Started implementing game states and intro.

This commit is contained in:
2025-09-28 02:14:41 -04:00
parent 6fdad4e408
commit 56366e4db9
7 changed files with 291 additions and 24 deletions

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@@ -7,3 +7,4 @@ A dungeon crawler game made with LoveDOS for the DOSember Game Jam https://itch.
- [Click.wav by frosty ham](https://opengameart.org/content/click-0) - [Click.wav by frosty ham](https://opengameart.org/content/click-0)
- [B&W Ornamental Cursor by qubodup](https://opengameart.org/content/bw-ornamental-cursor-19x19) - [B&W Ornamental Cursor by qubodup](https://opengameart.org/content/bw-ornamental-cursor-19x19)
- [Dogs of Cyberspace by congusbongus](https://modarchive.org/index.php?request=view_by_moduleid&query=207032) - [Dogs of Cyberspace by congusbongus](https://modarchive.org/index.php?request=view_by_moduleid&query=207032)
- [Microchip texture by ZeptoBARS](https://opengameart.org/content/microchip-texture)

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122
main.lua
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@@ -1,46 +1,120 @@
---@diagnostic disable: undefined-global ------------------------------------------------------------------------------
Mousex = 0 -- Imports
Mousey = 0 ------------------------------------------------------------------------------
Cursor = nil
Bgm = nil
Click = nil
Bckg = nil
local love = require 'love'
local game_states = require 'src.states'
------------------------------------------------------------------------------
-- Variables
------------------------------------------------------------------------------
Current_state = 1
Fade_in = 0.0
Fade_out = 1.0
Change_state = false
------------------------------------------------------------------------------
-- Game methods
------------------------------------------------------------------------------
local function lerp(a, b, t)
-- Linear interpolation between two values a and b, by a t between 0.0 and 1.0
return (a * t) + (b * (1.0 - t))
end
------------------------------------------------------------------------------
-- Game methods
------------------------------------------------------------------------------
function love.load() function love.load()
Cursor = love.graphics.newImage('imgs/pointer.png') game_states[Current_state]:load()
Bckg = love.graphics.newImage('imgs/bckg.png') end
Bgm = love.audio.newSource('bgm/dogs.wav') function love.update(dt)
Bgm:setLooping(true) local new_state = game_states[Current_state]:update(dt)
Bgm:play()
Click = love.audio.newSource('snd/click.wav') -- If the game state changed then trigger a fade out.
if new_state ~= Current_state and Fade_out >= 1.0 then
Fade_out = 0.0
Change_state = true
end
-- If there is a fade in going then update it.
if Fade_in < 1.0 then
Fade_in = Fade_in + (dt / 2)
end
-- If there is a fade out going then update it.
if Fade_out < 1.0 then
Fade_out = Fade_out + (dt / 2)
end
-- Update the game state.
if game_states[new_state] == nil then
-- If the new state doesn't exist then wait for the fade out to end and quit.
if Fade_out >= 1.0 then
game_states[Current_state]:unload(dt)
love.event.quit()
end
else
-- If the new state exists then unload it's data and set the new state.
if Change_state and Fade_out >= 1.0 then
game_states[Current_state]:unload(dt)
Current_state = new_state
game_states[Current_state]:load()
Change_state = false
end
end
end end
function love.draw() function love.draw()
love.graphics.draw(Bckg, 0, 0) -- Reset the drawing color and clear the screen.
love.graphics.draw(Cursor, Mousex , Mousey) love.graphics.clear()
-- Render the current game state.
game_states[Current_state]:draw()
-- If there is a fade in going then render it.
if Fade_in < 1.0 then
love.graphics.setColor(0, 0, 0)
love.graphics.circle('fill', -320, love.graphics.getHeight() / 2, lerp(0, 400 * 2, Fade_in))
love.graphics.setColor()
end
-- If there is a fade out going then render it.
if Fade_out < 1.0 then
love.graphics.setColor(0, 0, 0)
love.graphics.circle('fill', -320, love.graphics.getHeight() / 2, lerp(400 * 2, 0, Fade_out))
love.graphics.setColor()
end
end end
function love.keypressed(key) function love.keypressed(key)
if key == "escape" then -- Send events to the active game state if there is no fade active.
love.event.quit() if Fade_in >= 1.0 and Fade_out >= 1.0 then
end game_states[Current_state]:keypressed(key)
end
end end
function love.mousemoved(x, y) function love.mousemoved(x, y)
Mousex = x -- Send events to the active game state if there is no fade active.
Mousey = y if Fade_in >= 1.0 and Fade_out >= 1.0 then
game_states[Current_state]:mousemoved(x, y)
end
end end
function love.mousepressed(x, y, button) function love.mousepressed(x, y, btn)
if button == 1 then -- Send events to the active game state if there is no fade active.
Click:play() if Fade_in >= 1.0 and Fade_out >= 1.0 then
end game_states[Current_state]:mousemoved(x, y, btn)
end
end end

