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loveavg.lua
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loveavg.lua
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-- author: GaryTan
-- How to build your dat file
-- who, says something, force go to dialog number, choose A, choose A go to dialog, choose B, choose B go to dialog, choose C, choose C go to dialog
-- if something null please enter "nil" eg. nil,blah blah...
-- if there is no force go to dialog, default is dialog_state +1
loveavg = {}
function loveavg_load()
fat = love.graphics.newImage("img/cg/fat.png")
clicksound = love.audio.newSource("audio/click.wav", "stream")
night_bgm = love.audio.newSource("audio/平和のハンモック.mp3", "stream")
class_bgm = love.audio.newSource("audio/orange.mp3", "stream")
class_light = love.graphics.newImage("img/cg/class_light.jpg")
night = love.graphics.newImage("img/cg/night.jpg")
hallway_light = love.graphics.newImage("img/cg/hallway_light.jpg")
onefloor_light = love.graphics.newImage("img/cg/onefloor_light.jpg")
restaurant_light = love.graphics.newImage("img/cg/restaurant_light.jpg")
schoolroad_sunset = love.graphics.newImage("img/cg/schoolroad_sunset.jpg")
schoolroad_light = love.graphics.newImage("img/cg/schoolroad_light.jpg")
room_light = love.graphics.newImage("img/cg/room_light.jpg")
computer = love.graphics.newImage("img/cg/computer.jpg")
schoolEntry_light = love.graphics.newImage("img/cg/schoolEntry_light.jpg")
room_night = love.graphics.newImage("img/cg/room_night.jpg")
dialogImg = love.graphics.newImage("img/dialog.png")
lovefont = love.graphics.newFont("font/wt006.ttf", 25)
press_button = love.graphics.newImage("img/next/next.png")
press_button2 = love.graphics.newImage("img/next/next2.png")
press_button3 = love.graphics.newImage("img/next/next3.png")
press_button_index = 1
press_button_timer = 0
end1 = love.graphics.newImage("img/end/end1.png")
end2 = love.graphics.newImage("img/end/end2.png")
end3 = love.graphics.newImage("img/end/end3.png")
end4 = love.graphics.newImage("img/end/end4.png")
end5 = love.graphics.newImage("img/end/end5.png")
black = love.graphics.newImage("img/end/black.png")
choose = {}
chooseLock = true
dialogLock = false
day_state = 1
day_branch = 0
dialog_state = 1
choose_no = 0
love_fade_color = 255
love_fade = false
love_fade_timer = 0
dialog_timer = 0
says_index = 3
says_length = 0
waitNextDialog = false
waitSpace = false
world1_success = false
world2_success = false
world3_success = false
endding_fade = false
space = " "
if day_branch == 0 then
file_data = love.filesystem.read(string.format("day%d.dat", day_state), all)
elseif not day_branch == 0 then
file_data = love.filesystem.read(string.format("day%d-%d.dat", day_state, day_branch), all)
end
dialog = {}
-- parse data
for i in string.gmatch(file_data, "[^\n]+") do
table.insert(dialog, i)
end
end
function loveavg_keypressed(key)
clicksound:setVolume(getVol())
if not dialogLock then
if love.keyboard.isDown(" ") then
clicksound:play()
if endding_fade then
gameStage = 4
else
if waitNextDialog then
if not isempty(dialog_element[3]) then
dialog_state = tonumber(dialog_element[3])
else
dialog_state = dialog_state + 1
end
says_index = 3
dialog_timer = 0
elseif waitSpace then
waitSpace = false
else
says_index = says_length
end
end
end
end
if not chooseLock then
if love.keyboard.isDown("up") then
clicksound:play()
choose[choose_no] = choose[choose_no] - 1
if choose[choose_no] < 0 then
choose[choose_no] = 11
end
elseif love.keyboard.isDown("down") then
clicksound:play()
choose[choose_no] = choose[choose_no] + 1
elseif love.keyboard.isDown(" ") then
clicksound:play()
chooseLock = true
dialogLock = false
if ele_len == 9 then
if choose[choose_no] % 3 == 0 then
dialog_state = tonumber(dialog_element[5])
elseif choose[choose_no] % 3 == 1 then
dialog_state = tonumber(dialog_element[7])
elseif choose[choose_no] % 3 == 2 then
dialog_state = tonumber(dialog_element[9])
end
elseif ele_len == 7 then
if choose[choose_no] % 2 == 0 then
