eitmer/bundle/main.lua

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local debug = false
local cavern = {}
local tiletypes = {unknown = 0, empty = 1, wall = 2, orb = 3}
local visibility_map = {}
local remembered_cavern = {}
local spawn_x = nil
local spawn_y = nil
local directions = {up = 0, upleft = 1, left = 2, downleft = 3, down = 4, downright = 5, right = 6, upright = 7}
local player_x = nil
local player_y = nil
local player_direction = nil
local last_key_pressed = nil
local last_direction_moved = nil
local move_repeat_counter = nil
local gamemodes = {normal = 0, won = 1}
local game_mode = gamemodes.normal
-- ------------------------------------------------------------------
-- Cavern generation
-- ------------------------------------------------------------------
function generateCavern()
repeat
cavern = {}
cavern.width = 80
cavern.height = 60
-- Create a cavern.width × cavern.height array filled with tiletypes.unknown
for x = 1, cavern.width do
local list = {}
for y = 1, cavern.height do
table.insert(list, tiletypes.unknown)
end
table.insert(cavern, list)
end
-- Fill top and bottom edges with walls
for x = 1, cavern.width do
cavern[x][1] = tiletypes.wall
cavern[x][cavern.height] = tiletypes.wall
end
-- Fill the left and right edges with walls
for y = 1, cavern.height do
cavern[1][y] = tiletypes.wall
cavern[cavern.width][y] = tiletypes.wall
end
local queue = {}
local size = 1
-- Limit spawn to locations not on the edge walls
spawn_x = math.random(2, cavern.width - 1)
spawn_y = math.random(2, cavern.height - 1)
cavern[spawn_x][spawn_y] = tiletypes.empty
table.insert(queue, {x = spawn_x, y = spawn_y - 1})
table.insert(queue, {x = spawn_x, y = spawn_y + 1})
table.insert(queue, {x = spawn_x - 1, y = spawn_y})
table.insert(queue, {x = spawn_x + 1, y = spawn_y})
repeat
queue, size = stepCavernGeneration(queue, size)
until #queue == 0
until size > 200
end
function stepCavernGeneration(queue, size)
-- Tuning this parameter will change how open and cavernous vs. closed and corridory the
-- cavern will be
local spread_probability = 0.6
local new_queue = {}
local new_size = size
for i, location in ipairs(queue) do
if cavern[location.x][location.y] == tiletypes.unknown then
-- We haven't covered this tile yet
if math.random() < spread_probability then
-- Empty
cavern[location.x][location.y] = tiletypes.empty
size = size + 1
-- Up
if location.y - 1 >= 1 then
table.insert(new_queue, {x = location.x, y = location.y - 1})
end
-- Down
if location.y + 1 <= cavern.height then
table.insert(new_queue, {x = location.x, y = location.y + 1})
end
-- Left
if location.x - 1 >= 1 then
table.insert(new_queue, {x = location.x - 1, y = location.y})
end
-- Right
if location.x + 1 <= cavern.width then
table.insert(new_queue, {x = location.x + 1, y = location.y})
end
else
-- Wall
cavern[location.x][location.y] = tiletypes.wall
end
end
end
return new_queue, size
end
-- ------------------------------------------------------------------
-- Spawning objects
-- ------------------------------------------------------------------
function spawnPlayer()
player_x = spawn_x
player_y = spawn_y
-- Check what direction we can spawn the player
if passable(player_x, player_y + 1) then
-- There's space under, spawn facing up
player_direction = directions.up
elseif passable(player_x + 1, player_y) then
-- There's space to the right, spawn facing left
player_direction = directions.left
elseif passable(player_x - 1, player_y) then
-- There's space to the left, spawn facing right
player_direction = directions.right
elseif passable(player_x, player_y - 1) then
-- There's space above, spawn facing down
player_direction = directions.down
else
error("Cavern is weirdly generated and player cannot spawn")
end
end
function spawnOrb()
local orb_x = nil
local orb_y = nil
repeat
orb_x = math.random(2, cavern.width - 1)
orb_y = math.random(2, cavern.height - 1)
until passable(orb_x, orb_y)
cavern[orb_x][orb_y] = tiletypes.orb
