language 2019-04-13 18:58:40 +02:00
Kazhnuz fb29ae65b3 options: make language loading and changing part of the options 2019-04-13 18:54:07 +02:00
Kazhnuz 59029068f1 lang: return datas instead of directly putting them in self.datas 2019-04-13 18:42:47 +02:00
Kazhnuz f40d2c9912 lang: add a constant for the translation path 2019-04-13 18:32:54 +02:00
Kazhnuz 113af71896 gamecore: load the lang module 2019-04-13 18:32:27 +02:00
Kazhnuz 2333339224 datas: add basic translations for the exemples 2019-04-13 18:27:26 +02:00
Kazhnuz fee42e308a exemples/options : add resolution widget 2019-04-13 14:34:35 +02:00
Kazhnuz a370cefcd7 modules/menusystem: invalidate widget's canvas when using its action 2019-04-13 14:25:54 +02:00
Kazhnuz a6b1f2da59 modules/menusystem: add a way to easily invalidate widget canvas 2019-04-13 10:44:07 +02:00
Kazhnuz ae5a001e00 examples/options: export widgets canvas as a real texture
It'll avoid screen change clearing the texture content
2019-04-13 10:39:01 +02:00
Kazhnuz defe5fea9a examples/options: add basic switches widgets 2019-04-13 10:27:08 +02:00
Kazhnuz 0686b70b6a examples/options: add basic structure 2019-04-13 10:14:15 +02:00
Kazhnuz 8a50e77796 examples/options: separate widgets from main file 2019-04-13 10:10:35 +02:00
Kazhnuz 2b45098bcf examples/options: make the Exit widget go back to mainmenu 2019-04-13 10:00:34 +02:00
Kazhnuz a1f59a60d6 examples/options: Add a double text widget 2019-04-13 09:59:23 +02:00
Kazhnuz fb1871e0d9 examples: register the option menu 2019-04-13 09:55:15 +02:00
Kazhnuz 6c2be10628 examples/options: use mainmenu as a base 2019-04-13 09:47:53 +02:00
Kazhnuz 193e9b6fbf modules/world: add speed variables 2019-04-13 09:40:14 +02:00
Kazhnuz f61cb21d58 examples/moveplayer: test 2 players 2019-04-11 19:18:51 +02:00
Kazhnuz a81ac5b819 modules/menusystem: add an arbitrary order system to widgets & menus 2019-04-11 18:16:36 +02:00
Kazhnuz 9367bee577 modules/menusystem: add an arbitrary order variable to widgets 2019-04-11 17:31:29 +02:00
Kazhnuz 05a5f8d877 modules/menusystem: add a way to preserve creation order 2019-04-11 17:31:01 +02:00
Kazhnuz 1061e4822f gamecore: better comments and organization 2019-04-11 17:23:39 +02:00
Kazhnuz 65010fae16 loveutils: better comments and organisation 2019-04-11 17:10:28 +02:00
Kazhnuz 33143a0ba3 modules/scene: better comments and organisation 2019-04-11 17:03:53 +02:00
Kazhnuz ab6475b3cf modules/menusystem: remove deprecated functions and objects 2019-04-11 16:59:58 +02:00
Kazhnuz c9e3f5b82a modules/menusystem: more code cleanup 2019-04-11 16:58:42 +02:00
Kazhnuz 96f56a7284 modules/menusystem: better comments 2019-04-10 18:01:46 +02:00
Kazhnuz 915b4a2ab8 modules/assets: improve comments and organisation 2019-04-09 18:47:52 +02:00
Kazhnuz f2680c37f3 modules/world: improve commenting and organisations 2019-04-08 19:58:41 +02:00
Kazhnuz f30bbc7509 modules/world: better separation of init functions 2019-04-08 19:40:27 +02:00
Kazhnuz a4aaa28c24 examples/moveplayer: use isDown instead of isPressed on player item 2019-04-07 22:53:59 +02:00
Kazhnuz 18161313fe examples/moveplayer: set the player object as player 2019-04-07 22:52:28 +02:00
Kazhnuz dd1e25969e modules/world: improve keys sending to player object 2019-04-07 22:46:28 +02:00
Kazhnuz 66d98ab9ea examples/moveplayer: use the right function to draw box 2019-04-07 22:29:27 +02:00
Kazhnuz 262bf97e67 modules/world: add basic move functions to entities 2019-04-07 18:33:41 +02:00
Kazhnuz 5ec137416e examples/moveplayer: default dx and dy to 0 for the player 2019-04-07 18:15:06 +02:00
Kazhnuz 134edf345a scenes: remove "keys" table and replace it by a source table 2019-04-07 17:51:37 +02:00
Kazhnuz 0dce34e33a inputs: make inputs support multiple sources 2019-04-07 17:42:46 +02:00
Kazhnuz 88d81fd39a datas: add basic inputs data 2019-04-07 17:17:00 +02:00
Kazhnuz bdd837d4da modules/world: basic player system 2019-04-07 17:15:27 +02:00
Kazhnuz b74be06d26 modules/world: init fake keys for every actor
Only the "player object" will get the real inputs
2019-04-07 17:03:18 +02:00
Kazhnuz 54d56675a9 modules/world: prepare structure for movable player example 2019-04-07 17:00:47 +02:00
Kazhnuz 064d5bd2a8 modules/world: separate actors functions from main functions 2019-04-07 14:06:04 +02:00
Kazhnuz 9a47584feb modules/world: add basic sti support 2019-04-07 14:03:44 +02:00
Kazhnuz f3543680ba examples/test_2: load actors from the newActor function 2019-04-07 13:48:52 +02:00
Kazhnuz 856d41beb5 examples/test_2: always load from world and not from scene 2019-04-07 13:47:37 +02:00
Kazhnuz 63238c4ec6 modules/world: add a function to add Actor from index 2019-04-07 13:46:08 +02:00
Kazhnuz 3bd7203e59 modules/world: correctly set actor list 2019-04-07 13:43:24 +02:00
Kazhnuz 1d877a2eb1 examples/test_2: load actor list 2019-04-07 13:43:12 +02:00
Kazhnuz f9ff7ff122 modules/world: fix typos 2019-04-07 13:36:21 +02:00
Kazhnuz 19cdf6c3ab modules/world: load the actorlist inside the world 2019-04-07 13:35:49 +02:00
Kazhnuz 5365f23c30 modules/world: port all actor functions from IP 2019-04-07 13:31:25 +02:00
Kazhnuz 171ff007e9 modules/world: add comment to make structure more explicit 2019-04-07 13:22:23 +02:00
Kazhnuz 696a568d0c modules/world: add needed libs 2019-04-07 13:15:55 +02:00
Kazhnuz 836fd77435 examples: reorganize folders 2019-04-07 13:09:07 +02:00
Kazhnuz 00aedfd89b example/mainmenu : add an exit widget 2019-04-07 13:02:39 +02:00
Kazhnuz a9fb455ec0 example/mainmenu: add a back button 2019-04-07 13:01:02 +02:00
Kazhnuz 713b93eaf9 modules/menusystem: add functions to easily lock and set activity 2019-04-07 12:59:25 +02:00
Kazhnuz d1497836a2 examples/inventory: add an exit widget 2019-04-07 12:48:03 +02:00
Kazhnuz 2462b29ea3 examples/inventory: keep focus on main menu if the source is a pointer 2019-04-07 12:43:11 +02:00
Kazhnuz 3339e675d3 modules/menusystem : add a way to now the source of a widget action 2019-04-07 12:41:19 +02:00
Kazhnuz 10fb299158 modules/menusystem: separate activity and visibility locks 2019-04-07 12:38:33 +02:00
Kazhnuz 81f6b940a4 examples : add basic inventory example 2019-04-07 12:33:28 +02:00
Kazhnuz 714a20ca23 modules/menusystem : add horizontal listbox 2019-04-07 11:44:00 +02:00
262 changed files with 20685 additions and 2187 deletions

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{
"Lua.diagnostics.globals": [
"love",
"loadstring",
"unpack",
"framework",
"utils",
"core",
"scenes",
"game"
],
"Lua.diagnostics.disable": [
"redundant-parameter"
]
}

