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Author SHA1 Message Date
jill
6ecbf07dbf
they die 2021-01-23 13:10:38 +03:00
jill
61d28a326f
replace fishgoals with proper food look system 2021-01-23 12:49:35 +03:00
7 changed files with 74 additions and 38 deletions

View file

@ -11,6 +11,7 @@ FISH_EASE = ease.inOutSine -- ease used for fish movement
FISH_ANGLE = 30 -- bigger angle allows for fish to swim further down/up at once FISH_ANGLE = 30 -- bigger angle allows for fish to swim further down/up at once
FISH_FOLLOW_RANDOM = 10 FISH_FOLLOW_RANDOM = 10
FISH_FOOD_CHECK_FREQ = 10 -- how often to check for food
FISH_FOOD_COOLDOWN = 10 FISH_FOOD_COOLDOWN = 10
FISH_FOOD_HUNGRY = -5 FISH_FOOD_HUNGRY = -5
FISH_FOOD_DEAD = -15 FISH_FOOD_DEAD = -15
@ -22,7 +23,7 @@ FISH_SIZE = 6 -- how many large guppies can you fit on the screen
FOOTER_HEIGHT = 68 FOOTER_HEIGHT = 68
FOOD_HITBOX = 0.05 FOOD_HITBOX = 0.08
DEBUG_FISH_PATH_SUBDIVISIONS = 50 DEBUG_FISH_PATH_SUBDIVISIONS = 50
DEBUG_FISH_PREDICT_AMOUNT = 0.5 DEBUG_FISH_PREDICT_AMOUNT = 0.5

View file

@ -8,6 +8,7 @@ function self.fish(x, y)
y = y, y = y,
size = 0, -- 0 for small, 1 for medium, 2 for big, 3 for king size = 0, -- 0 for small, 1 for medium, 2 for big, 3 for king
eattimer = 0 + math.random() * 2, -- starts out hungry, with a 2s delay eattimer = 0 + math.random() * 2, -- starts out hungry, with a 2s delay
dead = false,
lifetime = 0, lifetime = 0,
@ -26,6 +27,7 @@ function self.fish(x, y)
yspeed = 0, yspeed = 0,
eattimer = 1, eattimer = 1,
hungry = 0, hungry = 0,
deathanim = 0,
} }
} }
@ -50,8 +52,7 @@ function self.food(x, y, type)
speed = 0.2, speed = 0.2,
time = math.random(), time = math.random(),
deathtimer = 0, deathtimer = 0,
type = 1, type = 1
goal = 0 -- assigns 0 as the fish so that hopefully the update loop replaces it with a valid, random one
} }
return food return food

