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main.lua
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main.lua
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require("src/dependencies")
function love.load()
love.window.setTitle('Love breakout')
love.graphics.setDefaultFilter('nearest', 'nearest')
math.randomseed(os.time())
gFonts = {
['small'] = love.graphics.newFont('assets/fonts/font.ttf', 8),
['medium'] = love.graphics.newFont('assets/fonts/font.ttf', 16),
['large'] = love.graphics.newFont('assets/fonts/font.ttf', 32)
}
love.graphics.setFont(gFonts['small'])
gTextures = {
['background'] = love.graphics.newImage('assets/graphics/background.png'),
['main'] = love.graphics.newImage('assets/graphics/breakout.png'),
['arrows'] = love.graphics.newImage('assets/graphics/arrows.png'),
['hearts'] = love.graphics.newImage('assets/graphics/hearts.png'),
['particle'] = love.graphics.newImage('assets/graphics/particle.png')
}
gFrames = {
['arrows'] = GenerateQuads(gTextures['arrows'], 24, 24),
['paddles'] = GenerateQuadsPaddles(gTextures['main']),
['balls'] = GenerateQuadsBalls(gTextures['main']),
['bricks'] = GenerateQuadsBricks(gTextures['main']),
['hearts'] = GenerateQuads(gTextures['hearts'], 10, 9),
['powerups'] = GenerateQuadsPowerups(gTextures['main']),
}
push:setupScreen(gameWidth, gameHeight, windowWidth, windowHeight, {
fullscreen = false,
resizable = true,
vsync = true
})
gSounds = {
['paddle-hit'] = love.audio.newSource('assets/sounds/paddle_hit.wav', 'static'),
['score'] = love.audio.newSource('assets/sounds/score.wav', 'static'),
['wall-hit'] = love.audio.newSource('assets/sounds/wall_hit.wav', 'static'),
['confirm'] = love.audio.newSource('assets/sounds/confirm.wav', 'static'),
['select'] = love.audio.newSource('assets/sounds/select.wav', 'static'),
['no-select'] = love.audio.newSource('assets/sounds/no-select.wav', 'static'),
['brick-hit-1'] = love.audio.newSource('assets/sounds/brick-hit-1.wav', 'static'),
['brick-hit-2'] = love.audio.newSource('assets/sounds/brick-hit-2.wav', 'static'),
['hurt'] = love.audio.newSource('assets/sounds/hurt.wav', 'static'),
['victory'] = love.audio.newSource('assets/sounds/victory.wav', 'static'),
['recover'] = love.audio.newSource('assets/sounds/recover.wav', 'static'),
['high-score'] = love.audio.newSource('assets/sounds/high_score.wav', 'static'),
['pause'] = love.audio.newSource('assets/sounds/pause.wav', 'static'),
['music'] = love.audio.newSource('assets/sounds/music.wav', 'stream')
}
-- 1. 'start' (the beginning of the game, where we're told to press Enter)
-- 2. 'high-scores' (the players high scores)
-- 3. 'paddle-select' (where we get to choose the color of our paddle)
-- 4. 'serve' (waiting on a key press to serve the ball)
-- 5. 'play' (the ball is in play, bouncing between paddles)
-- 6. 'victory' (the current level is over, with a victory jingle)
-- 7. 'game-over' (the player has lost; display score and allow restart)
-- 8. 'enter-high-score' (the player has lost; enter high score)
gStateMachine = StateMachine {
['start'] = function() return StartState() end,
['high-scores'] = function() return HighScoreState() end,
['serve'] = function() return ServeState() end,
['paddle-select'] = function() return PaddleSelectState() end,
['play'] = function() return PlayState() end,
['victory'] = function() return VictoryState() end,
['game-over'] = function() return GameOverState() end,
['enter-high-score'] = function() return EnterHighScoreState() end
}
gStateMachine:change('start', {
highScores = loadHighScores()
})
gSounds['music']:play()
gSounds['music']:setLooping(true)
love.keyboard.keysPressed = {}
end
function love.resize(w, h)
push:resize(w,h)
end
function love.update(dt)
gStateMachine:update(dt)
love.keyboard.keysPressed = {}
end
function love.keypressed(key)
love.keyboard.keysPressed[key] = true
end
function love.keyboard.wasPressed(key)
if love.keyboard.keysPressed[key] then
return true
else
return false
end
end
function love.draw()
push:apply('start')
local backgroundWidth = gTextures['background']:getWidth()
local backgroundHeight = gTextures['background']:getHeight()
love.graphics.draw(
gTextures['background'],
0, 0,
0,
gameWidth / (backgroundWidth - 1), gameHeight / (backgroundHeight - 1)
)
gStateMachine:render()
-- displayFPS()
push:apply('end')
end
function renderHealth(health)
local healthX = gameWidth - 100
for i = 1, health do
love.graphics.draw(gTextures['hearts'], gFrames['hearts'][1], healthX, 4)
healthX = healthX + 11
end
for i = 1, 3 - health do
love.graphics.draw(gTextures['hearts'], gFrames['hearts'][2], healthX, 4)
healthX = healthX + 11
end
end
function renderScore(score)
love.graphics.setFont(gFonts['small'])
love.graphics.print('Score:', gameWidth - 60, 5)
love.graphics.printf(tostring(score), gameWidth - 50, 5, 40, 'right')
end
function loadHighScores()
love.filesystem.setIdentity('breakout')
if not love.filesystem.getInfo('breakout.lst') then
local scores = ''
for i = 10, 1, -1 do
scores = scores .. 'CTO\n'
scores = scores .. tostring(i * 1000) .. '\n'
end
love.filesystem.write('breakout.lst', scores)
end
local name = true
local counter = 1
local scores = {}
for i = 1, 10 do
scores[i] = {
name = nil,
score = nil
}
end
for line in love.filesystem.lines('breakout.lst') do
if name then
scores[counter].name = string.sub(line, 1, 3)
else
scores[counter].score = tonumber(line)
counter = counter + 1
end
name = not name
end
return scores
end
function displayFPS()
love.graphics.setFont(gFonts['small'])
love.graphics.setColor(0, 255, 0, 255)
love.graphics.print('FPS: ' .. tostring(love.timer.getFPS()), 5, 5)
end