end
-- ------------------------------------------------------------------
-- Visibility
-- ------------------------------------------------------------------
function generateVisibilityMap()
-- Start by creating a new visibility map (since we'll have to recompute everything anyways)
visibility_map = {}
for x = 1, cavern.width do
local list = {}
for y = 1, cavern.height do
table.insert(list, false)
end
table.insert(visibility_map, list)
end
-- Handle visibility from the head
local queue = {}
visibility_map[player_x][player_y] = true
if player_direction == directions.up then
-- ⌜^⌝
-- <o>
table.insert(queue, {x = player_x - 1, y = player_y - 1, direction = directions.upleft})
table.insert(queue, {x = player_x, y = player_y - 1, direction = directions.up})
table.insert(queue, {x = player_x + 1, y = player_y - 1, direction = directions.upright})
table.insert(queue, {x = player_x - 1, y = player_y, direction = directions.left})
table.insert(queue, {x = player_x + 1, y = player_y, direction = directions.right})
elseif player_direction == directions.left then
-- ⌜^
-- <o
-- ⌞v
table.insert(queue, {x = player_x - 1, y = player_y - 1, direction = directions.upleft})
table.insert(queue, {x = player_x, y = player_y - 1, direction = directions.up})
table.insert(queue, {x = player_x - 1, y = player_y, direction = directions.left})
table.insert(queue, {x = player_x - 1, y = player_y + 1, direction = directions.downleft})
table.insert(queue, {x = player_x, y = player_y + 1, direction = directions.down})
elseif player_direction == directions.down then
-- <o>
-- ⌞v⌟
table.insert(queue, {x = player_x - 1, y = player_y, direction = directions.left})
table.insert(queue, {x = player_x + 1, y = player_y, direction = directions.right})
table.insert(queue, {x = player_x - 1, y = player_y + 1, direction = directions.downleft})
table.insert(queue, {x = player_x, y = player_y + 1, direction = directions.down})
table.insert(queue, {x = player_x + 1, y = player_y + 1, direction = directions.downright})
elseif player_direction == directions.right then
-- ^⌝
-- o>
-- v⌟
table.insert(queue, {x = player_x, y = player_y - 1, direction = directions.up})
table.insert(queue, {x = player_x + 1, y = player_y - 1, direction = directions.upright})
table.insert(queue, {x = player_x + 1, y = player_y, direction = directions.right})
table.insert(queue, {x = player_x, y = player_y + 1, direction = directions.down})
table.insert(queue, {x = player_x + 1, y = player_y + 1, direction = directions.downright})
else
error("Player facing an impossible direction")
end
repeat
queue = stepVisibilityMapGeneration(queue)
until #queue == 0
-- Handle "visibility" from the feet
local body_x, body_y = getBodyLocation()
visibility_map[body_x][body_y] = true
if player_direction == directions.up then
-- <x>
-- v
visibility_map[body_x - 1][body_y] = true
visibility_map[body_x + 1][body_y] = true
visibility_map[body_x][body_y + 1] = true
elseif player_direction == directions.left then
-- ^
-- x>
-- v
visibility_map[body_x][body_y - 1] = true
visibility_map[body_x + 1][body_y] = true
visibility_map[body_x][body_y + 1] = true
elseif player_direction == directions.down then
-- ^
-- <x>
visibility_map[body_x][body_y - 1] = true
visibility_map[body_x - 1][body_y] = true
visibility_map[body_x + 1][body_y] = true
elseif player_direction == directions.right then
-- ^
-- <x
-- v
visibility_map[body_x][body_y - 1] = true
visibility_map[body_x - 1][body_y] = true
visibility_map[body_x][body_y + 1] = true
else
error("Player facing an impossible direction")
end
end
function stepVisibilityMapGeneration(queue)
-- Do a modified floodfill, where each cell will only expand in its given direction, not
-- every direction like in a normal floodfill
local new_queue = {}
for i, item in ipairs(queue) do
if item.direction == directions.up then
visibility_map[item.x][item.y] = true
if passable(item.x, item.y) then
table.insert(new_queue, {x = item.x, y = item.y - 1, direction = directions.up})
