notsanequarium/main.lua

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require 'const'
require 'util'
constr = require 'constructors'
assets = require 'lib.assets'
ease = require 'lib.ease'
bench = require 'lib.benchmark'
sprites = {}
sound_path = {}
music_path = {}
debug = false
food = {}
feesh = {}
local sheets = {}
local function newAnimation(image, width, height)
local animation = {}
animation.spriteSheet = image;
animation.quads = {};
animation.width = width
animation.height = height
for y = 0, image:getHeight() - height, height do
for x = 0, image:getWidth() - width, width do
table.insert(animation.quads, love.graphics.newQuad(x, y, width, height, image:getDimensions()))
end
end
return animation
end
local function fishsprite(size, hungry, anim)
-- anim is turn, swim, eat or die
if anim == 'die' then hungry = false end
local spritename = size .. '_' .. (hungry and 'hungry_' or '') .. anim
local spr = sprites['fish/' .. spritename]
return newAnimation(spr, spr:getWidth()/10, spr:getHeight())
end
function love.load()
assets.clear()
assets.load('assets')
sheets.wavecenter = newAnimation(sprites['wave/wavecenter'], sprites['wave/wavecenter']:getWidth(), sprites['wave/wavecenter']:getHeight()/12)
sheets.waveside = newAnimation(sprites['wave/waveside'], sprites['wave/waveside']:getWidth(), sprites['wave/waveside']:getHeight()/12)
sheets.food1 = newAnimation(sprites['food/1'], sprites['food/1']:getWidth()/10, sprites['food/1']:getHeight())
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for i = 1, 3 do
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table.insert(feesh, constr.fish(math.random(), math.random()))
end
end
local frame = 0
local unfocusinterval = 5
function love.update(dt)
frame = frame + 1
bench.update()
bench.startBenchmark('update')
bench.startBenchmark('update_food')
for i,f in ipairs(food) do
f.y = f.y + dt * f.speed
f.time = f.time + dt
f.y = clamp(f.y, 0, 0.9)
if f.y == 0.9 then
f.deathtimer = f.deathtimer + dt
end
if f.deathtimer > 1 then
table.remove(food, i)
end
end
bench.stopBenchmark('update_food')
bench.startBenchmark('update_fish')
for fi, n in ipairs(feesh) do
bench.startBenchmark('update_fish_eases')
for _, e in ipairs(n.eases) do
e.a = e.a + dt * e.speed
end
for i, e in ipairs(n.eases) do
if e.a > 1 then
local sumx = 0
local sumy = 0
for i2, e2 in ipairs(n.eases) do
if i ~= i2 then
sumx = sumx + mix(e2.fromx, e2.x, FISH_EASE(math.min(e2.a, 1)))
sumy = sumy + mix(e2.fromy, e2.y, FISH_EASE(math.min(e2.a, 1)))
end
end
sumx = sumx + e.x
sumy = sumy + e.y
n.x = sumx / #n.eases
n.y = sumy / #n.eases
e.fromx = e.x
e.fromy = e.y
e.a = e.a - 1
local angle = math.random(-FISH_ANGLE, FISH_ANGLE)
local str = math.random(70, 200)/200/4
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if n.eattimer <= 0 and not n.dead then -- needs to follow something
local mx, my
if n.eattimer <= 0 then
if n.shortestfood and food[n.shortestfood] then
local f = food[n.shortestfood]
mx, my = f.x, f.y
elseif frame % FISH_FOOD_CHECK_FREQ == 0 then
local minfood = 0
local mindist = 9e9
for i,f in ipairs(food) do
local dist = math.sqrt(math.pow(math.abs(f.x - n.render.x), 2) + math.pow(math.abs(f.y - n.render.y), 2))
if dist < mindist then
mindist = dist
minfood = i
end
end
if minfood ~= 0 then
n.shortestfood = minfood
end
end
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end
if mx and my then
angle = math.deg(math.atan2(my - n.y, mx - n.x)) + math.random(-FISH_FOLLOW_RANDOM, FISH_FOLLOW_RANDOM)
str = math.random(70, 200)/200/8
end
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end
local x = math.cos(math.rad(angle)) * str
local y = math.sin(math.rad(angle)) * str
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if not ((n.shortestfood and food[n.shortestfood]) or n.dead) then
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x = x * math.sign(n.render.x - n.render.prevx)
end
e.x = n.x + x
e.y = n.y + y
e.x = 1 - math.abs(e.x%2-1)