dialog_state = tonumber(dialog_element[5])
elseif choose[choose_no] % 2 == 1 then
dialog_state = tonumber(dialog_element[7])
end
end
says_index = 3
dialog_timer = 0
end
end
end
function loveavg_draw()
dialog_element = {}
print_background(day_state, dialog_state, day_branch)
play_bgm(day_state, dialog_state)
for i in string.gmatch(dialog[dialog_state], "[^,]+") do
table.insert(dialog_element, i)
end
dialogStartDrawLock = true
ele_len = table.getn(dialog_element)
-- tachie
if dialog_element[1] == "我" then
tachie(fat, "left")
end
-- dialog
if dialog_element[1] == "end" then
love.audio.stop()
if not endding_fade then
love_fade = true
if love_fade_timer > 2 then
endding_fade = true
love_fade = false
love_fade_color = 255
end
end
if dialog_element[2] == "1" and endding_fade then
love.graphics.draw(end1, 0 ,0)
elseif dialog_element[2] == "2" and endding_fade then
love.graphics.draw(end2, 0 ,0)
elseif dialog_element[2] == "3" and endding_fade then
love.graphics.draw(end3, 0 ,0)
elseif dialog_element[2] == "4" and endding_fade then
love.graphics.draw(end4, 0 ,0)
elseif dialog_element[2] == "5" and endding_fade then
love.graphics.draw(end5, 0 ,0)
end
elseif dialog_element[1] == "###" then
dialogLock = true
love_fade = true
if love_fade_timer >= 2 then
love.audio.stop()
dialogLock = false
love_fade = false
if day_state == 1 then
world1_dialogLock = false
world1_change()
isCharacterWake = true
love_newDialog()
gameStage = 3
elseif day_state == 2 then
isCharacterWake = true
gameStage = 3
elseif day_state == 3 then
isCharacterWake = true
gameStage = 3
end
end
else
if not (isempty(dialog_element[2])) then
if (isempty(dialog_element[1])) then
print_dialog("", dialog_element[2])
else
print_dialog(dialog_element[1], dialog_element[2])
end
end
end
if ele_len > 5 and ele_len < 8 then
print_choose(2, dialog_state, dialog_element[4], dialog_element[6])
elseif ele_len > 7 then
print_choose(3, dialog_state, dialog_element[4], dialog_element[6], dialog_element[8])
end
end
function print_dialog(who, says)
says_length = string.len(says)
if string.sub(says, says_index-2, says_index) == string.sub(space, 1, 3) then
waitSpace = true
end
says = string.sub(says, 1, says_index)
if(says_index >= says_length) then
waitNextDialog = true
else
waitNextDialog = false
end
love.graphics.setFont(lovefont)
says_nd = " "
if string.len(says) > 129 then
says_nd = string.sub(says, 130)
says = string.sub(says, 1, 129)
end
-- love.graphics.setColor(255, 0, 0, 200)
love.graphics.setColor(255, 255, 255, 255)
love.graphics.draw(dialogImg,0,love.graphics.getHeight()*2/3)
-- love.graphics.rectangle("fill", 0, love.graphics.getHeight()*2/3, love.graphics.getWidth(), love.graphics.getHeight()*1/3)
love.graphics.print(who, 5, love.graphics.getHeight()*2/3+5)
love.graphics.print(says, 5, love.graphics.getHeight()*2/3+35)
love.graphics.print(says_nd, 5, love.graphics.getHeight()*2/3+65)
if waitSpace or waitNextDialog then
if press_button_index == 1 then
love.graphics.draw(press_button, love.graphics.getWidth() - 50,love.graphics.getHeight() - 60, 0, 1/2, 1/2)
elseif press_button_index == 2 then
love.graphics.draw(press_button2, love.graphics.getWidth() - 50,love.graphics.getHeight() - 60, 0, 1/2, 1/2)
elseif press_button_index == 3 then
love.graphics.draw(press_button3, love.graphics.getWidth() - 50,love.graphics.getHeight() - 60, 0, 1/2, 1/2)
end
end
end
function tachie(img, side)
if side == "left" then
love.graphics.draw(img, 10,10)
elseif side == "right" then
love.graphics.draw(img, love.graphics.getWidth()-img:getWidth()-10, 10)
end
end
function print_choose(n, dialog_n, a, b, c)
love.graphics.setFont(lovefont)
chooseLock = false
dialogLock = true
-- choose
choose_no = tonumber(string.format("%d%d%d", day_state, day_branch, dialog_n))
if isempty(choose[choose_no]) then
choose[choose_no] = 0
end
if n == 2 then
choosehighlight(1, 2)
love.graphics.rectangle("fill", 300, 80, 492, 50)
choosehighlight(2, 2)
love.graphics.rectangle("fill", 300, 180, 492, 50)
