sonic-radiance/sonic-radiance.love/game/init.lua

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-- game :: The main game subsystem. Basically a big object that handle all the
-- game-related data like characters, monsters, etc. While the core aim to be
-- reusable at will, the game is specifically made for the current game.
--[[
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.
]]
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local Game = Object:extend()
local Characters = require "game.characters"
local Ennemies = require "game.ennemies"
local Skills = require "game.skills"
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local binser = require "core.modules.gamesystem.libs.binser"
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Game.utils = require "game.modules.utils"
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Game.gui = require "game.modules.gui"
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function Game:new()
self.slot = -1
self.gametime = 0
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self.characters = Characters(self)
self.ennemies = Ennemies(self)
self.skills = Skills(self)
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end
function Game:setData(data)
local data = data
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self.gametime = data.gametime
self.characters:setData(data.characters)
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end
function Game:getData()
local data = {}
data.gametime = self.gametime
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data.characters = self.characters:getData()
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return data
end
function Game:read(save_id)
self.slot = save_id
if (self.slot > 0) then
filepath = self:getSaveFile(self.slot, true)
if love.filesystem.exists("save" .. self.slot .. ".save") then
local loadedDatas = binser.readFile(filepath)
self:setData(loadedDatas[1])
end
end
end
function Game:write(save_id)
if (self.slot > 0) then
local data = self:getData()
filepath = self:getSaveFile(self.slot, true)
binser.writeFile(filepath, data)
end
end
function Game:getSaveFile(saveslot, absolute)
local dir = ""
if absolute then
dir = love.filesystem.getSaveDirectory() .. "/"
if not love.filesystem.exists(dir) then
love.filesystem.createDirectory( "" )
end
end
local filepath = dir .. "save" .. saveslot .. ".save"
return filepath
end
function Game:resetSaves()
for i=1, 3 do
filepath = self:getSaveFile(i, true)
if love.filesystem.exists("save" .. i .. ".save") then
love.filesystem.remove( "save" .. i .. ".save" )
end
end
end
function Game:update(dt)
self.gametime = self.gametime + dt
end
function Game:getTime()
local time = self.gametime
local hours, minute, seconds
seconds = math.floor(self.gametime)
minutes = math.floor(seconds / 60)
hours = math.floor(minutes / 60)
seconds = seconds % 60
minutes = minutes % 60
hours = hours
return seconds, minutes, hours
end
function Game:getTimeString()
local string
local seconds, minutes, hours = self:getTime()
local stringSeconds, stringMinutes, stringHours
if (seconds <= 9) then
stringSeconds = 0 .. seconds
else
stringSeconds = seconds
end
if (minutes <= 9) then
stringMinutes = 0 .. minutes
else
stringMinutes = minutes
end
if (hours <= 9) then
stringHours = 0 .. hours
else
stringHours = hours
end
string = stringHours .. ":" .. stringMinutes .. ":" .. stringSeconds
return string
end
function Game:printTime()
print(self:getTimeString())
end
return Game