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GameStates.lua
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GameStates.lua
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levels = require 'levels'
require 'props'
menu = {}
showHighScore = {}
showNewHighScore = {}
showNextGoal = {}
showMadeGoal = {}
shop = {}
game = {}
gameOver = {}
local start = 0
local highScore = 1
function menu:init()
self.arrowPos = {
x = 0,
y = 0
}
self.startPos = {
x = 5,
y = 152
}
self.highScorePos = {
x = 5,
y = 172
}
-- Init persistentData
persistentData = {}
persistentData.highScore = 0
persistentData.highLevel = 1
-- Load saved data to persistentData if file exists.
if love.filesystem.getInfo("savedata.txt") then
file = love.filesystem.read("savedata.txt")
persistentData = lume.deserialize(file)
end
end
function menu:enter()
player = Player(idleAnimation)
self.arrowState = start
end
function menu:keypressed(key)
if key == 'up' then self.arrowState = math.max(start, self.arrowState - 1)
elseif key == 'down' then self.arrowState = math.min(self.arrowState + 1, highScore)
elseif key == 'return' or key == 'enter' or key == 'k' then
if self.arrowState == start then
-- Start game
Gamestate.switch(showNextGoal)
elseif self.arrowState == highScore then
-- Show high score
Gamestate.switch(showHighScore)
end
end
end
function menu:update()
-- Update arrow state
if self.arrowState == start then
self.arrowPos = self.startPos
elseif self.arrowState == highScore then
self.arrowPos = self.highScorePos
end
end
function menu:draw()
push:start()
-- Draw BG
love.graphics.draw(backgrounds['Menu'])
-- Draw menu text
local startGameText = love.graphics.newText(uiFont, {COLOR_YELLOW, 'Start Game'})
local highScoreText = love.graphics.newText(uiFont, {COLOR_YELLOW, 'High Score'})
local devInfoText = love.graphics.newText(infoFont, {COLOR_YELLOW, 'Made with LÖVE. Developed by Lazy_V.'})
love.graphics.draw(startGameText, 30, 150)
love.graphics.draw(highScoreText, 30, 170)
love.graphics.draw(devInfoText, 75, 225)
-- Draw arrow
love.graphics.draw(sprites['MenuArrow'], self.arrowPos.x, self.arrowPos.y)
push:finish()
end
function showHighScore:keypressed(key)
Gamestate.switch(menu)
end
function showHighScore:draw()
push:start()
-- Draw BG
love.graphics.draw(backgrounds['Goal'])
-- Draw title
love.graphics.draw(sprites['Title'], VIRTUAL_WIDTH / 2 - sprites['Title']:getWidth() / 2, 20)
-- Draw panel
love.graphics.draw(sprites['Panel'], VIRTUAL_WIDTH / 2 - sprites['Panel']:getWidth() / 2, 80)
-- Draw high score text
local highScoreText = love.graphics.newText(uiFont, {COLOR_YELLOW, 'High Score:', COLOR_GREEN, '\n\n$' .. persistentData.highScore, COLOR_YELLOW, ' at Level' .. persistentData.highLevel })
love.graphics.draw(highScoreText, 70, 100)
push:finish()
end
function showNewHighScore:keypressed(key)
Gamestate.switch(menu)
end
function showNewHighScore:draw()
push:start()
-- Draw BG
love.graphics.draw(backgrounds['Goal'])
-- Draw title
love.graphics.draw(sprites['Title'], VIRTUAL_WIDTH / 2 - sprites['Title']:getWidth() / 2, 20)
-- Draw panel
love.graphics.draw(sprites['Panel'], VIRTUAL_WIDTH / 2 - sprites['Panel']:getWidth() / 2, 80)
-- Draw high score text
local newHighScoreText = love.graphics.newText(uiFont, {COLOR_YELLOW, 'New High Score:', COLOR_GREEN, '\n\n$' .. persistentData.highScore, COLOR_YELLOW, ' at Level' .. persistentData.highLevel })
love.graphics.draw(newHighScoreText, 70, 100)
push:finish()
end
function showNextGoal:init()
self.firstInit = true
end
function showNextGoal:enter()
-- Set goal text
if self.firstInit then
self.goalTextContent = 'Your First Goal is'
self.firstInit = false
else
self.goalTextContent = 'Your Next Goal is'
end
player:updateGoal()
-- Play goal bgm
musics['Goal']:play()
end
function showNextGoal:update()
if not musics['Goal']:isPlaying() then
Gamestate.switch(game)
end
end
function showNextGoal:draw()
push:start()
-- Draw BG
love.graphics.draw(backgrounds['Goal'])
-- Draw title
love.graphics.draw(sprites['Title'], VIRTUAL_WIDTH / 2 - sprites['Title']:getWidth() / 2, 20)
-- Draw panel
love.graphics.draw(sprites['Panel'], VIRTUAL_WIDTH / 2 - sprites['Panel']:getWidth() / 2, 80)
-- Draw next goal text
local nextGoalText = love.graphics.newText(uiFont, {COLOR_YELLOW, self.goalTextContent, COLOR_GREEN, '\n\n$' .. player.goal})
love.graphics.draw(nextGoalText, 70, 100)
push:finish()
end
function showMadeGoal:enter()
-- Init timer
self.timer = 0.5
-- Increase player level
player.level = player.level + 1
local realLevel = 0
if player.level <= 3 then
realLevel = player.level
else
realLevel = (player.level - 3) % 7 + 3
end
player.realLevelStr = 'L' .. realLevel .. '_' .. math.random(1, 3)
-- Init goal text
self.goalTextContent = 'You made it to\nthe next Level!'