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# CHANGELOG
All notable changes to this project will be documented in this file.
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
## Unreleased
- Project renamed to Epervier Framework and rebased entirely on Sonic Radiance codebase
- New loading system
### Added
- Add a gamesystem module
- **core/debug:** new logging framework
- **camera+maps:** add a way to add padding to map limits
### Changed
- **world:** extract map module from the world module
- **core/input:** extract virtualpads from the input controller
- **core:** The core is now separated from the rest of the framework
- **core+assets:** Music are now managed directly by the core
## [0.6.0] - 2019-07-20
- Meta: Add proper crediting
### Added
- **actor2D:** Make hitbox modifiable.
- **actor2D:** Add multiple hitbox support.
- **assets:** Add a way to get current relative frame
- **assets:** Add more wrapper around animator functions in Sprite
- **world:** Add more wrapper around sprite functions in BaseActor
- **assets:** Add a new getCurrentAnimation function
- **world:** Add a way to automatically load hitbox from a file
- **utils:** Add basic table functions
- **camera:** Add two new camera types: "middle" and "zoom".
- **world:** Add a fake 3D world, à la Zelda or BeatThemAll, complete with shadow support
- **examples:** Test all player number and camera types
- **core.screen:** Add a way to get coordinate and scale
### Changed
- **world2D:** Use a list for bodies (hitboxes, etc) and one other for actors
- **world2D:** Make the hitbox an object, owned by the actor
- **actor:** Rename all function related to YGravity to just \*Gravity
- **world:** Separate "queryRect()" into two functions
- **world:** Make object creation more customizable by worlds
- **camera:** Make mode configuration configurable
- **examples:** Rename "movable" to "topdown"
- **camera:** Brand new camera system based on canvases instead of just transforms
- **core:** Activate vsync by default.
- **examples:** Put together all assets.
### Fixed
- **world:** Remove a forgotten camera debug function
- **examples:** Add missing translations
- **camera:** Fix onscreen coordinates by using new core.screen func
- **camera:** Fix camera's drawing in other resolution mode
- **world:** Don't draw unused sti objectlayer
### Removed
- **actor:** Remove all function related to XGravity
- **examples:** Remove basic examples
- **libs:** Remove hump.camera
## [0.5.1] - 2019-06-21
### Fixed
- **examples:** Add missing HUD example for one-player plateformer
- **world:** Separate getting dimensions of the internal and advertised view.
- **world:** use right camera internal coordinate
## [0.5.0] - 2019-06-16
- Meta: Add a Code of Conduct
- Meta: Add a Changelog
### Added
- **world:** Add an activity system
- **assets:** Add an activity system
- **example/plateformer:** add a basic pause button
- **scene**: Add functions to add stuf before and after `update` and `draw()`
- **actor**: Add functions to add stuf before and after `update` and `draw()`
- **world/camera:** Add support for Head-Up-Display
- **world:** Support batching actor loading
- **world:** Add `Actor.creationID` to keep the order in which actors have been created
- **world:** Add `Actor.depth` to keep the order in which actors are drawn
- **menusystem;** Add a way to deactivate assets and the world when activating the menu
- **world:** Add a reset function
- **examples/plateform:** Add a pause menu
### Changed
- **world:** automatize world integration in a scene
- **world:** only visible actors are drawn
### Fixed
- **core.input:** use the right argument in `core.input:flushKeys()`'s loop
- **scene:** use `core.input:flushKeys()` in `Scene:flushKeys()` instead of `core.input:flushSourceKeys()`
## [0.4.0] - 2019-05-06
- Add Bump2D-handled world system
### Added
- **world:** Add a `World2D` world object using Bump2D as a backend
- **world/actor:** Support bump2D filter
- **loveutils:** `love.math.toZero` substract a variable to another to zero
- **assets:** Add batch loading of assets
- **examples:** Add batch asset files
- **examples/plateformer:** Add a plateformer example
- **world:** Add a splitscreen-compatible camera system powered by hump.camera
- **examples:** Add cameras
- **world:** Support object loading from Tiled
- **world/actor:** Add sprite support in Actor2D
- **assets:** Add support for sprites origins in tileset and animations
- **world:** Add `World:initActors()` to init Actors
- **world:** automatize multiple character handling
- **loveutils:** `utils.math.between(num, min, max)` make sure that a number is between two value
- **world:** Add a gravity system
- **world/actors:** `Actor:destroy()` destroy the actor
- **world/actors:** Add a basic timer system to actors
- **world/actors:** Create a parent `BaseActor` that'll serve as a parent for Actor2D and other future actors
- **assets:** add getDimensions() to tileset, sprite and animators
- **world:** add a generic gfx actor
### Changed
- **examples/moveplayer:** move to World2D
- **world:** separate map loading from level initialization
- **examples/moveplayer:** use a different map
- **examples/moveplayer:** Use this example to show multiplayer capabilities
## [0.3.0] - 2019-04-20
- General cleanups and reorganisation of the base code to be more legible
- Add translation
- Some internal improvement to how gamecore works
### Added
- **examples:** Basic Inventory menu
- **menusystem:** Horizontal listbox menu
- **menusystem:** Lock/visiblity management functions
- **examples/mainmenu:** Add a back and exit widget
- **world:** Embed librairies
- **world:** Add actors managing functions
- **world:** Map loading system using STI
- **examples:** Add a movable multi-player example
- **world:** Add a basic player system directly inside world system
- **menusystem:** `Widget.creationID` contain the creation order of every menu widget
- **menusystem:** `Widget.order` handle the order of the widget in the menu
- **world:** add `xsp` and `ysp` variable to handle speed to the actor object
- **examples:** add an option menu
- **menusystem:** `Widget:invalidateCanvas()` to make a canvas need a redraw
- **core.lang:** Get the translation data instead of directly putting them in core.lang.datas
- **core.options:** Add controller variable
- **core.options:** `core.options:setInputKey(sourceid, padkey, key)`
- **scenes:** `Scene:keypressed( key, scancode, isrepeat )` and `Scene:keyreleased( key )` callbacks added
- **menusystem:** Add a global activity flag
- **examples/options:** Key customization handling
- **examples:** Add music and SFX
- **menusystem:** Add `Menu:resetSound()` to entirely reset the sound values of a menu
- **menusystem:** Add `Menu:setSoundFromSceneAssets(name)` to simplify sound managin
- **menusystem:** Add sound batch management function
### Changed
- **menusystem:** Separate activity and visiblity lock
- **menusystem:** Add as an argument to widgets actions if the widget have been interacted by a pointer or a key
- **examples:** Reorganize folder
- **world:** Make world system need an actorlist
- **core.inputs:** /!\BREAKING: Use a multi-source system for the input system, and adapt different module to use it
- **core.lang:** /!\BREAKING: New language metadata format and complete rework of the translation system
- **core:** directly handle love2D's callbacks inside gamecore
- **menusystem:** rename `Menu:playSelectSound()` to `Menu:self:playSelectSound()`
- **menusystem:** Internally link the whole menusystem to a scene
### Removed
- `MenuSystem.TextMenu` wasn't used since a long time, and was a menu that modified the widgets.
- `MenuSystem:keyreleased(key, code)` was just dead code
- `core.lang:getStringList(library, file)` is replaced in the new translation system
### Fixed
- core: load core.lang
## [0.2.0] - 2019-06-04
### Added
- **examples:** Use some text menus in the example menu
- **examples:** Test entity system
- **examples:** Add a main menu to the examples
- **menusystem:** Add functions to menusystem to set visibility to menus
- **menusystem:** Add functions to menusystem to switch current menu
- **menusystem:** Add depth system to menus
- **world:** Add world and actor system
### Changed
- **scene:** rework input locking system to add a timeout
### Fixed
- **loveutils:** Fix a crash in `utils.math.pointDistance`
## [0.1.0] - 2019-18-03
### Added
- **examples:** First two basic examples to show the capability of gamecore
- **scenes:** Start using a wrapper around `core.scenemanager.currentScene` to set the new Scene
- **scenes:** Add a storage system inside `core.scenemanager` to be able to keep previous scene
- **menusystem:** Basic menu examples to test menu capabilities
- **assets:** Add a mask system to `Texture`, `Tileset` and `Animation`
### Changed
- **scene:** `Scene` now registerd themselves
- **assets:** `Texture` assets are now a custom object instead of directly using love's texture.
### Fixed
## [0.0.1] - 2019-16-03
- Initial release based on a standalone version of Imperium Porcorum's Core.