end
elseif item.direction == directions.left then
visibility_map[item.x][item.y] = true
if passable(item.x, item.y) then
table.insert(new_queue, {x = item.x - 1, y = item.y, direction = directions.left})
end
elseif item.direction == directions.down then
visibility_map[item.x][item.y] = true
if passable(item.x, item.y) then
table.insert(new_queue, {x = item.x, y = item.y + 1, direction = directions.down})
end
elseif item.direction == directions.right then
visibility_map[item.x][item.y] = true
if passable(item.x, item.y) then
table.insert(new_queue, {x = item.x + 1, y = item.y, direction = directions.right})
end
elseif item.direction == directions.upleft then
-- Check that we could have gotten here also by moving only 4-ways
--
-- The possible cases are:
-- (o represents old position, x is new, and # is a wall)
--
-- x x# x x#
-- o o #o #o
--
-- In the first three, the movement is possible, but in the last one
-- it is not. We can therefore check whether the movement is valid
-- by testing if either the cell to our right or below us (the
-- directions opposite to the ones in an up.left movement) is empty
if passable(item.x + 1, item.y) or passable(item.x, item.y + 1) then
visibility_map[item.x][item.y] = true
if passable(item.x, item.y) then
-- ⌜^
-- ⌜ <x
table.insert(new_queue, {x = item.x - 1, y = item.y - 1, direction = directions.upleft})
table.insert(new_queue, {x = item.x, y = item.y - 1, direction = directions.up})
table.insert(new_queue, {x = item.x - 1, y = item.y, direction = directions.left})
end
end
elseif item.direction == directions.downleft then
-- See under item.direction == directions.upleft
if passable(item.x + 1, item.y) or passable(item.x, item.y - 1) then
visibility_map[item.x][item.y] = true
if passable(item.x, item.y) then
-- ⌞ <x
-- ⌞v
table.insert(new_queue, {x = item.x - 1, y = item.y, direction = directions.left})
table.insert(new_queue, {x = item.x - 1, y = item.y + 1, direction = directions.downleft})
table.insert(new_queue, {x = item.x, y = item.y + 1, direction = directions.down})
end
end
elseif item.direction == directions.downright then
-- See under item.direction == directions.upleft
if passable(item.x - 1, item.y) or passable(item.x, item.y - 1) then
visibility_map[item.x][item.y] = true
if passable(item.x, item.y) then
-- ⌟ x>
-- v⌟
table.insert(new_queue, {x = item.x + 1, y = item.y, direction = directions.right})
table.insert(new_queue, {x = item.x, y = item.y + 1, direction = directions.down})
table.insert(new_queue, {x = item.x + 1, y = item.y + 1, direction = directions.downright})
end
end
elseif item.direction == directions.upright then
-- See under item.direction == directions.upleft
if passable(item.x - 1, item.y) or passable(item.x, item.y + 1) then
visibility_map[item.x][item.y] = true
if passable(item.x, item.y) then
-- ^⌝
-- ⌝ x>
table.insert(new_queue, {x = item.x, y = item.y - 1, direction = directions.up})
table.insert(new_queue, {x = item.x + 1, y = item.y - 1, direction = directions.upright})
table.insert(new_queue, {x = item.x + 1, y = item.y, direction = directions.right})
end
end
else
error("Visibility floodfill item travelling in an impossible direction")
end
end
return new_queue
end
function initializeRememberedCavern()
remembered_cavern = {}
for x = 1, cavern.width do
local list = {}
for y = 1, cavern.height do
table.insert(list, nil)
end
table.insert(remembered_cavern, list)
end
end
function rememberVisible()
for x, list in ipairs(visibility_map) do
for y, visible in ipairs(list) do
if visible then
remembered_cavern[x][y] = cavern[x][y]
end
end
end
end
-- ------------------------------------------------------------------
-- Collision
-- ------------------------------------------------------------------
function passable(x, y)
return cavern[x][y] == tiletypes.empty or cavern[x][y] == tiletypes.orb
end
function collidedPlayerOrb()
local body_x, body_y = getBodyLocation()