e.y = 1 - math.abs(e.y%2-1)
local fheight = (FOOTER_HEIGHT * love.graphics.getWidth()/640)/love.graphics.getHeight()
if e.y < fheight then
e.y = e.y + (fheight - e.y) * 2
end
e.speed = 1 / (math.sqrt(math.pow(math.abs(e.x - e.fromx), 2) + math.pow(math.abs(e.y - e.fromy), 2))/2) / 15
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if n.eattimer < FISH_FOOD_HUNGRY or (n.shortestfood and food[n.shortestfood]) then
e.speed = e.speed * 1.3
end
if n.dead then
e.speed = e.speed * 0.2
end
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end
end
bench.stopBenchmark('update_fish_eases')
bench.startBenchmark('update_fish_position')
n.x = clamp(n.x, 0, 1)
n.y = clamp(n.y, 0, 0.5)
n.lifetime = n.lifetime + dt
n.eattimer = n.eattimer - dt
local sumx = 0
local sumy = 0
for _, e2 in ipairs(n.eases) do
sumx = sumx + mix(e2.fromx, e2.x, FISH_EASE(e2.a))
sumy = sumy + mix(e2.fromy, e2.y, FISH_EASE(e2.a))
end
n.render.prevx = n.render.x
n.render.prevy = n.render.y
n.render.x = sumx / #n.eases
n.render.y = sumy / #n.eases
n.render.x = clamp(n.render.x, 0.05, 0.95)
n.render.y = clamp(n.render.y, 0.1, 0.85)
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bench.stopBenchmark('update_fish_position')
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bench.startBenchmark('update_fish_colission')
if n.shortestfood and food[n.shortestfood] and frame % FISH_COLISSION_CHECK_FREQ == 0 then
local f = food[n.shortestfood]
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if f then
local dist = math.abs(n.render.x - f.x) + math.abs(n.render.y - f.y)
if dist < FOOD_HITBOX then
table.remove(food, n.shortestfood)
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n.eattimer = FISH_FOOD_COOLDOWN
n.render.eattimer = 0
n.shortestfood = -1
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if n.lifetime > FISH_AGE_MEDIUM then
n.size = 1
end
if n.lifetime > FISH_AGE_BIG then
n.size = 2
end
end
end
end
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bench.stopBenchmark('update_fish_colission')
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bench.startBenchmark('update_fish_render')
if frame % FISH_RENDER_FREQ == 0 then
local dt = dt * FISH_RENDER_FREQ
local iter = FISH_RENDER_ITERS
local iteroff = FISH_RENDER_ITEROFF
local xspeed = {}
local yspeed = {}
local angle = {}
local sumxiter = {}
local sumyiter = {}
for i = 1, iter do
local off = i * iteroff
local sumx2 = 0
local sumy2 = 0
for _, e2 in ipairs(n.eases) do
sumx2 = sumx2 + mix(e2.fromx, e2.x, FISH_EASE(e2.a + off))
sumy2 = sumy2 + mix(e2.fromy, e2.y, FISH_EASE(e2.a + off))
end
table.insert(xspeed, (sumx2 - (sumxiter[i - 1] or sumx)) / #n.eases)
table.insert(yspeed, (sumy2 - (sumyiter[i - 1] or sumy)) / #n.eases)
table.insert(angle, math.atan2(sumy2 - (sumyiter[i - 1] or sumy), sumx2 - (sumxiter[i - 1] or sumx)))
table.insert(sumxiter, sumx2)
table.insert(sumyiter, sumy2)
end
n.render.xspeed = sum(xspeed)
n.render.yspeed = sum(yspeed)
n.render.angle = sum(angle)
end
n.render.turn = n.render.turn + dt * math.sign(n.render.x - n.render.prevx) * 2
n.render.turn = clamp(n.render.turn, 0, 1)
if n.render.turn == 0 or n.render.turn == 1 then
n.render.swim = (n.render.swim + dt * math.abs(n.render.xspeed) * 100) % 1
else
n.render.swim = 0
end
n.render.eattimer = n.render.eattimer + dt * 3
if n.render.eattimer < 1 then
n.render.swim = 0
end
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if not n.dead then
n.render.turndir = math.sign(n.render.x - n.render.prevx)
end
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local m = n.eattimer < FISH_FOOD_HUNGRY and 1 or -1
n.render.hungry = clamp(n.render.hungry + dt * m * 3, 0, 1)
bench.stopBenchmark('update_fish_render')
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if n.eattimer <= FISH_FOOD_DEAD then
n.dead = true
local timeSinceDead = math.abs(n.eattimer - FISH_FOOD_DEAD)
n.render.y = n.render.y + timeSinceDead/5 * math.min(timeSinceDead, 1)
n.render.y = clamp(n.render.y, 0, 0.85)