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# gamecore credits
## Library used
- [Binser](https://github.com/bakpakin/binser) under MIT Licence
- [Classic](https://github.com/rxi/classic) under MIT Licence
- An altered version of [CScreen](https://github.com/CodeNMore/CScreen) under a custom licence.
- [LoveBird](https://github.com/rxi/lovebird) under MIT Licence
- [Bump.lua](https://github.com/kikito/bump.lua), under MIT Licence
- [Bump.3DPD](https://github.com/oniietzschan/bump-3dpd), under MIT Licence
- [Tsort](https://github.com/bungle/lua-resty-tsort), under BSD-2 Clause
- [Simple Tiled Implementation](https://github.com/karai17/Simple-Tiled-Implementation), under MIT Licence
- [tween.lua](https://github.com/kikito/tween.lua), under MIT Licence

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# gamecore
# Épervier Framework
Gamecore aim to be an integrated, simple core system for love2D. It aim to make work in a integrated way several managers to automatically handle inputs, screen, and several utilities to make game developpement easier and less repetitive.
The Épervier Framework is an RPG-oriented framework for Love2D. It aim to work as a set of managers to automatically handle inputs, screen, and several utilities to make game developpement easier and less repetitive. It's also specialized in game with RPG mechanics, with functions to serialize/deserialize easily datas.
Gamecore use [Classic](https://github.com/rxi/classic/) as its base Object
Épervier use [Classic](https://github.com/rxi/classic/) as its base Object.
## How to load GameCore
## Core features
To load gamecore, you basically need the following code.
Épervier provide a lot of feature that can be usefull to create an RPG. This is a non-exhaustive list of what the framework can do :
````
Core = require "gamecore"
- Scene system to be able to change your gameplay easily, with transitions
- Easy data loading and parsing via the core.data module
- A save system using data serialization
- Tweening and time support via tween.lua
- A world system with support for camera, multiple hitbox per actor, and two type of physics (bump2D and bump3D) and tiled map loading (via sti.lua)
- A GUI system to make your game more easily have HUD and menus
- Several utilities functions
function love.load()
core = Core()
## How to load Épervier
The framework must be located in the `framework/` folder to work. After that, all you have to do is to load a gamecore based engine and then.
Note : the `framework`, `core`, `game` and `utils` global namespaces will be used by the framework.
```lua
require "framework"
function love.load(args)
framework.start("game", args)
end
function love.update(dt)
core:update(dt)
game:update(dt)
end
```
function love.draw()
core:draw()
end
### Launch in debug mode
function love.mousemoved(x, y, dx, dy)
core:mousemoved(x, y, dx, dy)
end
To launch in debug mode, the love2D game must be launched with a DEBUGLEVEL bigger than 1, for instance :
function love.mousepressed( x, y, button, istouch )
core:mousepressed(x, y, button, istouch)
end
````
Then you have to create some scene object,
## Gamecore managers
- Debug
- Input
- Lang
- Options
- Screen
- Scene Manager
## GameCore modules
Modules are utilies that you can load everywhere in your code and that aren't loaded specifically inside the core.
- Scene Object
- Assets
- Menu System
```sh
love ./examples DEBUGLEVEL=4
```

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# Contributor Covenant Code of Conduct
## Our Pledge
In the interest of fostering an open and welcoming environment, we as contributors and maintainers pledge to making participation in our project and our community a harassment-free experience for everyone, regardless of age, body size, disability, ethnicity, gender identity and expression, level of experience, nationality, personal appearance, race, religion, or sexual identity and orientation.
## Our Standards
Examples of behavior that contributes to creating a positive environment include:
* Using welcoming and inclusive language
* Being respectful of differing viewpoints and experiences
* Gracefully accepting constructive criticism
* Focusing on what is best for the community
* Showing empathy towards other community members
Examples of unacceptable behavior by participants include:
* The use of sexualized language or imagery and unwelcome sexual attention or advances
* Trolling, insulting/derogatory comments, and personal or political attacks
* Public or private harassment
* Publishing others' private information, such as a physical or electronic address, without explicit permission
* Other conduct which could reasonably be considered inappropriate in a professional setting
## Our Responsibilities
Project maintainers are responsible for clarifying the standards of acceptable behavior and are expected to take appropriate and fair corrective action in response to any instances of unacceptable behavior.
Project maintainers have the right and responsibility to remove, edit, or reject comments, commits, code, wiki edits, issues, and other contributions that are not aligned to this Code of Conduct, or to ban temporarily or permanently any contributor for other behaviors that they deem inappropriate, threatening, offensive, or harmful.
## Scope
This Code of Conduct applies both within project spaces and in public spaces when an individual is representing the project or its community. Examples of representing a project or community include using an official project e-mail address, posting via an official social media account, or acting as an appointed representative at an online or offline event. Representation of a project may be further defined and clarified by project maintainers.
## Enforcement
Instances of abusive, harassing, or otherwise unacceptable behavior may be reported by contacting the project team at kazhnuz@chlore.net. The project team will review and investigate all complaints, and will respond in a way that it deems appropriate to the circumstances. The project team is obligated to maintain confidentiality with regard to the reporter of an incident. Further details of specific enforcement policies may be posted separately.
Project maintainers who do not follow or enforce the Code of Conduct in good faith may face temporary or permanent repercussions as determined by other members of the project's leadership.
## Attribution
This Code of Conduct is adapted from the [Contributor Covenant][homepage], version 1.4, available at [http://contributor-covenant.org/version/1/4][version]
[homepage]: http://contributor-covenant.org
[version]: http://contributor-covenant.org/version/1/4/

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@ -1,41 +0,0 @@
function love.conf(t)
t.identity = "space.kazhnuz.GameCore" -- The name of the save directory (string)
t.version = "11.1" -- The LÖVE version this game was made for (string)
t.console = false -- Attach a console (boolean, Windows only)
t.accelerometerjoystick = false -- Enable the accelerometer on iOS and Android by exposing it as a Joystick (boolean)
t.gammacorrect = false -- Enable gamma-correct rendering, when supported by the system (boolean)
t.window.title = "GameCore Example" -- The window title (string)
t.window.icon = nil -- Filepath to an image to use as the window's icon (string)
t.window.width = 424 -- The window width (number)
t.window.height = 240 -- The window height (number)
t.window.borderless = false -- Remove all border visuals from the window (boolean)
t.window.resizable = false -- Let the window be user-resizable (boolean)
t.window.minwidth = 1 -- Minimum window width if the window is resizable (number)
t.window.minheight = 1 -- Minimum window height if the window is resizable (number)
t.window.fullscreen = false -- Enable fullscreen (boolean)
t.window.fullscreentype = "exclusive" -- Choose between "desktop" fullscreen or "exclusive" fullscreen mode (string)
t.window.vsync = true -- Enable vertical sync (boolean)
t.window.msaa = 0 -- The number of samples to use with multi-sampled antialiasing (number)
t.window.display = 1 -- Index of the monitor to show the window in (number)
t.window.highdpi = false -- Enable high-dpi mode for the window on a Retina display (boolean)
t.window.x = nil -- The x-coordinate of the window's position in the specified display (number)
t.window.y = nil -- The y-coordinate of the window's position in the specified display (number)
t.modules.audio = true -- Enable the audio module (boolean)
t.modules.event = true -- Enable the event module (boolean)
t.modules.graphics = true -- Enable the graphics module (boolean)
t.modules.image = true -- Enable the image module (boolean)
t.modules.joystick = true -- Enable the joystick module (boolean)
t.modules.keyboard = true -- Enable the keyboard module (boolean)
t.modules.math = true -- Enable the math module (boolean)
t.modules.mouse = true -- Enable the mouse module (boolean)
t.modules.physics = true -- Enable the physics module (boolean)
t.modules.sound = true -- Enable the sound module (boolean)
t.modules.system = true -- Enable the system module (boolean)
t.modules.timer = true -- Enable the timer module (boolean), Disabling it will result 0 delta time in love.update
t.modules.touch = true -- Enable the touch module (boolean)
t.modules.video = true -- Enable the video module (boolean)
t.modules.window = true -- Enable the window module (boolean)
t.modules.thread = true -- Enable the thread module (boolean)
end

1
debug.sh Executable file
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love ./examples DEBUGLEVEL=4

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## Assets credits
- SFX by [Joth](http://opengameart.org/users/joth)
- Option Music from [OpenSonic](http://opensnc.sourceforge.net/home/index.php) by Di Rodrigues
- Fonts from [SuperPowers](https://opengameart.org/content/superpowers-assets-bitmap-fonts)
### Sprites
- [Monkey Lad in Magical Planet](https://opengameart.org/content/monkey-lad-in-magical-planet) by [surt](https://opengameart.org/users/surt)
- [Tux Bros](https://opengameart.org/content/tux-bros) by [surt](https://opengameart.org/users/surt)
- [16x16 Fantasy Tileset](https://opengameart.org/content/16x16-fantasy-tileset) by [Jerom](https://opengameart.org/users/jerom)
- [Arcade Plateformer Assets](https://opengameart.org/content/arcade-platformer-assets) by [GrafxKid](https://opengameart.org/users/grafxkid)

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return {
metadata = {
height = 16,
width = 16,
defaultAnim = "anim"
},
animations = {
["anim"] = {
startAt = 1,
endAt = 4,
loop = 1,
speed = 6,
pauseAtEnd = false,
}
}
}