return cavern[player_x][player_y] == tiletypes.orb or cavern[body_x][body_y] == tiletypes.orb
end
-- ------------------------------------------------------------------
-- Player helper functions
-- ------------------------------------------------------------------
function getBodyLocation(x, y, facing)
if x == nil then x = player_x end
if y == nil then y = player_y end
if facing == nil then facing = player_direction end
if facing == directions.up then
-- Facing up, body is down
return x, y + 1
elseif facing == directions.left then
-- Facing left, body is right
return x + 1, y
elseif facing == directions.down then
-- Facing down, body is up
return x, y - 1
elseif facing == directions.right then
-- Facing right, body is left
return x - 1, y
else
error("Player facing an impossible direction")
end
end
function movePlayer(direction)
local dx = 0
local dy = 0
local new_direction = direction
-- If we are moving backwards, keep the old direction of facing
if player_direction == directions.up and direction == directions.down or
player_direction == directions.down and direction == directions.up or
player_direction == directions.left and direction == directions.right or
player_direction == directions.right and direction == directions.left then
new_direction = player_direction
end
if direction == directions.up then
dy = -1
elseif direction == directions.down then
dy = 1
elseif direction == directions.left then
dx = -1
elseif direction == directions.right then
dx = 1
elseif direction == directions.upleft then
if player_direction == directions.up then
dx = -1
new_direction = directions.left
elseif player_direction == directions.left then
dy = -1
new_direction = directions.up
elseif player_direction == directions.down then
-- ## ##
-- x# xo#
-- #o# # #
dy = -1
new_direction = directions.right
elseif player_direction == directions.right then
-- # # #x#
-- #xo #o
-- ## ##
dx = -1
new_direction = directions.down
else
error("Player facing an impossible direction")
end
elseif direction == directions.downleft then
if player_direction == directions.up then
-- #o# # #
-- x# xo#
-- ## ##
dy = 1
new_direction = directions.right
elseif player_direction == directions.left then
dy = 1
new_direction = directions.down
elseif player_direction == directions.down then
dx = -1
new_direction = directions.left
elseif player_direction == directions.right then
-- ## ##
-- #xo #o
-- # # #x#
dx = -1
new_direction = directions.up
else
error("Player facing an impossible direction")
end
elseif direction == directions.downright then
if player_direction == directions.up then
-- #o# # #
-- #x #ox
-- ## ##
dy = 1
new_direction = directions.left
elseif player_direction == directions.left then
-- ## ##
-- ox# o#
-- # # #x#
dx = 1
new_direction = directions.up
elseif player_direction == directions.down then
dx = 1
new_direction = directions.right
elseif player_direction == directions.right then
dy = 1
new_direction = directions.down
else
error("Player facing an impossible direction")
end
elseif direction == directions.upright then
if player_direction == directions.up then
dx = 1
new_direction = directions.right
elseif player_direction == directions.left then
-- # # #x#
-- ox# o#
-- ## ##
dx = 1
new_direction = directions.down
elseif player_direction == directions.down then
-- ## ##
-- #x #ox
-- #o# # #
dy = -1
new_direction = directions.left
elseif player_direction == directions.right then
dy = -1
new_direction = directions.up
else
error("Player facing an impossible direction")
end
else
error("Player moving in an impossible direction")
end
local body_x, body_y = getBodyLocation(player_x + dx, player_y + dy, new_direction)
if passable(player_x + dx, player_y + dy) and passable(body_x, body_y) then
player_x = player_x + dx
player_y = player_y + dy
player_direction = new_direction
end
end
-- ------------------------------------------------------------------
-- Gameloop functions
-- ------------------------------------------------------------------