if n.render.y == 0.85 then
n.render.deathanim = n.render.deathanim + dt
if n.render.deathanim > 1 then
table.remove(feesh, fi)
end
end
end
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end
bench.stopBenchmark('update_fish')
bench.stopBenchmark('update')
end
function love.draw()
bench.startBenchmark('render')
bench.startBenchmark('render_tank')
love.graphics.setColor(1, 1, 1)
local sw, sh = love.graphics.getDimensions()
local footerheight = FOOTER_HEIGHT * sw/640
local yscale = (sh-footerheight)/sh
local sample = fishsprite('medium', false, 'swim')
local spritescale = (math.min(sw, sh)/FISH_SIZE) / math.min(sample.width, sample.height)
stretchto(sprites['bg/1'], 0, footerheight - FOOTER_HEIGHT, 0, sw, sh - (footerheight - FOOTER_HEIGHT))
-- waves
bench.startBenchmark('render_wave')
local wavecount = round(sw / sprites['wave/wavecenter']:getWidth())
local wavescale = sw / (wavecount * sprites['wave/wavecenter']:getWidth())
for i = 1, wavecount do
local a = (i - 1) / wavecount
local x = a * sw
local frame = round((1 - math.abs(love.timer.getTime()%2-1)) * #sheets.wavecenter.quads)
love.graphics.setBlendMode('add')
local sheet = sheets.wavecenter
local sizex = 1
if i == 1 or i == wavecount then
sheet = sheets.waveside
end
if i == wavecount then
sizex = -1
end
love.graphics.draw(sheet.spriteSheet, sheet.quads[math.max(frame, 1)], x + (sprites['wave/wavecenter']:getWidth() * wavescale)/2, footerheight + 20, 0, wavescale * sizex, wavescale, sprites['wave/wavecenter']:getWidth()/2)
end
love.graphics.setBlendMode('alpha')
bench.stopBenchmark('render_wave')
-- shadow
bench.startBenchmark('render_shadow')
for i, n in ipairs(feesh) do
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love.graphics.setColor(1, 1, 1, n.render.y + 0.2 - n.render.deathanim)
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love.graphics.draw(sprites['shadow'], n.render.x * sw - (sprites['shadow']:getWidth() * spritescale)/2, sh - sh * 0.18 - (sprites['shadow']:getHeight() * spritescale)/2 + n.render.y * sh * 0.08, 0, spritescale, spritescale)
end
bench.stopBenchmark('render_shadow')
-- all the fish
bench.startBenchmark('render_fish')
for i, n in ipairs(feesh) do
local x = n.render.x * sw
local y = n.render.y * sh
-- rest of feesh
local size = 'small'
local anim = 'swim'
local sample = fishsprite('medium', false, 'swim')
local sizex = 1
local turn = n.render.turn
if n.render.turndir == -1 then turn = 1 - turn; sizex = -1 end
local turnframe = math.floor(turn * (#sample.quads - 1)) + 1
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if #sample.quads == turnframe then
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sizex = -1 * sizex
turnframe = 1
end
local frame = math.floor(n.render.swim * (#sample.quads - 1)) + 1
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if turnframe ~= 1 and turnframe ~= #sample.quads then
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anim = 'turn'
frame = turnframe
end
if n.render.eattimer <= 1 then
anim = 'eat'
frame = math.floor(n.render.eattimer * (#sample.quads - 1)) + 1
end
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if n.dead then
anim = 'die'
local a = math.min(math.abs(n.eattimer - FISH_FOOD_DEAD) * 1.4, 1) - n.render.deathanim * 0.4
frame = math.floor(a * (#sample.quads - 1)) + 1
end
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local angle = n.render.angle
if angle > math.pi/2 then
angle = angle - math.pi
end
if angle < -math.pi/2 then
angle = angle + math.pi
end
angle = angle * math.max(math.min((-math.abs(angle) + math.pi * 0.5) / (math.pi * 0.5) * 2, 1), 0)
angle = angle * 0.5
if n.size == 0 then
size = 'small'
elseif n.size == 1 then
size = 'medium'
elseif n.size == 2 then
size = 'big'
elseif n.size == 3 then
size = 'king'
end
local sheet = fishsprite(size, false, anim)
local sadsheet = fishsprite(size, true, anim)
local alpha = n.render.hungry == 1 and 0 or 1
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love.graphics.setColor(1, 1, 1, alpha - n.render.deathanim)
