chroma_solstice/main.lua
2026-08-12 12:27:52 -04:00

395 lines
13 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 "profiler"
require "color"
require "sound"
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).
-- Use LOVE's require path (rooted at the game dir) so this resolves no matter
-- what the shell's CWD is; plain package.path is CWD-relative and breaks when
-- launched as `love /path/to/game` from elsewhere.
love.filesystem.setRequirePath(love.filesystem.getRequirePath() .. ";libs/narrator/?.lua")
narrator = require "narrator.narrator"
startSignBook = require "stories.start_sign"
jorgeBook = require "stories.jorge"
-- DEV/DEBUG mode. When on, the level editor is available and rooms with no
-- player copy present still render every channel, so whole levels stay visible
-- instead of a black screen. Turn it off for a player-facing build; both the
-- editor and that all-channels fallback then disappear. Override at launch with
-- the DEBUG env var (DEBUG=0 to force off, DEBUG=1 to force on).
DEBUG = os.getenv("DEBUG") ~= "0"
function love.load()
globalAssetProperties = {} -- rebuilt from the filesystem (art/ + .meta) by getAllAssets
_initDefaults()
_initGridVars()
_initSounds()
_initGlobalColors()
_initAccessibility()
gameWorld = World:new()
_initLevelEditor()
-- getAllAssets runs in _initLevelEditor; deserialize the world only after
-- its asset metadata exists, otherwise every non-player object is skipped.
gameWorld:loadLevels()
_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.
local initialRoom = gameWorld.lastRoom or "start"
-- Preserve the old resume behavior for the active room while the rest of the
-- world comes from the authored level files.
currentRoom = Room:new{name = initialRoom, runtime = true}
if gameWorld.levels[initialRoom] then
gameWorld.levels[initialRoom] = currentRoom
gameWorld:rebuildCollision()
gameWorld:resolveCircuits()
gameWorld:rebuildCollision()
end
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()
-- An explicit editor save/clear removes the runtime copy intentionally;
-- don't immediately recreate it while shutting down.
if currentRoom and not suppressRuntimeAutosave then
if gameWorld then
gameWorld:markDirty(currentRoom)
gameWorld:flushRuntime()
else
currentRoom:save()
end
end
end
function love.update(dt)
if editorView == "world" or editorView == "wire" then
Input:stopMoveRepeat()
else
local repeatedMove = Input:handler(dt)
if repeatedMove and not Dialogue.isOpen() then gameWorld:movePlayer(currentRoom, 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 DEBUG and editorView == "world" then
gameWorld:draw()
elseif DEBUG and editorView == "wire" then
gameWorld:drawWireEditor(wireEditorCamera())
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()
-- Render the sidebar at native panel resolution: the canvas is panel-sized,
-- and editorDraw works in the fixed virtual space, scaled up by a transform.
-- Blitting the canvas 1:1 afterwards means no rescaling of the final image
-- (crisp, nearest-neighbor throughout — nothing is averaged). The editor is a
-- DEBUG-only surface, so skip the whole panel in a player-facing build.
if DEBUG then
love.graphics.setCanvas(sideBarCanvas)
-- The gameplay view now intentionally extends beyond its old room bounds.
-- Keep the editor panel opaque so that neighbourhood preview never shows
-- through empty areas of the UI.
love.graphics.clear(0, 0, 0, 1)
love.graphics.push()
love.graphics.scale(editorRenderScale, editorRenderScale)
editorDraw()
love.graphics.pop()
love.graphics.setCanvas()
end
-- Collect every visible layer before the accessibility pass. Applying the
-- shader here also covers the editor sidebar, FPS display, and dialogue,
-- rather than only recolouring the room sprites.
love.graphics.setCanvas(presentationCanvas)
love.graphics.clear()
love.graphics.setBlendMode("alpha")
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(finalCanvas, 0, 0)
if DEBUG then love.graphics.draw(sideBarCanvas, sideBarBox.x, sideBarBox.y) end
love.graphics.print("Current FPS: "..tostring(love.timer.getFPS( )), 10, 10)
PerfProfiler:draw()
Dialogue.draw()
love.graphics.setCanvas()
love.graphics.setColor(1, 1, 1, 1)
local filter = accessibilityModes[accessibilityModeIndex]
if filter.shader then
filter.shader:send("accessibilityTime", love.timer.getTime())
love.graphics.setShader(filter.shader)
end
love.graphics.draw(presentationCanvas, 0, 0)
love.graphics.setShader()
if accessibilityMessage and love.timer.getTime() < accessibilityMessageExpires then
love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf(accessibilityMessage, 0, 30, love.graphics.getWidth(), "center")
end
end
function love.keypressed(key)
-- Developer CPU sampling: record a representative moving sequence, then
-- press F9 again to write folded stacks for flamegraph.pl.
if key == "f9" then
PerfProfiler:toggle()
return
end
-- Available even while a dialogue is open, so the player never has to
-- dismiss something important just to change the colour treatment.
