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battle.lua
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battle.lua
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battle = {}
function battle_load()
--attack
swordAtkImg = love.graphics.newImage("img/attack.png")
fireBullet1 = love.graphics.newImage("img/bullet/fireBullet1.png")
fireBullet2 = love.graphics.newImage("img/bullet/fireBullet2.png")
fireBullet3 = love.graphics.newImage("img/bullet/fireBullet3.png")
fireBullet4 = love.graphics.newImage("img/bullet/fireBullet4.png")
fireBullet5 = love.graphics.newImage("img/bullet/fireBullet5.png")
fireBullet6 = love.graphics.newImage("img/bullet/fireBullet6.png")
fireBullet7 = love.graphics.newImage("img/bullet/fireBullet7.png")
fireBullet8 = love.graphics.newImage("img/bullet/fireBullet8.png")
fireBullet9 = love.graphics.newImage("img/bullet/fireBullet9.png")
fireBullet10 = love.graphics.newImage("img/bullet/fireBullet10.png")
fireBullet11 = love.graphics.newImage("img/bullet/fireBullet11.png")
fireBullet12 = love.graphics.newImage("img/bullet/fireBullet12.png")
fireBullet13 = love.graphics.newImage("img/bullet/fireBullet13.png")
fireBullet14 = love.graphics.newImage("img/bullet/fireBullet14.png")
fireBullet15 = love.graphics.newImage("img/bullet/fireBullet15.png")
fireBullet16 = love.graphics.newImage("img/bullet/fireBullet16.png")
fireBullet17 = love.graphics.newImage("img/bullet/fireBullet17.png")
fireBullet18 = love.graphics.newImage("img/bullet/fireBullet18.png")
fireBullet19 = love.graphics.newImage("img/bullet/fireBullet19.png")
fireBullet20 = love.graphics.newImage("img/bullet/fireBullet20.png")
fireBullet21 = love.graphics.newImage("img/bullet/fireBullet21.png")
fireBullet22 = love.graphics.newImage("img/bullet/fireBullet22.png")
fireBullet23 = love.graphics.newImage("img/bullet/fireBullet23.png")
fireBullet24 = love.graphics.newImage("img/bullet/fireBullet24.png")
swordAtkAnimate = {}
for i=1, 5 do
swordAtkAnimate[i] = love.graphics.newQuad(i*192, 0, 192, 192, 960, 768)
end
swordAtkIndex = 1
swordAtk = false
swordAtkTimer = 0
gunAtkIndex = 1
gunAtk = false
gunAtkTimer = 0
gunDestCounter = 0
atkTimer = 0.5
atk_range = 100
battle_x = 0
battle_y = 0
battleFace = "down"
-- sound load
hitSound1 = love.audio.newSource("audio/normalAttack.ogg", "static")
gunAttackSound = love.audio.newSource("audio/gun.wav", "static")
noBulletSound = love.audio.newSource("audio/noBullet.wav", "static")
battle_log = {}
end
function battle_update(dt)
atkTimer = atkTimer + dt
if swordAtk then
swordAtkTimer = swordAtkTimer + dt
if swordAtkTimer > 0.05 then
swordAtkIndex = swordAtkIndex + 1
if swordAtkIndex > 5 then
swordAtk = false
swordAtkIndex = 1
end
swordAtkTimer = 0
end
end
if gunAtk then
gunAtkTimer = gunAtkTimer + dt
if gunAtkTimer > 0.02 then
gunAtkIndex = gunAtkIndex + 1
if gunAtkIndex > 6 then
gunAtkIndex = 4
end
if gunAtkIndex % 4 == 0 then
if battleFace == "up" then
battle_y = battle_y - 100
elseif battleFace == "down" then
battle_y = battle_y + 100
elseif battleFace == "left" then
battle_x = battle_x - 100
elseif battleFace == "right" then
battle_x = battle_x + 100
end
gunDestCounter = gunDestCounter + 100
if doAttackDamage(100+gunDestCounter) then
gunAtk = false
end
end
if gunDestCounter == atk_range then
gunAtk = false
gunAtkIndex = 1
gunDestCounter = 0
end
gunAtkTimer = 0
end
end
end
function battle_keyPress(key)
if love.keyboard.isDown(" ") and atkTimer > 1 then
if character.weapon == "sword" then
hitSound1:setVolume(getVol())
hitSound1:play()
swordAtk = true
battle_x = getHeroX()
battle_y = getHeroY()
battleFace = character.faceDir
doAttackDamage(atk_range)
elseif character.weapon == "gun" and character.bullet > 0 then
gunAttackSound:setVolume(getVol())
gunAttackSound:play()
character.bullet = character.bullet - 1
gunAtk = true
battle_x = getHeroX()
battle_y = getHeroY()
battleFace = character.faceDir
if battleFace == "up" then
battle_y = battle_y - 100
elseif battleFace == "down" then
battle_y = battle_y + 100