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love.graphics.draw(sheet.spriteSheet, sheet.quads[math.max(math.min(frame, #sample.quads), 1)], x, y, angle, sizex * spritescale, spritescale, sample.width/2, sample.height/2)
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love.graphics.setColor(1, 1, 1, n.render.hungry - n.render.deathanim)
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love.graphics.draw(sadsheet.spriteSheet, sheet.quads[math.max(math.min(frame, #sample.quads), 1)], x, y, angle, sizex * spritescale, spritescale, sample.width/2, sample.height/2)
love.graphics.setColor(1, 1, 1)
if debug then love.graphics.print(shrt(n.eattimer), x + 20, y + 20) end
if debug then
for _,e in ipairs(n.eases) do
love.graphics.setColor(1, 0, 0, 0.75)
love.graphics.line(e.fromx * sw, e.fromy * sh, e.x * sw, e.y * sh)
love.graphics.setColor(0, 0, 1, 0.75)
love.graphics.line(mix(e.fromx, e.x, FISH_EASE(e.a)) * sw, mix(e.fromy, e.y, FISH_EASE(e.a)) * sh, n.render.x * sw, n.render.y * sh)
end
local subdiv = DEBUG_FISH_PATH_SUBDIVISIONS
local adv = DEBUG_FISH_PREDICT_AMOUNT
local pos = {}
local valid = {}
for i = 1, subdiv do
local a = ((i - 1) / (subdiv - 1)) * (adv * 2) - adv
local sumx = 0
local sumy = 0
local mina = 0
local maxa = 1
for _, e in ipairs(n.eases) do
local a = e.a + a
mina = math.min(mina, a)
maxa = math.max(maxa, a)
sumx = sumx + mix(e.fromx, e.x, FISH_EASE(a))
sumy = sumy + mix(e.fromy, e.y, FISH_EASE(a))
end
table.insert(pos, sumx / #n.eases * sw)
table.insert(pos, sumy / #n.eases * sh)
table.insert(valid, not (maxa > 1 or mina < 0))
end
for i = 0, #pos/2 - 1 do
local x1 = pos[i * 2 + 1]
local y1 = pos[i * 2 + 1 + 1]
local x2 = pos[i * 2 + 2 + 1]
local y2 = pos[i * 2 + 3 + 1]
local valid = valid[i + 1]
if not x2 or not y2 then break end
love.graphics.setColor(0, 1, 0, 1)
if not valid then love.graphics.setColor(0, 0.5, 1, 0.7) end
love.graphics.line(x1, y1, x2, y2)
end
end
end
bench.stopBenchmark('render_fish')
bench.startBenchmark('render_food')
for _,f in ipairs(food) do
local sheet = sheets.food1
local x = f.x * sw
local y = f.y * sh
local frame = math.floor((f.time%1) * #sheet.quads) + 1
love.graphics.setColor(1, 1, 1, 1 - f.deathtimer)
love.graphics.draw(sheet.spriteSheet, sheet.quads[math.max(math.min(frame, #sheet.quads), 1)], x, y, 0, spritescale, spritescale, sheet.width/2, sheet.height/2)
end
bench.stopBenchmark('render_food')
bench.stopBenchmark('render_tank')
bench.startBenchmark('render_footer')
local base = sprites['footer/base']
local size = footerheight / FOOTER_HEIGHT
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(base, 0, 0, 0, size, size)
-- the game is making me do this. im sorry
local x = 19
for b = 1, 7 do
local hovered = mouseOverBox(x, 3, sprites['footer/buttonbg']:getWidth(), sprites['footer/buttonbg']:getHeight())
if hovered and love.mouse.isDown(1) then
love.graphics.draw(sprites['footer/buttonbg_down'], x, 3)
elseif hovered then
love.graphics.draw(sprites['footer/buttonbg_hover'], x, 3)
else
love.graphics.draw(sprites['footer/buttonbg'], x, 3)
end
-- insert sprite of item here
-- insert price of item here
love.graphics.setBlendMode('add')
love.graphics.draw(sprites['footer/reflection'], x, 3)
love.graphics.setBlendMode('alpha')
-- insert closing/opening animation here
local incr = 69 -- its like button positions but forcefully shoved into a recursive function :D
if b == 2 then incr = 57 end
if b >= 3 then incr = 73 end
x = x + incr
end
bench.stopBenchmark('render_footer')
love.graphics.setColor(1, 1, 1, 1)
love.graphics.print('FPS: ' .. 1 / love.timer.getDelta(), 0, sh - 16)
if debug then bench.renderBenchmark() end
bench.stopBenchmark('render')
end
function love.mousepressed(x, y, b)
if b == 2 then
table.insert(food, constr.food(x/love.graphics.getWidth(), y/love.graphics.getHeight(), 1))
end
end
function love.keypressed(key)
if key == 'f3' then
debug = not debug
end
end