function newGame()
game_mode = gamemodes.normal
generateCavern()
spawnPlayer()
spawnOrb()
generateVisibilityMap()
initializeRememberedCavern()
if collidedPlayerOrb() then
game_mode = gamemodes.won
end
end
function step(direction)
if game_mode == gamemodes.normal then
if last_direction_moved == direction then
-- Repeat faster after the initial threshold for repetition has been met
move_repeat_counter = 0.1
else
last_direction_moved = direction
move_repeat_counter = 0.3
end
rememberVisible()
movePlayer(direction)
generateVisibilityMap()
if collidedPlayerOrb() then
game_mode = gamemodes.won
end
end
end
-- ------------------------------------------------------------------
-- Callbacks
-- ------------------------------------------------------------------
function love.load()
math.randomseed(os.time())
newGame()
end
function love.update(dt)
if move_repeat_counter ~= nil and move_repeat_counter > 0 then
move_repeat_counter = move_repeat_counter - dt
if move_repeat_counter <= 0 then
step(last_direction_moved)
end
end
end
function love.keypressed(key)
last_key_pressed = key
if key == 'r' then
newGame()
elseif key == 'i' then
step(directions.up)
elseif key == 'j' then
step(directions.left)
elseif key == 'k' then
step(directions.down)
elseif key == 'l' then
step(directions.right)
elseif key == 'u' then
step(directions.upleft)
elseif key == 'm' then
step(directions.downleft)
elseif key == '.' then
step(directions.downright)
elseif key == 'o' then
step(directions.upright)
elseif key == 'q' then
love.event.quit()
elseif key == 'printscreen' then
debug = true
end
end
function love.keyreleased(key)
if last_key_pressed == key then
last_direction_moved = nil
move_repeat_counter = nil
end
end
function love.draw()
local x_scale = love.graphics.getWidth() / cavern.width
local y_scale = love.graphics.getHeight() / cavern.height
-- Draw the cavern
for tile_x, list in ipairs(visibility_map) do
local x = (tile_x - 1) * x_scale
for tile_y, visible in ipairs(list) do
local y = (tile_y - 1) * y_scale
if visible or debug then
tile = cavern[tile_x][tile_y]
if tile == tiletypes.empty then
love.graphics.setColor(0, 0, 0)
love.graphics.rectangle('fill', x, y, x_scale, y_scale)
elseif tile == tiletypes.wall then
love.graphics.setColor(1, 1, 1)
love.graphics.rectangle('fill', x, y, x_scale, y_scale)
elseif tile == tiletypes.orb then
love.graphics.setColor(0.5, 0.3, 0.3)
love.graphics.rectangle('fill', x, y, x_scale, y_scale)
love.graphics.setColor(0, 1, 0)
love.graphics.ellipse('fill', x + 0.5 * x_scale, y + 0.5 * y_scale, 0.7 * x_scale/2, 0.7 * y_scale/2)
else
love.graphics.setColor(1, 0.5, 0.5)
love.graphics.rectangle('fill', x, y, x_scale, y_scale)
end
else
tile = remembered_cavern[tile_x][tile_y]
if tile == tiletypes.empty then
love.graphics.setColor(0.2, 0.2, 0.2)
love.graphics.rectangle('fill', x, y, x_scale, y_scale)
elseif tile == tiletypes.wall then
love.graphics.setColor(0.9, 0.9, 0.9)
love.graphics.rectangle('fill', x, y, x_scale, y_scale)
elseif tile == tiletypes.orb then
love.graphics.setColor(0.4, 0.4, 0.4)
love.graphics.rectangle('fill', x, y, x_scale, y_scale)
love.graphics.setColor(0.2, 0.7, 0.2)
love.graphics.ellipse('fill', x + 0.5 * x_scale, y + 0.5 * y_scale, 0.7 * x_scale/2, 0.7 * y_scale/2)
else
love.graphics.setColor(0.5, 0.5, 0.5)
love.graphics.rectangle('fill', x, y, x_scale, y_scale)
end
end
end
end
-- Draw the player
local player_head_center_x = (player_x - 1) * x_scale + 0.5 * x_scale
local player_head_center_y = (player_y - 1) * y_scale + 0.5 * y_scale
love.graphics.setColor(0.6, 0.2, 0.2)
love.graphics.ellipse('fill', player_head_center_x, player_head_center_y, x_scale/2, y_scale/2)
local player_body_x, player_body_y = getBodyLocation()
local player_body_x = (player_body_x - 1) * x_scale
local player_body_y = (player_body_y - 1) * y_scale
love.graphics.setColor(0, 0, 1)
love.graphics.rectangle('fill', player_body_x, player_body_y, x_scale, y_scale)
end