Files
LoveDOS-Dungeon-Crawler/main.lua

147 lines
4.0 KiB
Lua

------------------------------------------------------------------------------
-- Imports
------------------------------------------------------------------------------
local love = require 'love'
local game_states = require 'src.states'
local settings = require 'src.utils.settings'
local Fader = require 'src.utils.fader'
------------------------------------------------------------------------------
-- Variables
------------------------------------------------------------------------------
Current_state = 1
Fade = Fader()
Change_state = false
Debug = false
------------------------------------------------------------------------------
-- Helper methods
------------------------------------------------------------------------------
local function parse_args(args)
for _, v in pairs(args) do
-- Enable debug mode.
if v == '-debug' then Debug = true end
end
end
------------------------------------------------------------------------------
-- Game methods
------------------------------------------------------------------------------
function love.load(args)
parse_args(args)
-- Obtain the settigns for the game.
settings:load_settings()
-- Load the assets of the intro game state.
game_states[Current_state]:load()
-- Call a fade in after the intro assets are loaded.
Fade:fade_in()
end
function love.update(dt)
local new_state = game_states[Current_state]:update(dt)
-- If the game state changed then trigger a fade out.
if new_state ~= Current_state and Fade.done then
Fade:fade_out()
Change_state = true
end
Fade:update(dt)
-- 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.done then
game_states[Current_state]:unload(dt)
love.event.quit()
-- Save the settings before quitting just in case.
settings:load_settings()
end
else
-- If the new state exists then unload it's data and set the new state.
if Change_state and Fade.done then
game_states[Current_state]:unload(dt)
Current_state = new_state
game_states[Current_state]:load()
Change_state = false
Fade:fade_in()
end
end
end
function love.draw()
love.graphics.clear()
game_states[Current_state]:draw()
Fade:draw()
if Debug then
love.graphics.setColor(0, 0, 0)
love.graphics.rectangle('fill', 0, 0, 140, 40)
love.graphics.setColor()
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 love.keypressed(key, code, isrepeat)
-- Send events to the active game state if there is no fade active.
if Fade.done then
game_states[Current_state]:keypressed(key, code, isrepeat)
end
end
function love.keyreleased(key, code)
-- Send events to the active game state if there is no fade active.
if Fade.done then
game_states[Current_state]:keyreleased(key, code)
end
end
function love.textinput(text)
-- Send events to the active game state if there is no fade active.
if Fade.done then
game_states[Current_state]:textinput(text)
end
end
function love.mousemoved(x, y, dx, dy)
-- Send events to the active game state if there is no fade active.
if Fade.done then
game_states[Current_state]:mousemoved(x, y, dx, dy)
end
end
function love.mousepressed(x, y, btn)
-- Send events to the active game state if there is no fade active.
if Fade.done then
game_states[Current_state]:mousemoved(x, y, btn)
end
end
function love.mousereleased(x, y, btn)
-- Send events to the active game state if there is no fade active.
if Fade.done then
game_states[Current_state]:mousereleased(x, y, btn)
end
end