elseif battleFace == "left" then
battle_x = battle_x - 100
elseif battleFace == "right" then
battle_x = battle_x + 100
end
if doAttackDamage(100) then
gunAtk = false
end
elseif character.weapon == "gun" and character.bullet == 0 then
noBulletSound:setVolume(getVol())
noBulletSound:play()
end
end
end
function battle_draw()
love.graphics.setColor(255, 255, 255, 255)
if swordAtk then
if battleFace == "left" then
love.graphics.draw(swordAtkImg, swordAtkAnimate[swordAtkIndex], battle_x-100, battle_y, 0, 1/2, 1/2)
elseif battleFace == "right" then
love.graphics.draw(swordAtkImg, swordAtkAnimate[swordAtkIndex], battle_x+100, battle_y, 0, 1/2, 1/2)
elseif battleFace == "up" then
love.graphics.draw(swordAtkImg, swordAtkAnimate[swordAtkIndex], battle_x, battle_y-100, 0, 1/2, 1/2)
elseif battleFace == "down" then
love.graphics.draw(swordAtkImg, swordAtkAnimate[swordAtkIndex], battle_x, battle_y+100, 0, 1/2, 1/2)
end
end
if gunAtk then
if battleFace == "left" then
if gunAtkIndex == 1 then
love.graphics.draw(fireBullet13, battle_x, battle_y)
elseif gunAtkIndex == 2 then
love.graphics.draw(fireBullet14, battle_x, battle_y)
elseif gunAtkIndex == 3 then
love.graphics.draw(fireBullet15, battle_x, battle_y)
elseif gunAtkIndex == 4 then
love.graphics.draw(fireBullet16, battle_x, battle_y)
elseif gunAtkIndex == 5 then
love.graphics.draw(fireBullet17, battle_x, battle_y)
elseif gunAtkIndex == 6 then
love.graphics.draw(fireBullet18, battle_x, battle_y)
end
elseif battleFace == "right" then
if gunAtkIndex == 1 then
love.graphics.draw(fireBullet19, battle_x, battle_y)
elseif gunAtkIndex == 2 then
love.graphics.draw(fireBullet20, battle_x, battle_y)
elseif gunAtkIndex == 3 then
love.graphics.draw(fireBullet21, battle_x, battle_y)
elseif gunAtkIndex == 4 then
love.graphics.draw(fireBullet22, battle_x, battle_y)
elseif gunAtkIndex == 5 then
love.graphics.draw(fireBullet23, battle_x, battle_y)
elseif gunAtkIndex == 6 then
love.graphics.draw(fireBullet24, battle_x, battle_y)
end
elseif battleFace == "up" then
if gunAtkIndex == 1 then
love.graphics.draw(fireBullet7, battle_x, battle_y)
elseif gunAtkIndex == 2 then
love.graphics.draw(fireBullet8, battle_x, battle_y)
elseif gunAtkIndex == 3 then
love.graphics.draw(fireBullet9, battle_x, battle_y)
elseif gunAtkIndex == 4 then
love.graphics.draw(fireBullet10, battle_x, battle_y)
elseif gunAtkIndex == 5 then
love.graphics.draw(fireBullet11, battle_x, battle_y)
elseif gunAtkIndex == 6 then
love.graphics.draw(fireBullet12, battle_x, battle_y)
end
elseif battleFace == "down" then
if gunAtkIndex == 1 then
love.graphics.draw(fireBullet1, battle_x, battle_y)
elseif gunAtkIndex == 2 then
love.graphics.draw(fireBullet2, battle_x, battle_y)
elseif gunAtkIndex == 3 then
love.graphics.draw(fireBullet3, battle_x, battle_y)
elseif gunAtkIndex == 4 then
love.graphics.draw(fireBullet4, battle_x, battle_y)
elseif gunAtkIndex == 5 then
love.graphics.draw(fireBullet5, battle_x, battle_y)
elseif gunAtkIndex == 6 then
love.graphics.draw(fireBullet6, battle_x, battle_y)
end
end
end
end
function attackMonster(abs_x, abs_y, mon_abs_x, mon_abs_y, face, range)
if face == "up" then
return mon_abs_x == abs_x and (abs_y - range) <= mon_abs_y and mon_abs_y <= abs_y
elseif face == "down" then
return mon_abs_x == abs_x and abs_y <= mon_abs_y and mon_abs_y <= (abs_y + range)
elseif face == "left" then
return (abs_x - range)<= mon_abs_x and mon_abs_x <= abs_x and abs_y == mon_abs_y
elseif face == "right" then
return abs_x <= mon_abs_x and mon_abs_x <= (abs_x + range) and abs_y == mon_abs_y
end
end
function doAttackDamage(range)
-- attack success?
abs_x = character.x + world.x
abs_y = character.y + world.y
isAttackMonster = false
for _, mon in ipairs(monsters) do
mon_abs_x = mon:getPositionX()
mon_abs_y = mon:getPositionY()
if attackMonster(abs_x, abs_y, mon_abs_x, mon_abs_y, character.faceDir, range) then
if mon.alive then
mon:underAttack(character.faceDir, character.atk)
isAttackMonster = true
end
end
end
return isAttackMonster
end