chroma_solstice/main.lua
2026-08-08 00:09:50 -04:00

234 lines
6.2 KiB
Lua

love.graphics.setDefaultFilter("linear", "nearest")
local utf8 = require("utf8")
class = require "libs/middleclass"
Timer = require "libs/hump/timer"
sfxr = require "libs/sfxrlua/sfxr"
require "libs/TSerial"
require "_debug_helpers"
require "_helpers"
require "input"
require "color"
require "room"
require "world"
require "world_seed"
require "shaders"
require "level_editor/editor"
-- Ink dialogue: ship the pre-parsed book (LÖVE has no lpeg to parse .ink at
-- runtime; the narrator parser degrades to false without it, runtime is fine).
package.path = package.path .. ";libs/narrator/?.lua"
narrator = require "narrator.narrator"
startSignBook = require "stories.start_sign"
function love.load()
globalAssetProperties = {} -- rebuilt from the filesystem (art/ + .meta) by getAllAssets
_initDefaults()
_initGridVars()
_initSounds()
_initGlobalColors()
gameWorld = World:new()
_initLevelEditor()
_initCanvases()
inputTimer = Timer.new()
-- Resume the game: prefer the runtime autosave so the last saved position is
-- restored, falling back to the authored source level. Editor room-opens go
-- through their own (source-only) load path, so this only affects resume.
currentRoom = Room:new{
name = gameWorld.lastRoom or "start",
runtime = true
}
gameWorld:setLastRoom(currentRoom.name)
setEditorRoomName(currentRoom.name)
response = ""
end
-- Autosave on close so a position reached by moving within a room (short of a
-- room-to-room transition, which already autosaves in nextRoom) survives.
function love.quit()
if currentRoom then
currentRoom:save()
if gameWorld then gameWorld:setLastRoom(currentRoom.name) end
end
end
function love.update(dt)
if editorView == "world" then
Input:stopMoveRepeat()
else
local repeatedMove = Input:handler(dt)
if repeatedMove and not Dialogue.isOpen() then currentRoom:movePlayer(repeatedMove) end
end
currentRoom:update(dt)
-- if love.keyboard.isDown("w") then worldSha = worldSha + 1 end
-- if love.keyboard.isDown("s") then worldSha = worldSha - 1 end
end
function love.draw()
love.graphics.setCanvas(gameCanvas)
love.graphics.clear()
love.graphics.setBlendMode("screen")
if editorView == "world" then
gameWorld:draw()
else
currentRoom:draw()
end
love.graphics.setCanvas(finalCanvas)
love.graphics.clear()
local scaleCoefficient = .93
local samples = 7
love.graphics.push()
for i = 1, samples do
local c = 65 / 255 / (i * 1.75)
love.graphics.setColor(c, c, c)
love.graphics.scale(scaleCoefficient, scaleCoefficient)
love.graphics.translate((width / 2 - (width * scaleCoefficient) / 2) + 2, (width / 2 - (height * scaleCoefficient) / 2) + 2)
love.graphics.draw(gameCanvas, 0, 0)
end
love.graphics.pop()
love.graphics.setColor(1, 1, 1)
love.graphics.draw(gameCanvas, 0, 0)
love.graphics.setCanvas()
love.graphics.setCanvas(sideBarCanvas)
love.graphics.clear()
editorDraw()
love.graphics.setCanvas()
love.graphics.setBlendMode("alpha")
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(finalCanvas, 0, 0)
love.graphics.draw(sideBarCanvas, sideBarBox.x, sideBarBox.y)
love.graphics.print("Current FPS: "..tostring(love.timer.getFPS( )), 10, 10)
Dialogue.draw()
end
function love.keypressed(key)
-- Talking to a sign captures input: navigate/choose, don't move the player.
if Dialogue.isOpen() then
Dialogue.keypressed(key)
return
end
if editorView ~= "world" and Input.isPlayerMove(key) then
Input:beginMove(key)
currentRoom:movePlayer(key)
elseif editorView ~= "world" and Input.isPlayerSwitch(key) then
local c = Input.playerColor(key)
currentRoom:switchPlayerColor(c)
end
-- if key == "w" then
-- worldSha = worldSha + 1
-- end
-- if key == "s" then
-- worldSha = worldSha - 1
-- end
if key == "return" then
response = ""
editorCompleteResponse()
elseif key == "backspace" then
local byteoffset = utf8.offset(response, -1)
if byteoffset then
-- remove the last UTF-8 character.
-- string.sub operates on bytes rather than UTF-8 characters, so we couldn't do string.sub(response, 1, -2).
response = string.sub(response, 1, byteoffset - 1)
editorTextHandler(response)
end
end
end
function love.mousepressed(x, y, button)
if editorView == "room" and button == 2 then
currentRoom:attemptDelete(x, y, selectedColor)
end
editorMouseHandler(x, y, button)
end
function love.textinput(t)
response = response .. t
editorTextHandler(response)
end
function love.resize(w, h)
_computeDimensions()
drawScale = width / gridWidth / 16
_initCanvases()
end
function _initDefaults()
--set filter
love.graphics.setDefaultFilter("linear", "nearest")
love.filesystem.createDirectory("rooms")
--set global width / height / sidebar variables
_computeDimensions()
--set randomseed
math.randomseed(os.time())
--font
font = love.graphics.newFont("font/LCD_Solid.ttf", 16)
love.graphics.setFont(font)
end
-- Derive the square play area (side = smaller window dimension) and the
-- sidebar that fills the remaining horizontal space. Safe to call any time
-- the window size changes.
function _computeDimensions()
width = love.graphics.getWidth()
height = love.graphics.getHeight()
if width > height then
width = height
else
height = width
end
sideBarBox = {x = width, y = 0, w = love.graphics.getWidth() - width, h = height}
end
-- (Re)create the render targets at the current window size.
function _initCanvases()
gameCanvas = love.graphics.newCanvas()
finalCanvas = love.graphics.newCanvas()
sideBarCanvas = love.graphics.newCanvas(math.max(1, sideBarBox.w), math.max(1, sideBarBox.h))
end
function _initGridVars()
gridWidth, gridHeight = 11, 11
drawScale = width / gridWidth / 16
worldSha = 1
end
function _initGlobalColors()
gColor = {}
gColor.red, gColor.green, gColor.blue, gColor.white = Color:new("red"), Color:new("green"), Color:new("blue"), Color:new("white")
end
function _initSounds()
staticWave = sfxr.newSound()
staticWave.wavetype = 3
staticWave.frequency.start = .1
staticWave.envelope.release = 0
staticWave.envelope.sustain = 1
staticWave.envelope.decay = 0
static = love.audio.newSource((staticWave:generateSoundData()))
static:setLooping(true)
static:setVolume(.15)
static:play()
end