-- Play goal bgm
musics['MadeGoal']:play()
end
function showMadeGoal:update(dt)
if not musics['MadeGoal']:isPlaying() then
self.timer = self.timer - dt
end
if self.timer <= 0 then
Gamestate.switch(shop)
end
end
function showMadeGoal:draw()
push:start()
-- Draw BG
love.graphics.draw(backgrounds['Goal'])
-- Draw title
love.graphics.draw(sprites['Title'], VIRTUAL_WIDTH / 2 - sprites['Title']:getWidth() / 2, 20)
-- Draw panel
love.graphics.draw(sprites['Panel'], VIRTUAL_WIDTH / 2 - sprites['Panel']:getWidth() / 2, 80)
-- Draw made goal text
local madeGoalText = love.graphics.newText(uiFont, {COLOR_YELLOW, self.goalTextContent})
love.graphics.draw(madeGoalText, 90, 110)
push:finish()
end
function shop:enter()
-- Init items and start pos
self.items = {}
self.itemsStartBottomPos = vector(30, 176)
-- Init selector
self.selectorInfo = {}
self.selectorIndex = 1
-- Generate random shop items(props)
local itemIndex = 1
for propIndex, prop in ipairs(props) do
-- Random price
propsConfig[prop].price = propsConfig[prop].getPrice(player.level)
propsConfig[prop].pos = self.itemsStartBottomPos + vector((propIndex - 1) * SHOP_ITEM_PADDING, 0)
local add = (math.random(1, 3) >= 2)
if add then
self.selectorInfo[itemIndex] = prop
table.insert(self.items, prop)
itemIndex = itemIndex + 1
end
end
-- Ensure the shop has items.
if #self.items == 0 then
propsConfig['Dynamite'].price = propsConfig['Dynamite'].getPrice(player.level)
propsConfig['Dynamite'].pos = self.itemsStartBottomPos
self.selectorInfo[1] = 'Dynamite'
table.insert(self.items, 'Dynamite')
end
-- Init shopkeeper's animation state
self.shopkeeperAnimation = shopkeeperIdleAnimation
-- Init dialogue text
self.defaultDialogueTextContent = 'Press Left and Right to select.\nPress A/Start to buy.\nPress Select when you are ready.'
self.dialogueTextContent = self.defaultDialogueTextContent
-- Init finish shopping timer
self.finishShoppingTimer = 1.5
-- Init misc state
self.isPlayerFinishShopping = false
self.isPlayerBought = false
end
function shop:keypressed(key)
if key == 'space' then
-- Finish shopping
self.isPlayerFinishShopping = true
elseif key == 'k' or key == 'return' or key == 'enter' then
-- Buy prop
local prop = self.items[self.selectorIndex]
if prop ~= nil and not self.isPlayerFinishShopping then
if player.money >= propsConfig[prop].price then
self.isPlayerBought = true
if sounds['Money']:isPlaying() then
sounds['Money']:stop()
end
sounds['Money']:play()
-- Decrease player's money
player.money = player.money - propsConfig[prop].price
player.money4View = player.money4View - propsConfig[prop].price
-- Take effect
propsConfig[prop].effect(player)
-- Remove
table.remove(self.items, self.selectorIndex)
table.remove(self.selectorInfo, self.selectorIndex)
self.selectorIndex = 1
else
self.dialogueTextContent = "You don't seem to have any money\n:("
end
end
elseif key == 'left' then
self.selectorIndex = math.max(1, self.selectorIndex -1)
elseif key == 'right' then
self.selectorIndex = math.min(self.selectorIndex + 1, #self.items)
end
end
function shop:update(dt)
self.shopkeeperAnimation:update(dt)
if #self.items <= 0 then
self.isPlayerFinishShopping = true
end
if self.isPlayerFinishShopping then
if not self.isPlayerBought then
self.dialogueTextContent = ' :('
self.shopkeeperAnimation = shopkeeperSadAnimation
else
self.dialogueTextContent = 'Thank you for your patronage!\nGood luck!'