46
src/classes.lua Normal file
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@@ -0,0 +1,46 @@
------------------------------------------------------------------------------
-- Methods
------------------------------------------------------------------------------
-- Single inheritance version of the sample code from
-- http://lua-users.org/wiki/ObjectOrientationTutorial
local function make_class(BaseClass)
-- "cls" is the new class
local cls = {}
-- copy base class contents into the new class
if BaseClass ~= nil then
for k, v in pairs(BaseClass) do
cls[k] = v
end
end
-- set the class's __index, and start filling an "is_a" table that contains this class and all of its bases
-- so you can do an "instance of" check using my_instance.is_a[MyClass]
cls.__index, cls.is_a = cls, {[cls] = true}
if BaseClass ~= nil then
cls.is_a[BaseClass] = true
end
-- the class's __call metamethod
setmetatable(cls, {__call = function (c, ...)
local instance = setmetatable({}, c)
-- run the init method if it's there
local init = instance._init
if init then init(instance, ...) end
return instance
end})
-- return the new class table, that's ready to fill with methods
return cls
end
------------------------------------------------------------------------------
-- Module return
------------------------------------------------------------------------------
return make_class

58
src/gstate.lua Normal file
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@@ -0,0 +1,58 @@
------------------------------------------------------------------------------
-- Imports
------------------------------------------------------------------------------
local make_class = require 'src.classes'
------------------------------------------------------------------------------
-- Class definitions
------------------------------------------------------------------------------
local GameState = make_class()
------------------------------------------------------------------------------
-- Class methods
------------------------------------------------------------------------------
function GameState:_init(name, index)
self.name = name
self.index = index
self.valid = false
end
function GameState:load()
end
function GameState:update(_)
return self.index
end
function GameState:draw()
end
function GameState:unload()
end
function GameState:keypressed(_)
end
function GameState:mousemoved(_, _)
end
function GameState:mousepressed(_, _, _)
end
------------------------------------------------------------------------------
-- Module return
------------------------------------------------------------------------------
return GameState

66
src/intro.lua Normal file
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@@ -0,0 +1,66 @@
------------------------------------------------------------------------------
-- Imports
------------------------------------------------------------------------------
local love = require 'love'
local make_class = require 'src.classes'
local GameState = require 'src.gstate'
------------------------------------------------------------------------------
-- Class definitions
------------------------------------------------------------------------------
local Intro = make_class(GameState)
------------------------------------------------------------------------------
-- Class methods
------------------------------------------------------------------------------
function Intro:_init(name, index)
-- Call super-class constructor.
GameState._init(self, name, index)
-- Attribute definitions
self.skip = false
end
function Intro:load()
self.background = love.graphics.newImage('imgs/cpu.png')
self.valid = true
end
function Intro:update(_)
if not self.skip then return self.index else return 0 end
end
function Intro:draw()
if self.valid then
love.graphics.draw(self.background, 0, 0)
love.graphics.print(string.format('OS: %s', love.system.getOS()), 5, 5)
love.graphics.print(string.format('Love version: %s', love.getVersion()), 5, 15)
love.graphics.print(string.format('Memory usage: %s KiB', love.system.getMemUsage()), 5, 25)
end
end
function Intro:unload()
self.background = nil
self.valid = false
end
function Intro:keypressed(_)
self.skip = true
end
------------------------------------------------------------------------------
-- Module return
------------------------------------------------------------------------------
return Intro

22
src/states.lua Normal file
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@@ -0,0 +1,22 @@
------------------------------------------------------------------------------
-- Imports
------------------------------------------------------------------------------
local Intro = require 'src.intro'
------------------------------------------------------------------------------
-- Variables
------------------------------------------------------------------------------
-- Table of all valid game states.
local states = {
Intro('intro', 1),
}
------------------------------------------------------------------------------
-- Module return
------------------------------------------------------------------------------
return states