100
main.lua
View file

@ -52,7 +52,7 @@ function love.load()
sheets.food1 = newAnimation(sprites['food/1'], sprites['food/1']:getWidth()/10, sprites['food/1']:getHeight()) sheets.food1 = newAnimation(sprites['food/1'], sprites['food/1']:getWidth()/10, sprites['food/1']:getHeight())
for i = 1, 10 do for i = 1, 3 do
table.insert(feesh, constr.fish(math.random(), math.random())) table.insert(feesh, constr.fish(math.random(), math.random()))
end end
end end
@ -65,7 +65,6 @@ function love.update(dt)
bench.startBenchmark('update') bench.startBenchmark('update')
bench.startBenchmark('update_food') bench.startBenchmark('update_food')
local fishgoals = {}
for i,f in ipairs(food) do for i,f in ipairs(food) do
f.y = f.y + dt * f.speed f.y = f.y + dt * f.speed
f.time = f.time + dt f.time = f.time + dt
@ -75,18 +74,8 @@ function love.update(dt)
f.deathtimer = f.deathtimer + dt f.deathtimer = f.deathtimer + dt
end end
if f.goal == 0 or not f.goal then
for i,n in ipairs(feesh) do
if not fishgoals[i] and n.eattimer <= 0 then
f.goal = i
end
end
end
if f.deathtimer > 1 then if f.deathtimer > 1 then
table.remove(food, i) table.remove(food, i)
else
fishgoals[f.goal] = i
end end
end end
bench.stopBenchmark('update_food') bench.stopBenchmark('update_food')
@ -120,26 +109,41 @@ function love.update(dt)
local angle = math.random(-FISH_ANGLE, FISH_ANGLE) local angle = math.random(-FISH_ANGLE, FISH_ANGLE)
local str = math.random(70, 200)/200/4 local str = math.random(70, 200)/200/4
if n.eattimer < -15 then
str = str * 1.3 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 end
if --[[love.mouse.isDown(1) or]] fishgoals[fi] then if minfood ~= 0 then
local mx, my = love.mouse.getPosition() n.shortestfood = minfood
mx = mx / love.graphics.getWidth()
my = my / love.graphics.getHeight()
if fishgoals[fi] and food[fishgoals[fi]] then
mx = food[fishgoals[fi]].x
my = food[fishgoals[fi]].y
end end
end
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) 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
end end
local x = math.cos(math.rad(angle)) * str local x = math.cos(math.rad(angle)) * str
local y = math.sin(math.rad(angle)) * str local y = math.sin(math.rad(angle)) * str
if not (--[[love.mouse.isDown(1) or ]]fishgoals[fi]) then if not ((n.shortestfood and food[n.shortestfood]) or n.dead) then
x = x * math.sign(n.render.x - n.render.prevx) x = x * math.sign(n.render.x - n.render.prevx)
end end
@ -155,6 +159,12 @@ function love.update(dt)
end 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 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
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
end end
end end
bench.stopBenchmark('update_fish_eases') bench.stopBenchmark('update_fish_eases')
@ -180,16 +190,19 @@ function love.update(dt)
n.render.x = clamp(n.render.x, 0.05, 0.95) n.render.x = clamp(n.render.x, 0.05, 0.95)
n.render.y = clamp(n.render.y, 0.1, 0.85) n.render.y = clamp(n.render.y, 0.1, 0.85)
bench.stopBenchmark('update_fish_position')
if fishgoals[fi] and frame % FISH_COLISSION_CHECK_FREQ == 0 then bench.startBenchmark('update_fish_colission')
local f = food[fishgoals[fi]] if n.shortestfood and food[n.shortestfood] and frame % FISH_COLISSION_CHECK_FREQ == 0 then
local f = food[n.shortestfood]
if f then if f then
local dist = math.abs(n.render.x - f.x) + math.abs(n.render.y - f.y) local dist = math.abs(n.render.x - f.x) + math.abs(n.render.y - f.y)
if dist < FOOD_HITBOX then if dist < FOOD_HITBOX then
table.remove(food, fishgoals[fi]) table.remove(food, n.shortestfood)
n.eattimer = FISH_FOOD_COOLDOWN n.eattimer = FISH_FOOD_COOLDOWN
n.render.eattimer = 0 n.render.eattimer = 0
n.shortestfood = -1
if n.lifetime > FISH_AGE_MEDIUM then if n.lifetime > FISH_AGE_MEDIUM then
n.size = 1 n.size = 1
@ -200,7 +213,7 @@ function love.update(dt)
end end
end end
end end
bench.stopBenchmark('update_fish_position') bench.stopBenchmark('update_fish_colission')
bench.startBenchmark('update_fish_render') bench.startBenchmark('update_fish_render')
if frame % FISH_RENDER_FREQ == 0 then if frame % FISH_RENDER_FREQ == 0 then
@ -249,12 +262,27 @@ function love.update(dt)
n.render.swim = 0 n.render.swim = 0
end end
if not n.dead then
n.render.turndir = math.sign(n.render.x - n.render.prevx) n.render.turndir = math.sign(n.render.x - n.render.prevx)
end
local m = n.eattimer < FISH_FOOD_HUNGRY and 1 or -1 local m = n.eattimer < FISH_FOOD_HUNGRY and 1 or -1
n.render.hungry = clamp(n.render.hungry + dt * m * 3, 0, 1) n.render.hungry = clamp(n.render.hungry + dt * m * 3, 0, 1)
bench.stopBenchmark('update_fish_render') bench.stopBenchmark('update_fish_render')
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
end end
bench.stopBenchmark('update_fish') bench.stopBenchmark('update_fish')
bench.stopBenchmark('update') bench.stopBenchmark('update')
@ -301,7 +329,7 @@ function love.draw()
-- shadow -- shadow
bench.startBenchmark('render_shadow') bench.startBenchmark('render_shadow')
for i, n in ipairs(feesh) do for i, n in ipairs(feesh) do
love.graphics.setColor(1, 1, 1, n.render.y + 0.2) love.graphics.setColor(1, 1, 1, n.render.y + 0.2 - n.render.deathanim)
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) 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 end
bench.stopBenchmark('render_shadow') bench.stopBenchmark('render_shadow')
@ -322,14 +350,14 @@ function love.draw()
if n.render.turndir == -1 then turn = 1 - turn; sizex = -1 end if n.render.turndir == -1 then turn = 1 - turn; sizex = -1 end
local turnframe = math.floor(turn * (#sample.quads - 1)) + 1 local turnframe = math.floor(turn * (#sample.quads - 1)) + 1
if #sample.quads == 10 then if #sample.quads == turnframe then
sizex = -1 * sizex sizex = -1 * sizex
turnframe = 1 turnframe = 1
end end
local frame = math.floor(n.render.swim * (#sample.quads - 1)) + 1 local frame = math.floor(n.render.swim * (#sample.quads - 1)) + 1
if turnframe ~= 1 and turnframe ~= 10 then if turnframe ~= 1 and turnframe ~= #sample.quads then
anim = 'turn' anim = 'turn'
frame = turnframe frame = turnframe
end end
@ -339,6 +367,12 @@ function love.draw()
frame = math.floor(n.render.eattimer * (#sample.quads - 1)) + 1 frame = math.floor(n.render.eattimer * (#sample.quads - 1)) + 1
end end
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
local angle = n.render.angle local angle = n.render.angle
if angle > math.pi/2 then if angle > math.pi/2 then
angle = angle - math.pi angle = angle - math.pi
@ -364,9 +398,9 @@ function love.draw()
local sadsheet = fishsprite(size, true, anim) local sadsheet = fishsprite(size, true, anim)
local alpha = n.render.hungry == 1 and 0 or 1 local alpha = n.render.hungry == 1 and 0 or 1
love.graphics.setColor(1, 1, 1, alpha) love.graphics.setColor(1, 1, 1, alpha - n.render.deathanim)
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) 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)
love.graphics.setColor(1, 1, 1, n.render.hungry) love.graphics.setColor(1, 1, 1, n.render.hungry - n.render.deathanim)
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.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) love.graphics.setColor(1, 1, 1)