end
-- Start timer
self.finishShoppingTimer = self.finishShoppingTimer - dt
-- Times up, then switch to ShowNextGoal state.
if self.finishShoppingTimer <= 0 then
Gamestate.switch(showNextGoal)
end
end
end
function shop:draw()
push:start()
-- Draw BG
love.graphics.draw(backgrounds['Shop'])
-- Draw title
love.graphics.draw(sprites['Title'], VIRTUAL_WIDTH / 2 - sprites['Title']:getWidth() / 2, 5)
-- Draw dialogue bubble and texts
love.graphics.draw(sprites['DialogueBubble'], 25, 70)
local dialogueText = love.graphics.newText(gameFont, {COLOR_BLACK, self.dialogueTextContent})
love.graphics.draw(dialogueText, 30, 75)
-- Draw Shopkeeper
love.graphics.draw(shopkeeperSheet, shopkeeperQuads[self.shopkeeperAnimation:getCurrentFrame()], 220, 100)
-- Draw Table
love.graphics.draw(sprites['Table'], 7, 176)
-- Draw shop items
for itemIndex, item in ipairs(self.items) do
love.graphics.draw(sprites[item], propsConfig[item].pos.x, propsConfig[item].pos.y, 0, 1, 1, sprites[item]:getWidth() / 2, sprites[item]:getHeight())
local itemPriceText = love.graphics.newText(gameFont, {COLOR_GREEN, '$' .. propsConfig[item].price})
love.graphics.draw(itemPriceText, tointeger(propsConfig[item].pos.x - sprites[item]:getWidth() / 2), propsConfig[item].pos.y + 3)
end
-- Draw selector and description
if self.selectorInfo[self.selectorIndex] ~= nil and not self.isPlayerFinishShopping then
local prop = propsConfig[self.selectorInfo[self.selectorIndex]]
love.graphics.draw(sprites['Selector'], prop.pos.x, 130, 0, 1, 1, sprites['Selector']:getWidth() / 2, sprites['Selector']:getHeight())
local propDescriptionText = love.graphics.newText(infoFont, {COLOR_YELLOW, prop.description})
love.graphics.draw(propDescriptionText, 25, 195)
end
push:finish()
end
function game:enter()
-- Init entities
self.entities = {}
-- Init timers
self.timer = 61
-- Init hook
hook = Hook()
-- Reset player animation
player.currentAnimation = playerIdleAnimation
-- Sync player state
player:syncView()
-- Load level
levels.loadLevel(player.realLevelStr, self.entities)
-- Init misc
self.isShowBonus = false
self.isShowStrength = false
self.showBonusTimer = 1
self.showStrengthTimer = 1
end
function game:leave()
player:reset()
end
function game:keypressed(key)
if key == 'down' or key == 'k' then
if not hook.isShowBonus and not hook.isGrabing then
hook.isGrabing = true
sounds['GrabStart']:play()
end
elseif key == 'up' or key == 'u' then
player:tryUseDynamite()
elseif key == 'space' then
if player:reachGoal() then
Gamestate.switch(showMadeGoal)
elseif DEBUG_MODE then
Gamestate.switch(gameOver)
end
-- Cheat
elseif DEBUG_MODE then
if key == 'v' then
player.money4View = player.goal
player.money = player.goal
elseif key == '1' then
player:addDynamite()
elseif key == '2' then
player.hasStrengthDrink = not player.hasStrengthDrink
elseif key == '3' then
player.hasLuckyClover = not player.hasLuckyClover
elseif key == '4' then
player.hasRockCollectorsBook = not player.hasRockCollectorsBook
elseif key == '5' then
player.hasGemPolish = not player.hasGemPolish
elseif key == 'c' then
persistentData.highScore = 0
persistentData.highLevel = 1
love.filesystem.remove("savedata.txt")
end
end
end
function game:update(dt)
-- Update player
player:update(dt)
-- Update hook
hook:update(dt)
-- Update entities
for entityIndex, entity in ipairs(self.entities) do
entity:update(dt)
end
-- Update timer
self.timer = self.timer - dt
if self.timer <= 0 then
self.timer = 0
-- Times up, if player doesn't reach goal, then game over.