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return {
metadata = {
height = 16,
width = 16,
defaultAnim = "anim"
},
animations = {
["anim"] = {
startAt = 1,
endAt = 5,
loop = 1,
speed = 10,
pauseAtEnd = false,
}
}
}

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return {
metadata = {
height = 24,
width = 32,
ox = 16,
oy = 12,
defaultAnim = "idle"
},
animations = {
["idle"] = {
startAt = 1,
endAt = 1,
loop = 1,
speed = 0,
pauseAtEnd = false,
},
["walk"] = {
startAt = 3,
endAt = 6,
loop = 3,
speed = -1,
pauseAtEnd = false,
},
["jump"] = {
startAt = 7,
endAt = 7,
loop = 1,
speed = 0,
pauseAtEnd = false,
},
["brake"] = {
startAt = 7,
endAt = 7,
loop = 1,
speed = 0,
pauseAtEnd = false,
},
["climb"] = {
startAt = 8,
endAt = 9,
loop = 1,
speed = -1,
pauseAtEnd = false,
},
["punch"] = {
startAt = 11,
endAt = 11,
loop = 1,
speed = 0,
pauseAtEnd = false,
},
}
}

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examples/conf.lua Normal file
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function love.conf(t)
t.identity = "city.kobold.Birb" -- The name of the save directory (string)
t.version = "11.1" -- The LÖVE version this game was made for (string)
t.console = false -- Attach a console (boolean, Windows only)
t.accelerometerjoystick = false -- Enable the accelerometer on iOS and Android by exposing it as a Joystick (boolean)
t.gammacorrect = false -- Enable gamma-correct rendering, when supported by the system (boolean)
t.gameversion = "0.7.0" -- The game version (different than love2D version)
t.window.title = "Birb Examples" -- The window title (string)
t.window.icon = nil -- Filepath to an image to use as the window's icon (string)
t.window.width = 424 -- The window internal width (number)
t.window.height = 240 -- The window internal height (number)
t.window.borderless = false -- Remove all border visuals from the window (boolean)
t.window.resizable = false -- Let the window be user-resizable (boolean)
t.window.minwidth = 1 -- Minimum window width if the window is resizable (number)
t.window.minheight = 1 -- Minimum window height if the window is resizable (number)
t.window.fullscreen = false -- Enable fullscreen (boolean)
t.window.fullscreentype = "exclusive" -- Choose between "desktop" fullscreen or "exclusive" fullscreen mode (string)
t.window.vsync = true -- Enable vertical sync (boolean)
t.window.msaa = 0 -- The number of samples to use with multi-sampled antialiasing (number)
t.window.display = 1 -- Index of the monitor to show the window in (number)
t.window.highdpi = false -- Enable high-dpi mode for the window on a Retina display (boolean)
t.window.x = nil -- The x-coordinate of the window's position in the specified display (number)
t.window.y = nil -- The y-coordinate of the window's position in the specified display (number)
t.window.resolution = 2 -- The default resolution
t.volume = {}
t.volume.music = 100 -- music audio volume
t.volume.sfx = 100 -- sfx audio volume
t.modules.audio = true -- Enable the audio module (boolean)
t.modules.event = true -- Enable the event module (boolean)
t.modules.graphics = true -- Enable the graphics module (boolean)
t.modules.image = true -- Enable the image module (boolean)
t.modules.joystick = true -- Enable the joystick module (boolean)
t.modules.keyboard = true -- Enable the keyboard module (boolean)
t.modules.math = true -- Enable the math module (boolean)
t.modules.mouse = true -- Enable the mouse module (boolean)
t.modules.physics = true -- Enable the physics module (boolean)
t.modules.sound = true -- Enable the sound module (boolean)
t.modules.system = true -- Enable the system module (boolean)
t.modules.timer = true -- Enable the timer module (boolean), Disabling it will result 0 delta time in love.update
t.modules.touch = true -- Enable the touch module (boolean)
t.modules.video = true -- Enable the video module (boolean)
t.modules.window = true -- Enable the window module (boolean)
t.modules.thread = true -- Enable the thread module (boolean)
end

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return {}

58
examples/datas/inputs.lua Normal file
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return {
[1] = {
type = "keyboard",
keys = {
["left"] = "q",
["right"] = "d",
["up"] = "z",
["down"] = "s",
["A"] = "lshift",
["B"] = "lctrl",
["C"] = "w",
["start"] = "space",
["select"] = "c"
}
},
[2] = {
type = "keyboard",
keys = {
["left"] = "left",
["right"] = "right",
["up"] = "up",
["down"] = "down",
["A"] = "1",
["B"] = "2",
["C"] = "3",
["start"] = "return",
["select"] = "space"
}
},
[3] = {
type = "keyboard",
keys = {
["left"] = "f",
["right"] = "h",
["up"] = "t",
["down"] = "g",
["A"] = "v",
["B"] = "b",
["C"] = "n",
["start"] = "-",
["select"] = "/"
}
},
[4] = {
type = "keyboard",
keys = {
["left"] = "k",
["right"] = "m",
["up"] = "o",
["down"] = "l",
["A"] = ",",
["B"] = ";",
["C"] = ":",
["start"] = "*",
["select"] = "!"
}
},
}

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return {
["exit"] = "Exit",
["back"] = "Back",
["options"] = "Options",
['true'] = "True",
["false"] = "False",
}

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return {
name = "English",
name_ascii = "English",
subfolder = "en"
}

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return {
["shields"] = "Shields",
["weapons"] = "Weapons",
["stuff"] = "Stuff",
}

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return {
["basic"] = "Basic Examples",
["menu"] = "Menus Examples",
["gameplay"] = "Gameplay Examples",
["test1"] = "Basic Test 1",
["test2"] = "Basic Test 2",
["testmenu"] = "Basic Test Menu",
["topdown"] = "Top Down",
["topdown3D"] = "Top Down (3D)",
["topdown (zoom)"] = "Top Down (zoom)",
["topdown3D (zoom)"]= "Top Down (3D, zoom)",
["plateform"] = "Plateformer",
["options"] = "Options",
["inventory"] = "Inventory",
["1player"] = "1 Player",
["2player"] = "2 Players",
["3player"] = "3 Players",
["4player"] = "4 Players",
}

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return {
["inputs"] = "Inputs",
["video"] = "Video",
["audio"] = "Audio",
["langs"] = "Languages",
["resolution"] = "Resolution",
["fullscreen"] = "Fullscreen",
["borders"] = "Borders",
["vsync"] = "V-Sync",
["back"] = "Back",
}

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return {
["exit"] = "Quitter",
["back"] = "Retour",
["options"] = "Paramètres",
['true'] = "Vrai",
["false"] = "Faux",
}

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return {
name = "Français",
name_ascii = "Francais",
subfolder = "fr"
}

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return {
["shields"] = "Boucliers",
["weapons"] = "Armes",
["stuff"] = "Trucs",
}

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return {
["basic"] = "Exemples basiques",
["menu"] = "Exemples de menus",
["gameplay"] = "Examples de jeux",
["test1"] = "Test basique 1",
["test2"] = "Test basique 2",
["testmenu"] = "Test basique menu",
["topdown"] = "Vue du dessus",
["topdown3D"] = "Vue du dessus (3D)",
["topdown (zoom)"] = "Vue du dessus (zoom)",
["topdown3D (zoom)"]= "Vue du dessus (3D, zoom)",
["plateform"] = "Plateformer",
["options"] = "Paramètres",
["inventory"] = "Inventaire",
["1player"] = "Un joueur",
["2player"] = "Deux joueurs",
["3player"] = "Trois joueurs",
["4player"] = "Quatre joueurs",
}

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return {
["inputs"] = "Controles",
["video"] = "Affichage",
["audio"] = "Sons",
["langs"] = "Langues",
["resolution"] = "Resolution",
["fullscreen"] = "Plein Ecran",
["borders"] = "Bordures",
["vsync"] = "Sync Vert.",
["back"] = "Retour",
}

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return {
available = {"en", "fr"},
default = "en"
}

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<?xml version="1.0" encoding="UTF-8"?>
<map version="1.2" tiledversion="1.2.4" orientation="orthogonal" renderorder="right-down" width="65" height="65" tilewidth="16" tileheight="16" infinite="0" nextlayerid="9" nextobjectid="85">
<tileset firstgid="1" source="tileset_basic_terrain.tsx"/>
<tileset firstgid="529" source="tileset_mountains.tsx"/>
<tileset firstgid="1145" source="tileset_other.tsx"/>
<layer id="1" name="base" width="65" height="65">
<data encoding="csv">
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<object id="9" x="112" y="128" width="32" height="32"/>
<object id="10" x="272" y="128" width="32" height="32"/>
<object id="12" x="368" y="112" width="32" height="32"/>
<object id="13" x="192" y="224" width="32" height="32"/>
<object id="14" x="352" y="272" width="32" height="32"/>
<object id="15" x="256" y="368" width="32" height="32"/>
<object id="16" x="128" y="384" width="32" height="32"/>
<object id="17" x="80" y="288" width="32" height="32"/>
</objectgroup>
</map>

