112 lines
3.2 KiB
Lua
112 lines
3.2 KiB
Lua
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-- core/init.lua :: The main file of the core system, an object full of subsystem
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-- loaded by the game to handle the main functions (like screen, translation,
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-- inputs…)
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--[[
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Copyright © 2019 Kazhnuz
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Permission is hereby granted, free of charge, to any person obtaining a copy of
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this software and associated documentation files (the "Software"), to deal in
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the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
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FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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]]
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local cwd = (...):gsub('%.init$', '') .. "."
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local CoreSystem = Object:extend()
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local DebugSystem = require(cwd .. "debug")
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local Options = require(cwd .. "options")
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local Input = require(cwd .. "input")
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local Screen = require(cwd .. "screen")
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local Lang = require(cwd .. "lang")
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local SceneManager = require(cwd .. "scenemanager")
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-- INIT FUNCTIONS
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-- Initialize and configure the core object
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function CoreSystem:new(isDebug)
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self.debug = DebugSystem(self, isDebug)
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self.options = Options(self)
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self.input = Input(self)
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self.screen = Screen(self)
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self.scenemanager = SceneManager(self)
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self.lang = Lang(self)
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end
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function CoreSystem:registerGameSystem(gamesystem)
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self.game = gamesystem
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end
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-- MOUSE FUNCTIONS
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-- get directly the mouse when needed
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function CoreSystem:mousemoved(x, y, dx, dy)
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local x, y = self.screen:project(x, y)
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local dx, dy = self.screen:project(dx, dy)
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self.scenemanager:mousemoved(x, y, dx, dy)
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end
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function CoreSystem:mousepressed( x, y, button, istouch )
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local x, y = self.screen:project(x, y)
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self.scenemanager:mousepressed( x, y, button, istouch )
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end
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-- KEYBOARD FUNCTIONS
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-- get directly the keyboard when needed
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function CoreSystem:keypressed( key, scancode, isrepeat )
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self.scenemanager:keypressed( key, scancode, isrepeat )
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end
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function CoreSystem:keyreleased( key )
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self.scenemanager:keyreleased( key )
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end
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-- UPDATE FUNCTIONS
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-- Load every sytem every update functions of the scene and objects
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function CoreSystem:update(dt)
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-- If the frameskip is to high, prefer slowdown to frameskip
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local dt = math.min(dt, 1/15)
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self.debug:update(dt)
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self.input:update(dt)
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if (self.game ~= nil) then
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self.game:update(dt)
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end
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self.scenemanager:update(dt)
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self.screen:update(dt)
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end
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-- DRAW FUNCTIONS
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-- Draw the whole game
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function CoreSystem:draw()
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self.scenemanager:draw()
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end
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-- EXIT FUNCTIONS
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-- Quit the game
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function CoreSystem:exit()
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self.options:save()
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love.event.quit()
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end
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return CoreSystem
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