if key == "f4" then
cycleAccessibilityMode()
return
end
-- Talking to a sign captures input: navigate/choose, don't move the player.
if Dialogue.isOpen() then
Dialogue.keypressed(key)
return
end
if editorView == "wire" and editorWireKeypressed(key) then return end
if editorView ~= "world" and editorView ~= "wire" and Input.isPlayerMove(key) then
Input:beginMove(key)
gameWorld:movePlayer(currentRoom, key)
elseif editorView ~= "world" and editorView ~= "wire" and Input.isPlayerSwitch(key) then
local c = Input.playerColor(key)
gameWorld:switchPlayerColor(currentRoom, c)
elseif editorView ~= "world" and editorView ~= "wire" and gameWorld:browseRoom(currentRoom, key) then
return
end
-- if key == "w" then
-- worldSha = worldSha + 1
-- end
-- if key == "s" then
-- worldSha = worldSha - 1
-- end
-- Editor text-field controls (room-name entry etc.): DEBUG-only.
if not DEBUG then return end
if key == "return" then
response = ""
editorCompleteResponse()
elseif key == "escape" and editorCancelResponse() then
return
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
-- Every mouse/text callback below only ever drives the editor, so they are
-- inert outside DEBUG: a player-facing build is keyboard-only.
function love.mousepressed(x, y, button)
if not DEBUG then return end
editorMouseHandler(x, y, button)
end
function love.mousemoved(x, y)
if not DEBUG then return end
editorMouseMoved(x, y)
end
function love.mousereleased(x, y, button)
if not DEBUG then return end
editorMouseReleased(x, y, button)
end
function love.textinput(t)
if not DEBUG then return end
response = response .. t
editorTextHandler(response)
end
function love.wheelmoved(dx, dy)
if not DEBUG then return end
-- Scroll the editor's asset/folder list when the cursor is over the sidebar.
if editorView == "room" and love.mouse.getX() > width then
editorScrollRoomList(dy)
end
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}
-- The editor sidebar is authored in a fixed virtual space and scaled up to
-- fill the real panel, so every element keeps the same size relative to the
-- panel at any window size (and fonts scale with it). Width is constant;
-- height follows the real panel's aspect ratio so the upscale is uniform
-- (no stretching). `editorScale` is the constant sprite scale in that space.
editorScale = 3
local virtualW = 600
local aspect = sideBarBox.w > 0 and (sideBarBox.h / sideBarBox.w) or 2
sb = {w = virtualW, h = virtualW * aspect}
-- Factor that maps the virtual layout space onto real panel pixels. The
-- sidebar is rasterized at this density (native res), so it stays crisp at
-- any window size instead of scaling a fixed low-res canvas.
editorRenderScale = sideBarBox.w > 0 and (sideBarBox.w / sb.w) or 1
end
-- (Re)create the render targets at the current window size.
function _initCanvases()
gameCanvas = love.graphics.newCanvas()
finalCanvas = love.graphics.newCanvas()
presentationCanvas = love.graphics.newCanvas()
-- Reused for each cardinal neighbour's alternate real-colour view at the
-- porous room boundary. Full-screen dimensions keep it pixel-aligned with
-- the gameplay canvas during shader compositing.
porousRoomCanvas = love.graphics.newCanvas()
sideBarCanvas = love.graphics.newCanvas(math.max(1, sideBarBox.w), math.max(1, sideBarBox.h))
sideBarCanvas:setFilter("nearest", "nearest") -- never average when sampled
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 _initAccessibility()
accessibilityModes = {
{ id = "normal", label = "Normal", shader = nil },
{ id = "deuteranopia", label = "Deuteranopia", shader = accessibilityColorShader },
}
accessibilityModeIndex = 1
local savedMode = love.filesystem.read("accessibility_mode.txt")
if savedMode then
savedMode = savedMode:match("[%w_]+")
if savedMode == "deuteranopia_high_contrast" then savedMode = "deuteranopia" end
for index, mode in ipairs(accessibilityModes) do
if mode.id == savedMode then
accessibilityModeIndex = index
break
end
end
end
local mode = accessibilityModes[accessibilityModeIndex]
accessibilityMessage = "Color filter: " .. mode.label .. " (F4 to change)"
accessibilityMessageExpires = love.timer.getTime() + 4
end
function cycleAccessibilityMode()
accessibilityModeIndex = accessibilityModeIndex % #accessibilityModes + 1
local mode = accessibilityModes[accessibilityModeIndex]
love.filesystem.write("accessibility_mode.txt", mode.id)
accessibilityMessage = "Color filter: " .. mode.label .. " (F4 to change)"
accessibilityMessageExpires = love.timer.getTime() + 2.5
end
function _initSounds()
Sound.init()
staticWave = sfxr.newSound()
staticWave.waveform = sfxr.WAVEFORM.NOISE -- was `wavetype = 3`; field renamed in this sfxr
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(.04)
static:setFilter({type = "lowpass", highgain = .25}) -- roll off highs + upper-mids
static:play()
end