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After

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@ -0,0 +1,4 @@
<?xml version="1.0" encoding="UTF-8"?>
<tileset version="1.2" tiledversion="1.2.2" name="overworld" tilewidth="16" tileheight="16" tilecount="480" columns="32">
<image source="overworld.png" width="512" height="240"/>
</tileset>

1
examples/framework Symbolic link
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@ -0,0 +1 @@
../framework/

9
examples/game/init.lua Normal file
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@ -0,0 +1,9 @@
local GameSystem = require "framework.gamesystem"
local Game = GameSystem:extend()
function Game:new()
Game.super.new(self)
self.currentSlot = 1
end
return Game

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@ -1,6 +0,0 @@
return {
Test = require "examples.test_scene",
Test2 = require "examples.test_scene2",
TestMenu = require "examples.test_menus",
MainMenu = require "examples.mainmenu",
}

View File

@ -21,27 +21,12 @@
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
Core = require "gamecore"
examples = require "examples"
require "framework"
function love.load()
core = Core()
scenes = require "scenes"
examples.MainMenu()
end
function love.update(dt)
core:update(dt)
end
function love.draw()
core:draw()
end
function love.mousemoved(x, y, dx, dy)
core:mousemoved(x, y, dx, dy)
end
function love.mousepressed( x, y, button, istouch )
core:mousepressed(x, y, button, istouch)
function love.load(args)
print(utils.table.toString(args))
framework.start("game", args)
scenes.MainMenu()
end

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@ -1,103 +0,0 @@
-- scenes/mainmenu :: the main menu of the different gamecore examples
--[[
Copyright © 2019 Kazhnuz
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
local Scene = require "gamecore.modules.scenes"
local MainMenu = Scene:extend()
local ListBox = require "gamecore.modules.menusystem.listbox"
local Widget = require "gamecore.modules.menusystem.widgets"
local SubMenuWidget = Widget.Text:extend()
local SceneWidget = Widget.Text:extend()
function MainMenu:new()
MainMenu.super.new(self)
self.assets:addImageFont("medium", "examples/test_menus/assets/medium")
self:addMenu("main", true)
self:addSubMenu("basic", "Basic Tests")
self:addScene("basic", examples.Test, "Basic Test 1")
self:addScene("basic", examples.Test2, "Basic Test 2")
self:addScene("basic", examples.TestMenu, "Basic Test Menu")
self.menusystem:switchMenu("main")
end
-- MENU FUNCTION
-- Functions that serve the handling of menus
function MainMenu:addMenu(name, nobackbutton)
local screenHeight, screenWidth = core.screen:getDimensions()
local w, h = 424/2, 240 - 48
local x, y = w / 2, 24
ListBox(self.menusystem, name, x, y, w, h, 8)
end
function MainMenu:addSubMenu(name, fullname)
self:addMenu(name)
SubMenuWidget(self, "main", name, fullname)
end
function MainMenu:addScene(submenu, scene, fullname)
SceneWidget(self, submenu, scene, fullname)
end
function MainMenu:draw()
love.graphics.setColor(.3, .1, .4, 1)
love.graphics.rectangle("fill", 0, 0, 424, 240)
end
-- WIDGETS
-- Widgets used by menus
-- Submenu widget :: go to a submenu
function SubMenuWidget:new(scene, menu, newmenu, fullname)
self.scene = scene
local widgetmenu = self.scene.menusystem.menus[menu]
local font = self.scene.assets.fonts["medium"]
self.newmenu = newmenu
SubMenuWidget.super.new(self, widgetmenu, font, fullname)
end
function SubMenuWidget:action()
self.scene.menusystem:switchMenu(self.newmenu)
end
-- Scene widget :: switch scene
function SceneWidget:new(scene, menu, newscene, fullname)
self.scene = scene
local widgetmenu = self.scene.menusystem.menus[menu]
local font = self.scene.assets.fonts["medium"]
self.newscene = newscene
SceneWidget.super.new(self, widgetmenu, font, fullname)
end
function SceneWidget:action()
core.scenemanager:storeCurrentScene("mainmenu")
self.newscene()
end
return MainMenu

View File

@ -21,55 +21,55 @@
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
local Scene = require "gamecore.modules.scenes"
local Scene = require "framework.scenes"
local TestScene = Scene:extend()
local MenuType = require "gamecore.modules.menusystem.listbox"
local MenuType2 = require "gamecore.modules.menusystem.flowbox"
local MenuType3 = require "gamecore.modules.menusystem.grid"
local Widget = require "gamecore.modules.menusystem.widgets"
local MenuType = require "framework.scenes.gui.menus.listbox"
local MenuType2 = require "framework.scenes.gui.menus.flowbox"
local MenuType3 = require "framework.scenes.gui.menus.grid"
local Widget = require "framework.scenes.gui.menus.widgets"
local MenuWidget = Widget.Text:extend()
function TestScene:new()
TestScene.super.new(self)
self.assets:addImageFont("medium", "examples/test_menus/assets/medium")
self.assets:addImageFont("medium", "assets/fonts/medium")
MenuType(self.menusystem, "testMenu1", 32, 32, 100, 24*8, 4)
MenuWidget(self, "testMenu1", "text_menu1")
Widget.Base(self.menusystem.menus["testMenu1"])
Widget.Base(self.menusystem.menus["testMenu1"])
Widget.Base(self.menusystem.menus["testMenu1"])
Widget.Base(self.menusystem.menus["testMenu1"])
Widget.Base(self.menusystem.menus["testMenu1"])
Widget.Base("testMenu1")
Widget.Base("testMenu1")
Widget.Base("testMenu1")
Widget.Base("testMenu1")
Widget.Base("testMenu1")
MenuType2(self.menusystem, "testMenu2", 164, 32, 24*8, 24*2, 8, 2)
Widget.Base(self.menusystem.menus["testMenu2"])
Widget.Base(self.menusystem.menus["testMenu2"])
Widget.Base(self.menusystem.menus["testMenu2"])
Widget.Base(self.menusystem.menus["testMenu2"])
Widget.Base(self.menusystem.menus["testMenu2"])
Widget.Base(self.menusystem.menus["testMenu2"])
Widget.Base(self.menusystem.menus["testMenu2"])
Widget.Base(self.menusystem.menus["testMenu2"])
Widget.Base(self.menusystem.menus["testMenu2"])
Widget.Base(self.menusystem.menus["testMenu2"])
Widget.Base(self.menusystem.menus["testMenu2"])
Widget.Base(self.menusystem.menus["testMenu2"])
Widget.Base(self.menusystem.menus["testMenu2"])
Widget.Base(self.menusystem.menus["testMenu2"])
Widget.Base(self.menusystem.menus["testMenu2"])
Widget.Base(self.menusystem.menus["testMenu2"])
Widget.Base(self.menusystem.menus["testMenu2"])
Widget.Base(self.menusystem.menus["testMenu2"])
Widget.Base(self.menusystem.menus["testMenu2"])
Widget.Base(self.menusystem.menus["testMenu2"])
Widget.Base("testMenu2")
Widget.Base("testMenu2")
Widget.Base("testMenu2")
Widget.Base("testMenu2")
Widget.Base("testMenu2")
Widget.Base("testMenu2")
Widget.Base("testMenu2")
Widget.Base("testMenu2")
Widget.Base("testMenu2")
Widget.Base("testMenu2")
Widget.Base("testMenu2")
Widget.Base("testMenu2")
Widget.Base("testMenu2")
Widget.Base("testMenu2")
Widget.Base("testMenu2")
Widget.Base("testMenu2")
Widget.Base("testMenu2")
Widget.Base("testMenu2")
Widget.Base("testMenu2")
Widget.Base("testMenu2")
MenuType3(self.menusystem, "testMenu3", 164, 32 + 72, 24*8, 24*5, 8, 5)
Widget.Base(self.menusystem.menus["testMenu3"])
Widget.Base(self.menusystem.menus["testMenu3"])
Widget.Base(self.menusystem.menus["testMenu3"])
Widget.Base(self.menusystem.menus["testMenu3"])
Widget.Base("testMenu3")
Widget.Base("testMenu3")
Widget.Base("testMenu3")
Widget.Base("testMenu3")
self.menusystem.menus["testMenu3"]:addSlot(1, 0, 0, 4, 3)
self.menusystem.menus["testMenu3"]:addSlot(2, 0, 3, 5, 2)
self.menusystem.menus["testMenu3"]:addSlot(3, 5, 0, 3, 1)
@ -120,7 +120,7 @@ end
function TestScene:addTextWidget(menu, number)
for i=1, number do
Widget.Text(self.menusystem.menus[menu], self.assets.fonts["medium"], "lorem ipsum " .. i)
Widget.Text(menu, "medium", "lorem ipsum " .. i)
end
end
@ -131,10 +131,8 @@ end
function MenuWidget:new(scene, menu, newmenu)
self.scene = scene
local widgetmenu = self.scene.menusystem.menus[menu]
local font = self.scene.assets.fonts["medium"]
self.newmenu = newmenu
MenuWidget.super.new(self, widgetmenu, font, newmenu)
MenuWidget.super.new(self, menu, "menu", newmenu)
end
function MenuWidget:action()