love.graphics.setColor(255, 255, 255, 255)
love.graphics.print(a, 546-string.len(a)*4.2, 90)
love.graphics.print(b, 546-string.len(b)*4.2, 190)
love.graphics.setColor(255, 255, 255, 255)
elseif n == 3 then
choosehighlight(1, 3)
love.graphics.rectangle("fill", 300, 80, 492, 50)
choosehighlight(2, 3)
love.graphics.rectangle("fill", 300, 180, 492, 50)
choosehighlight(3, 3)
love.graphics.rectangle("fill", 300, 280, 492, 50)
love.graphics.setColor(255, 255, 255, 255)
love.graphics.print(a,546-string.len(a)*4.2, 90)
love.graphics.print(b,546-string.len(b)*4.2, 190)
love.graphics.print(c,546-string.len(c)*4.2, 290)
love.graphics.setColor(255, 255, 255, 255)
end
end
function print_background(day, dialog, branch)
if day == 1 then
if (1 <= dialog and dialog <= 13) or (167 <= dialog and dialog <= 182) then
bg = night
elseif (14 <= dialog and dialog <= 50) or (98 <= dialog and dialog <= 155)then
bg = class_light
elseif 51 <= dialog and dialog <= 77 then
bg = hallway_light
elseif 78 <= dialog and dialog <= 82 then
bg = onefloor_light
elseif 83 <= dialog and dialog <= 97 then
bg = restaurant_light
elseif 156 <= dialog and dialog <= 166 then
bg = schoolroad_sunset
end
end
if day == 2 then
if (1 <= dialog and dialog <= 35) or (160 <= dialog and dialog <= 162) then
bg = room_light
elseif (36 <= dialog and dialog <= 84) then
bg = computer
elseif (85 <= dialog and dialog <= 159) then
bg = schoolroad_light
elseif (163 <= dialog and dialog <= 209) then
bg = schoolEntry_light
elseif (210 <= dialog and dialog <= 312) then
bg = class_light
elseif (313 <= dialog and dialog <= 370) or (371 <= dialog and dialog <= 406) then
bg = room_night
end
end
if day == 3 and branch == 0 then
if (1 <= dialog and dialog <= 31) then
bg = room_light
elseif (32 <= dialog and dialog <= 114) or (125 <= dialog and dialog <= 129) then
bg = schoolroad_light
elseif (130 <= dialog and dialog <= 144) then
bg = class_light
elseif (115 <= dialog and dialog <= 124) or (145 <= dialog and dialog <= 169) then
bg = room_night
elseif (171 <= dialog and dialog <= 175) then
bg = black
end
end
if day == 3 and branch == 1 then
if (1 <= dialog and dialog <= 31) then
bg = room_light
elseif (32 <= dialog and dialog <= 45) then
bg = schoolroad_light
elseif (46 <= dialog and dialog <= 69) then
bg = class_light
elseif (70 <= dialog and dialog <= 94) then
bg = room_night
end
end
if day == 3 and branch == 2 then
if (1 <= dialog and dialog <= 3) then
bg = room_light
elseif (4 <= dialog and dialog <= 44) then
bg = schoolroad_light
elseif (45 <= dialog and dialog <= 60) then
bg = class_light
elseif (61 <= dialog and dialog <= 74) then
bg = room_night
elseif (75 <= dialog and dialog <= 80) then
bg = black
end
end
if day == 3 and branch == 3 then
if (1 <= dialog and dialog <= 3) then
bg = room_light
elseif (4 <= dialog and dialog <= 25) and (34 <= dialog and dialog <= 55) then
bg = computer
elseif (26 <= dialog and dialog <= 29) then
bg = schoolroad_light
elseif (30 <= dialog and dialog <= 33) then
bg = class_light
elseif (34 <= dialog and dialog <= 38) then
bg = room_night
elseif (39 <= dialog and dialog <= 55) then
bg = black
end
end
if day == 4 then
bg = room_light
end
love.graphics.setColor(255, 255, 255 ,love_fade_color)
love.graphics.draw(bg, 0, 0, 0, 1092/bg:getWidth(), 614/bg:getHeight())
end
function play_bgm(day, dialog)
if isempty(bgm) then
bgm_name = ""
bgm = night_bgm
end
if day == 1 then
if (1 <= dialog and dialog <= 13) or (167 <= dialog and dialog <= 182) then
if not (bgm_name == "night_bgm") then
love.audio.stop()
bgm = night_bgm
bgm_name = "night_bgm"
end
elseif 14 <= dialog and dialog <= 166 then
if not (bgm_name == "class_bgm") then
love.audio.stop()
bgm = class_bgm
bgm_name = "class_bgm"
end
end
end
if day == 2 then
if 1 <= dialog and dialog <= 406 then
if not (bgm_name == "class_bgm") then
love.audio.stop()
bgm = class_bgm
bgm_name = "class_bgm"
end
end
end
if day == 3 then
if not (bgm_name == "class_bgm") then
love.audio.stop()
bgm = class_bgm
bgm_name = "class_bgm"
end
end