-- Otherwise player reaches goal, switch to ShowMadeGoal state.
if player:reachGoal() then
Gamestate.switch(showMadeGoal)
else
Gamestate.switch(gameOver)
end
end
if self.isShowBonus then
self.showBonusTimer = self.showBonusTimer - dt
if self.showBonusTimer <= 0 then
self.showBonusTimer = 1
self.isShowBonus = false
end
end
if self.isShowStrength then
player.currentAnimation = playerStrengthenAnimation
self.showStrengthTimer = self.showStrengthTimer - dt
if self.showStrengthTimer <= 0 then
self.showStrengthTimer = 1
self.isShowStrength = false
player.currentAnimation = playerIdleAnimation
end
end
end
function game:draw()
push:start()
-- Draw BGs
love.graphics.draw(backgrounds['LevelCommonTop'])
love.graphics.draw(backgrounds[levels[player.realLevelStr].type], 0, 40)
-- Draw UI texts
local moneyText = love.graphics.newText(gameFont, {COLOR_DEEP_ORANGE, 'Money', COLOR_GREEN, ' $' .. player.money4View})
love.graphics.draw(moneyText, 5, 5)
local goalText = love.graphics.newText(gameFont, {COLOR_DEEP_ORANGE, 'Goal', COLOR_GREEN, ' $' .. player.goal})
love.graphics.draw(goalText, 11, 15)
local timeText = love.graphics.newText(gameFont, {COLOR_DEEP_ORANGE, 'Time: ', COLOR_ORANGE, tointeger(self.timer)})
love.graphics.draw(timeText, 260, 15)
local levelText = love.graphics.newText(gameFont, {COLOR_DEEP_ORANGE, 'Level: ', COLOR_ORANGE, player.level})
love.graphics.draw(levelText, 250, 25)
if player:reachGoal() then
local reachGoalTipText = love.graphics.newText(gameFont, {COLOR_ORANGE, 'Press Select to Exit'})
love.graphics.draw(reachGoalTipText, 200, 5)
end
if self.isShowBonus then
local bonusText = love.graphics.newText(gameFontBig, {COLOR_GREEN, '$' .. player.currentBonus})
love.graphics.draw(bonusText, 90, 18)
end
if self.isShowStrength then
love.graphics.draw(sprites['Strength!'], 80, 10)
end
-- Render player
player:render()
-- Render entities
for entityIndex, entity in ipairs(self.entities) do
entity:render()
end
-- Render dynamites
if player.dynamiteCount >= 1 then
for i = 1, player.dynamiteCount do
love.graphics.draw(sprites['DynamiteUI'], propsConfig['Dynamite'].uiPos[i].x, propsConfig['Dynamite'].uiPos[i].y)
end
end
-- Render hook
hook:render()
push:finish()
end
function gameOver:enter()
-- Init game over text
self.gameOverTextContent = "You didn't reach the goal!"
end
function gameOver:keypressed(key)
if player.money > persistentData.highScore then
persistentData.highScore = player.money
persistentData.highLevel = player.level
serialized = lume.serialize(persistentData)
love.filesystem.write("savedata.txt", serialized)
Gamestate.switch(showNewHighScore)
else
Gamestate.switch(menu)
end
end
function gameOver:draw()
push:start()
-- Draw BG
love.graphics.draw(backgrounds['Goal'])
-- Draw title
love.graphics.draw(sprites['Title'], VIRTUAL_WIDTH / 2 - sprites['Title']:getWidth() / 2, 20)
-- Draw panel
love.graphics.draw(sprites['Panel'], VIRTUAL_WIDTH / 2 - sprites['Panel']:getWidth() / 2, 80)
-- Draw gameOver text
local gameOverText = love.graphics.newText(uiFont, {COLOR_YELLOW, self.gameOverTextContent})
love.graphics.draw(gameOverText, 50, 130)
push:finish()
end