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@ -21,7 +21,7 @@
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
local Scene = require "gamecore.modules.scenes"
local Scene = require "framework.scenes"
local TestScene = Scene:extend()
function TestScene:new()
@ -37,9 +37,9 @@ end
function TestScene:mousepressed(x, y)
if (x > 424/2) then
core.scenemanager:storeCurrentScene("pausedScene")
examples.Test2()
scenes.Test2()
else
examples.TestMenu()
scenes.TestMenu()
end
end

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@ -0,0 +1,8 @@
local Parent = require "scenes.basic.test_scene2.actors.parent"
local Explosion = Parent:extend()
function Explosion:new(world, x, y)
Explosion.super.new(self, world, "explosion", x - 8, y - 8, 16, 16)
end
return Explosion

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@ -0,0 +1,12 @@
local Obj = {}
-- On charge toutes les différentes types d'acteurs
local cwd = (...):gsub('%.init$', '') .. "."
Obj.Explosion = require(cwd .. "explosion")
Obj.index = {}
Obj.index["explosion"] = Obj.Explosion
Obj.collisions = {}
return Obj

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@ -0,0 +1,17 @@
local Base = require "framework.scenes.world.actors.actor2D"
local Parent = Base:extend()
function Parent:new(world, type, x, y, w, h)
self.scene = world.scene
Parent.super.new(self, world, type, x, y, w, h)
end
function Parent:update(dt)
end
function Parent:draw()
love.graphics.rectangle("fill", self.x, self.y, self.w, self.h)
end
return Parent

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@ -0,0 +1,13 @@
local folder = "scenes/basic/test_scene2/"
return {
["images"] = {
{"debris", "assets/sprites/debris.png"}
},
["tilesets"] = {
{"weapon", "assets/sprites/weapon"}
},
["sprites"] = {
{"poof", "assets/sprites/gfx/poof"}
}
}

View File

@ -21,28 +21,28 @@
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
local Scene = require "gamecore.modules.scenes"
local Scene = require "framework.scenes"
local TestScene = Scene:extend()
local folder = "examples/test_scene2/"
local folder = "scenes/basic/test_scene2/"
local World = require "gamecore.modules.world.baseworld"
local Explosion = require "examples.test_scene2.actors.explosion"
local World = require "framework.scenes.world.baseworld"
function TestScene:new()
TestScene.super.new(self)
self.assets:addImage("debris", folder .. "assets/debris.png")
self.assets:addSprite("poof", folder .. "assets/poof")
self.assets:addTileset("weapon", folder .. "assets/weapon")
self.assets:batchImport("scenes.basic.test_scene2.assets")
self.i = 0
self.estImpair = false
self.world = World(self)
Explosion(self, 12, 12)
Explosion(self, 1, 78)
Explosion(self, 40, 200)
World(self, "scenes.basic.test_scene2.actors")
self.world:newActor("explosion", 12, 12)
self.world:newActor("explosion", 1, 78)
self.world:newActor("explosion", 40, 200)
self.world:loadMap()
end
function TestScene:update(dt)
@ -51,8 +51,6 @@ function TestScene:update(dt)
local i = math.floor(self.i)
self.estImpair = (math.floor(i / 2) ~= (i / 2))
self.world:update(dt)
end
function TestScene:mousepressed(x, y)
@ -60,10 +58,13 @@ function TestScene:mousepressed(x, y)
end
function TestScene:draw()
function TestScene:drawStart()
love.graphics.setColor(.4, 0, 0, 1)
love.graphics.rectangle("fill", 0, 0, 424, 240)
utils.graphics.resetColor()
end
function TestScene:drawEnd()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.print(math.floor(self.i) .. " ; " .. self.mouse.x .. ":" .. self.mouse.y .. ":" .. self.world:countActors(), 16, 16)
@ -79,8 +80,6 @@ function TestScene:draw()
utils.graphics.resetColor()
end
self.world:draw()
end
return TestScene

View File

@ -0,0 +1,10 @@
local Base = require "framework.scenes.world.actors.actor3D"
local Box = Base:extend()
function Box:new(world, x, y, z)
Box.super.new(self, world, "box", x, y, z, 16, 16, 16, true)
self:setDebugColor(0,0,0)
self.boxes.Textured(self, 16, 16, 16, "boxtop", "box")
end
return Box

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@ -0,0 +1,14 @@
local Base = require "framework.scenes.world.actors.actor3D"
local Coin = Base:extend()
function Coin:new(world, x, y, z)
Coin.super.new(self, world, "coin", x, y, z + 16, 16, 16, 16, false)
self:setSprite("coin")
end
function Coin:takeCoin(other)
self.obj.GFX(self.world, self.x + 8, self.y + 8, self.z + 8, "sparkle")
self:destroy( )
end
return Coin

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@ -0,0 +1,13 @@
return {
["idle"] = {
{
{"main", {0, 0, 0, 16, 16, 24}, true}
}
},
["punch"] = {
{
{"main", {0, 0, 0, 16, 16, 24}, true},
{"punch", {16, 2, 6, 12, 12, 12}, false}
}
}
}

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@ -0,0 +1,18 @@
local Obj = {}
-- On charge toutes les différentes types d'acteurs
local cwd = (...):gsub('%.init$', '') .. "."
Obj.Player = require(cwd .. "player")
Obj.Box = require(cwd .. "box")
Obj.Coin = require(cwd .. "coin")
Obj.GFX = require("framework.scenes.world.actors.gfx3D")
Obj.index = {}
Obj.index["player"] = Obj.Player
Obj.index["box"] = Obj.Box
Obj.index["coin"] = Obj.Coin
Obj.collisions = {}
Obj.collisions["wall"] = require(cwd .. "wall")
return Obj

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@ -0,0 +1,13 @@
local Base = require "framework.scenes.world.actors.actor3D"
local Parent = Base:extend()
function Parent:new(world, type, x, y, z, w, h, d, isSolid)
self.scene = world.scene
Parent.super.new(self, world, type, x, y, z, w, h, d, isSolid)
end
function Parent:draw()
Parent.super.draw(self)
end
return Parent

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@ -0,0 +1,97 @@
local cwd = (...):gsub('%.player$', '') .. "."
local Parent = require(cwd .. "parent")
local Player = Parent:extend()
function Player:new(world, x, y, z, id)
Player.super.new(self, world, "player", x, y, 0, 16, 16, 24, true)
self:setGravity(480)
self:setSprite("player", true, 8, 12)
self:setHitboxFile("scenes.gameplay.action3D.actors.hitboxes.player")
end
function Player:updateStart(dt)
self.xfrc, self.yfrc = 480*3, 480*3
if self.keys["up"].isDown then
self.ysp = -120
end
if self.keys["down"].isDown then
self.ysp = 120
end
if self.keys["left"].isDown then
self.xsp = -120
end
if self.keys["right"].isDown then
self.xsp = 120
end
if self.keys["A"].isDown and (self.onGround) then
self.zsp = 280
end
if self.keys["B"].isDown then
self.isPunching = true
else
self.isPunching = false
end
if (self.isPunching) then
self:checkHitboxesCollisions()
end
end
function Player:updateEnd(dt)
self:setAnimation()
end
function Player:setAnimation()
local gsp = utils.math.pointDistance(0, 0, self.xsp, self.ysp)
self.sprite:setCustomSpeed(math.abs(gsp) / 12)
self:setDirection(self.xsp)
if (self.isPunching) then
self.sprite:changeAnimation("punch", false)
else
if (self.onGround) then
if (math.abs(self.xsp) > 0) or (math.abs(self.ysp) > 0) then
self.sprite:changeAnimation("walk", false)
else
self.sprite:changeAnimation("idle", true)
end
else
self.sprite:changeAnimation("jump", true)
end
end
end
function Player:setDirection(direction)
direction = direction or 0
if direction ~= 0 then
direction = utils.math.sign(direction)
self.direction = direction
self.sprite:setScalling(direction, nil)
end
end
function Player:collisionResponse(collision)
if collision.other.type == "coin" then
collision.other.owner:takeCoin(self)
end
end
function Player:hitboxResponse(name, type, collision)
if (collision.other.type == "coin") and (type == "punch") then
collision.other.owner:takeCoin(self)
end
end
function Player:draw()
Player.super.draw(self)
end
function Player:drawHUD(id)
love.graphics.print(id .. " test", 4, 4)
end
return Player

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@ -0,0 +1,10 @@
local Base = require "framework.scenes.world.actors.actor3D"
local Wall = Base:extend()
function Wall:new(world, x, y, z, w, h, d)
Wall.super.new(self, world, "wall", x, y, z, w, h, d, true)
self:setDebugColor(0,0,0)
self.boxes.Mapped(self, x, y, z, w, h, d)
end
return Wall

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@ -0,0 +1,45 @@
-- scenes/moveplayer3D :: a basic player movement example in fake3D
--[[
Copyright © 2019 Kazhnuz
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
local Scene = require "framework.scenes"
local MovePlayer = Scene:extend()
local World = require "framework.scenes.world.world3D"
function MovePlayer:new(playerNumber, cameraMode)
local playerNumber = playerNumber or 1
local cameraMode = cameraMode or "split"
MovePlayer.super.new(self)
self.assets:batchImport("scenes.gameplay.plateform.assets")
World(self, "scenes.gameplay.action3D.actors", "datas/maps/action3D/map.lua")
self.world:setPlayerNumber(playerNumber)
self.world.cameras:setMode(cameraMode)
self.world:loadMap()
--self.world.obj.collisions["wall"](self.world, 0,0,-16,1000, 1000, 16)
end
return MovePlayer

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@ -0,0 +1,13 @@
local Obj = {}
-- On charge toutes les différentes types d'acteurs
local cwd = (...):gsub('%.init$', '') .. "."
Obj.Player = require(cwd .. "player")
Obj.index = {}
Obj.index["player"] = Obj.Player
Obj.collisions = {}
Obj.collisions["wall"] = require(cwd .. "wall")
return Obj

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@ -0,0 +1,13 @@
local Base = require "framework.scenes.world.actors.actor2D"
local Parent = Base:extend()
function Parent:new(world, type, x, y, w, h, isSolid)
self.scene = world.scene
Parent.super.new(self, world, type, x, y, w, h, isSolid)
end
function Parent:draw()
self:drawMainHitbox()
end
return Parent

View File

@ -0,0 +1,35 @@
local cwd = (...):gsub('%.player$', '') .. "."
local Parent = require(cwd .. "parent")
local Player = Parent:extend()
function Player:new(world, x, y, id)
Player.super.new(self, world, "player", x, y, 16, 16, true)
end
function Player:updateStart(dt)
self.xfrc, self.yfrc = 480*3, 480*3
if self.keys["up"].isDown then
self.ysp = -120
end
if self.keys["down"].isDown then
self.ysp = 120
end
if self.keys["left"].isDown then
self.xsp = -120
end
if self.keys["right"].isDown then
self.xsp = 120
end
end
function Player:draw()
Player.super.draw(self)
end
function Player:drawHUD(id)
love.graphics.print(id .. " test", 4, 4)
end
return Player

View File

@ -0,0 +1,14 @@
local Base = require "framework.scenes.world.actors.actor2D"
local Wall = Base:extend()
function Wall:new(world, x, y, w, h)
Wall.super.new(self, world, "wall", x, y, w, h, true)
self:setDebugColor(0,0,0)
end
function Wall:draw()
self:drawMainHitbox()
utils.graphics.resetColor( )
end
return Wall

View File

@ -0,0 +1,51 @@
-- scenes/moveplayer :: a basic player movement example
--[[
Copyright © 2019 Kazhnuz
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
local Scene = require "framework.scenes"
local MovePlayer = Scene:extend()
local World = require "framework.scenes.world.world2D"
function MovePlayer:new(playerNumber, cameraMode)
local playerNumber = playerNumber or 1
local cameraMode = cameraMode or "split"
MovePlayer.super.new(self)
World(self, "scenes.gameplay.moveplayer.actors", "datas/maps/topdown/arena.lua")
self.world:setPlayerNumber(playerNumber)
self.world.cameras:setMode(cameraMode)
self.world:loadMap()
end
function MovePlayer:update(dt)
end
function MovePlayer:draw()
end
return MovePlayer

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@ -0,0 +1,13 @@
local Obj = {}
-- On charge toutes les différentes types d'acteurs
local cwd = (...):gsub('%.init$', '') .. "."
Obj.Player = require(cwd .. "player")
Obj.index = {}
Obj.index["player"] = Obj.Player
Obj.collisions = {}
Obj.collisions["wall"] = require(cwd .. "wall")
return Obj

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local Base = require "framework.scenes.world.actors.actor3D"
local Parent = Base:extend()
function Parent:new(world, type, x, y, z, w, h, d, isSolid)
self.scene = world.scene
Parent.super.new(self, world, type, x, y, z, w, h, d, isSolid)
end
function Parent:draw()
Parent.super.draw(self)
self:drawMainHitbox()
end
return Parent

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local cwd = (...):gsub('%.player$', '') .. "."
local Parent = require(cwd .. "parent")
local Player = Parent:extend()
function Player:new(world, x, y, z, id)
Player.super.new(self, world, "player", x, y, 0, 16, 16, 24, true)
self:setGravity(480)
self:setSprite("player", true, 8, 12)
end
function Player:updateStart(dt)
self.xfrc, self.yfrc = 480*3, 480*3
if self.keys["up"].isDown then
self.ysp = -120
end
if self.keys["down"].isDown then
self.ysp = 120
end
if self.keys["left"].isDown then
self.xsp = -120
end
if self.keys["right"].isDown then
self.xsp = 120
end
if self.keys["A"].isDown and (self.onGround) then
self.zsp = 280
end
end
function Player:updateEnd(dt)
self:setAnimation()
end
function Player:setAnimation()
local gsp = utils.math.pointDistance(0, 0, self.xsp, self.ysp)
self.sprite:setCustomSpeed(math.abs(gsp) / 12)
self:setDirection(self.xsp)
if (self.isPunching) then
self.sprite:changeAnimation("punch", false)
else
if (self.onGround) then
if (math.abs(self.xsp) > 0) or (math.abs(self.ysp) > 0) then
self.sprite:changeAnimation("walk", false)
else
self.sprite:changeAnimation("idle", true)
end
else
self.sprite:changeAnimation("jump", true)
end
end
end
function Player:setDirection(direction)
direction = direction or 0
if direction ~= 0 then
direction = utils.math.sign(direction)
self.direction = direction
self.sprite:setScalling(direction, nil)
end
end
function Player:draw()
Player.super.draw(self)
end
function Player:drawHUD(id)
love.graphics.print(id .. " test", 4, 4)
end
return Player

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local Base = require "framework.scenes.world.actors.actor3D"
local Wall = Base:extend()
function Wall:new(world, x, y, z, w, h, d)
Wall.super.new(self, world, "wall", x, y, z, w, h, d, true)
self:setDebugColor(0,0,0)
self.boxes.Base(self, w, h, d)
end
return Wall

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-- scenes/moveplayer3D :: a basic player movement example in fake3D
--[[
Copyright © 2019 Kazhnuz
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
local Scene = require "framework.scenes"
local MovePlayer = Scene:extend()
local World = require "framework.scenes.world.world3D"
function MovePlayer:new(playerNumber, cameraMode)
local playerNumber = playerNumber or 1
local cameraMode = cameraMode or "split"
MovePlayer.super.new(self)
self.assets:batchImport("scenes.gameplay.plateform.assets")
World(self, "scenes.gameplay.moveplayer3D.actors", "datas/maps/topdown/arena.lua")
self.world:setPlayerNumber(playerNumber)
self.world.cameras:setMode(cameraMode)
self.world:loadMap()
self.world.obj.collisions["wall"](self.world, 0,0,-16,1000, 1000, 16)
end
return MovePlayer

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local Base = require "framework.scenes.world.actors.actor2D"
local Coin = Base:extend()
function Coin:new(world, x, y)
Coin.super.new(self, world, "coin", x, y, 16, 16, false)
self:setSprite("coin")
end
function Coin:takeCoin(other)
self.obj.GFX(self.world, self.x + 8, self.y + 8, "sparkle")
self:destroy( )
end
return Coin

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return {
["idle"] = {
{
{"main", {0, 0, 16, 24}, true}
}
},
["punch"] = {
{
{"main", {0, 0, 16, 24}, true},
{"punch", {16, 6, 12, 12}, false}
}
}
}

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local Obj = {}
-- On charge toutes les différentes types d'acteurs
local cwd = (...):gsub('%.init$', '') .. "."
Obj.Player = require(cwd .. "player")
Obj.GFX = require("framework.scenes.world.actors.gfx2D")
Obj.index = {}
Obj.index["player"] = require(cwd .. "player")
Obj.index["coin"] = require(cwd .. "coin")
Obj.collisions = {}
Obj.collisions["wall"] = require(cwd .. "wall")
return Obj

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local Base = require "framework.scenes.world.actors.actor2D"
local Player = Base:extend()
function Player:new(world, x, y, id)
Player.super.new(self, world, "player", x, y, 16, 24, true)
self:setSprite("player", true, 8, 12)
self:setGravity(480)
self.isPunching = false
self.direction = 1
self.startx, self.starty = self.x, self.y
self.isDead = false
self.punchName = ""
self:setHitboxFile("scenes.gameplay.plateform.actors.hitboxes.player")
end
function Player:updateStart(dt)
self.xfrc = 480*3
if self.keys["up"].isPressed and (self.onGround) then
self.ysp = -280
end
if self.keys["down"].isDown then
self.mainHitbox:modify(0, 8, 16, 16)
else
self.mainHitbox:modify(0, 0, 16, 24)
end
if self.keys["left"].isDown and (not self.isPunching) then
self.xsp = -120
end
if self.keys["right"].isDown and (not self.isPunching) then
self.xsp = 120
end
if self.keys["A"].isDown then
self.isPunching = true
else
self.isPunching = false
end
if (self.isPunching) then
self:applyHitboxesCollisions()
end
if self.keys["start"].isPressed then
--self.world:switchActivity()
--self.assets:switchActivity()
self.scene.menusystem:activate()
self.scene.menusystem:switchMenu("PauseMenu")
self.scene:flushKeys()
end
self:setDirection(self.xsp)
end
function Player:updateEnd(dt)
self:setAnimation()
local width, height = self.world:getDimensions()
if (self.y > height + self.h) and (self.isDead == false) then
self:addTimer("respawn", 1)
self.isDead = true
end
end
function Player:setAnimation()
self.sprite:setCustomSpeed(math.abs(self.xsp) / 12)
if (self.isPunching) then
self.sprite:changeAnimation("punch", false)
else
if (self.onGround) then
if math.abs(self.xsp) > 0 then
self.sprite:changeAnimation("walk", false)
else
self.sprite:changeAnimation("idle", true)
end
else
self.sprite:changeAnimation("jump", true)
end
end
end
function Player:setDirection(direction)
direction = direction or 0
if direction ~= 0 then
direction = utils.math.sign(direction)
self.direction = direction
self.sprite:setScallingX(direction)
end
end
function Player:timerResponse(timer)
if timer == "respawn" then
self.x, self.y = self.startx, self.starty
self.xspeed = 0
self.yspeed = 0
self.isDead = false
end
end
function Player:collisionResponse(collision)
if collision.other.type == "coin" then
collision.other.owner:takeCoin(self)
end
end
function Player:hitboxResponse(name, type, collision)
if (collision.other.type == "coin") and (type == "punch") then
collision.other.owner:takeCoin(self)
end
end
function Player:draw()
Player.super.draw(self)
self:drawHitboxes()
utils.graphics.resetColor()
end
function Player:drawHUD(id)
love.graphics.print(id .. " test", 4, 4)
end
return Player

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local Base = require "framework.scenes.world.actors.actor2D"
local Wall = Base:extend()
function Wall:new(world, x, y, w, h)
Wall.super.new(self, world, "wall", x, y, w, h, true)
end
return Wall

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return {
["textures"] = {
{"box", "assets/sprites/box.png"},
{"boxtop", "assets/sprites/boxtop.png"}
},
["sprites"] = {
{"player", "assets/sprites/monkey_lad"},
{"coin", "assets/sprites/coin"},
{"sparkle", "assets/sprites/gfx/sparkle"}
},
["imagefonts"] = {
{"medium", "assets/fonts/medium"}
},
["sfx"] = {
{"navigate", "assets/sfx/menu_move.mp3"},
{"confirm", "assets/sfx/menu_confirm.mp3"},
{"cancel", "assets/sfx/menu_error.mp3"},
}
}

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-- example/plateform :: a dead simple plateformer example
--[[
Copyright © 2019 Kazhnuz
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
local Scene = require "framework.scenes"
local Plateformer = Scene:extend()
local World = require "framework.scenes.world.world2D"
local Pause = require "scenes.gameplay.plateform.pause"
function Plateformer:new()
Plateformer.super.new(self)
local folder = "scenes.gameplay.plateform"
self.assets:batchImport("scenes.gameplay.plateform.assets")
World(self, folder .. ".actors", "datas/maps/plateformer/platformer.lua")
--Pause(self)
--self.menusystem:deactivate()
--self.menusystem:lockWorldWhenActive(true)
--self.menusystem:lockAssetsWhenActive(true)
self.world:loadMap()
end
function Plateformer:restart()
--self.menusystem:deactivate()
collectgarbage()
self.world:reset()
end
function Plateformer:update(dt)
--if (self.menusystem.isActive == true) and self.sources[1].keys["start"].isPressed then
--self.menusystem:deactivate()
--end
end
function Plateformer:draw()
if (self.world.isActive == false) then
local w, h = core.screen:getDimensions()
love.graphics.setColor(1, 1, 0, 1)
love.graphics.printf("PAUSE", 0, 24*3, w, "center")
utils.graphics.resetColor()
end
end
return Plateformer

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local ListMenu = require "framework.scenes.gui.menus.listbox"
local Widget = require "framework.scenes.gui.menus.widgets"
local PauseMenu = ListMenu:extend()
local ResumeWidget = Widget.Text:extend()
local RestartWidget = Widget.Text:extend()
local ExitWidget = Widget.Text:extend()
local MENU_NAME = "PauseMenu"
function PauseMenu:new(scene)
self.scene = scene
local screenHeight, screenWidth = core.screen:getDimensions()
local w, h = 424/4, 240 - 48*4
local x, y = 3*w/2, 24*4
PauseMenu.super.new(self, scene.menusystem, MENU_NAME, x, y, w, h, 3)
ResumeWidget()
RestartWidget()
ExitWidget()
end
-- WIDGETS
-- All widgets used by the pause menu
function ResumeWidget:new()
self.scene = core.scenemanager:getScene()
local label = "resume"
ResumeWidget.super.new(self, MENU_NAME, "medium", label)
end
function ResumeWidget:action()
self.scene.assets:playSFX(self.sfx)
self.scene.menusystem:deactivate()
end
function RestartWidget:new()
self.scene = core.scenemanager:getScene()
local label = "restart"
RestartWidget.super.new(self, MENU_NAME, "medium", label)
end
function RestartWidget:action()
self.scene.assets:playSFX(self.sfx)
self.scene:restart()
end
function ExitWidget:new()
self.scene = core.scenemanager:getScene()
local label = "exit"
ExitWidget.super.new(self, MENU_NAME, "medium", label)
end
function ExitWidget:action()
self.scene.assets:playSFX(self.sfx)
core.scenemanager:setStoredScene("mainmenu")
end
return PauseMenu

12
examples/scenes/init.lua Normal file
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return {
MainMenu = require "scenes.mainmenu",
Test = require "scenes.basic.test_scene",
Test2 = require "scenes.basic.test_scene2",
TestMenu = require "scenes.basic.test_menus",
Inventory = require "scenes.menus.inventory",
Options = require "scenes.menus.options",
MovePlayer = require "scenes.gameplay.moveplayer",
MovePlayer3D = require "scenes.gameplay.moveplayer3D",
Action3D = require "scenes.gameplay.action3D",
Plateformer = require "scenes.gameplay.plateform"
}

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return {
["imagefonts"] = {
{"medium", "assets/fonts/medium"}
},
["sfx"] = {
{"navigate", "assets/sfx/menu_move.mp3"},
{"confirm", "assets/sfx/menu_confirm.mp3"},
{"cancel", "assets/sfx/menu_error.mp3"},
}
}

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-- scenes/mainmenu :: the main menu of the different birb examples
--[[
Copyright © 2019 Kazhnuz
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
local Scene = require "framework.scenes"
local MainMenu = Scene:extend()
local Menu = require "scenes.mainmenu.menu"
function MainMenu:new()
MainMenu.super.new(self, true, true)
self.assets:batchImport("scenes.mainmenu.assets")
Menu(self)
end
return MainMenu

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