bgm:setVolume(getVol())
bgm:play()
end
function choosehighlight(index, all)
if(choose[choose_no] % all == index - 1) then
love.graphics.setColor(0, 0, 100, 200)
else
love.graphics.setColor(0, 0, 0, 200)
end
end
function isempty(s)
return s == nil or s == '' or s == 'nil'
end
function loveSave()
return {choose, chooseLock, dialogLock, day_state, day_branch, dialog_state, choose_no, world1_success, world2_success, world3_success}
end
function loveLoad(data)
choose = data[1] -- int table
chooseLock = data[2] -- boolean
dialogLock = data[3] -- boolean
day_state = data[4] -- int
day_branch = data[5] -- int
dialog_state = data[6] -- int
choose_no = data[7] -- int
world1_success = data[8] --boolean
world2_success = data[9] --boolean
world3_success = data[10] --boolean
end
function love_reloadDay()
if day_branch == 0 then
file_data = love.filesystem.read(string.format("day%d.dat", day_state), all)
else
file_data = love.filesystem.read(string.format("day%d-%d.dat", day_state, day_branch), all)
end
dialog = {}
-- parse data
for i in string.gmatch(file_data, "[^\n]+") do
table.insert(dialog, i)
end
end
function love_update(dt)
dialog_timer = dialog_timer + dt
if dialog_timer >= 0.02 and not waitSpace then
says_index = says_index + 3
dialog_timer = 0
end
if love_fade then
love_fade_timer = love_fade_timer + dt
if love_fade_timer <= 2 then
love_fade_color = love_fade_color - 4
if love_fade_color <= 10 then
love_fade_color = 0
end
end
else
love_fade_timer = 0
love_fade_color = 255
end
press_button_timer = press_button_timer + dt
if press_button_timer > 0.3 then
press_button_index = press_button_index + 1
if press_button_index > 3 then
press_button_index = 1
end
press_button_timer = 0
end
end
function world1_change()
if not isempty(choose[10136]) then
if choose[10136] % 2 == 0 then
monsters[8].hp = 50
character.hp = 150
character.maxHp = 150
q3Trap[1].disappearDelay = 8
elseif choose[10136] % 2 == 1 then
monsters[8].hp = 70
character.hp = 150
character.maxHp = 150
q3Trap[1].disappearDelay = 5
end
end
if not isempty(choose[10127]) then
if choose[10127] % 3 == 1 then
monsters[8].hp = 70
character.hp = 100
character.maxHp = 100
q3Trap[1].disappearDelay = 5
elseif choose[10127] % 3 == 2 then
monsters[8].hp = 70
character.hp = 100
character.maxHp = 100
q3Trap[1].disappearDelay = 8
end
end
if not isempty(choose[1056]) then
if choose[1056] % 2 == 0 then
character.atk = 5
elseif choose[1056] % 2 == 1 then
character.atk = 3
end
end
end
function world2_change()
if not isempty(choose[20276]) then
if world1_success and choose[20276] % 2 == 0 then
character.hp = 150
character.maxHp = 150
monsters[1].hp = 70
monsters[1].attackSpeed = 1
character.bullet = 2
character.gunAtk = 10
character.swordAtk = 5
elseif world1_success and choose[20276] % 2 == 1 then
character.hp = 100
character.maxHp = 100
monsters[1].hp = 50
monsters[1].attackSpeed = 1
character.bullet = 2
character.gunAtk = 10
character.swordAtk = 5
end
end
if not isempty(choose[2035]) then
if choose[2035] % 3 == 1 then
character.hp = 70
character.maxHp = 70
monsters[1].hp = 50
monsters[1].attackSpeed = 1
character.bullet = 2
character.gunAtk = 10
character.swordAtk = 5
elseif choose[2035] % 3 == 2 then
character.hp = 120
character.maxHp = 120
monsters[1].hp = 70
monsters[1].attackSpeed = 0.8
character.bullet = 3
character.gunAtk = 10
character.swordAtk = 7
end
end
if not isempty(choose[2056]) then
if choose[2056] % 2 == 1 then
character.hp = 100
character.maxHp = 100
monsters[1].hp = 50
monsters[1].attackSpeed = 1
character.bullet = 2
character.gunAtk = 10
character.swordAtk = 5
end
end
end
function love_dialogKeyPressed(dialog_state_name)
clicksound:play()
if waitNextDialog then
dialog_state_name = dialog_state_name + 1
says_index = 3
dialog_timer = 0
elseif waitSpace then
waitSpace = false
else
says_index = says_length
end
return dialog_state_name
end
function love_newDialog()
says_index = 3
dialog_timer = 0
end
function state_check()
if day_state == 2 then
if world1_success then
dialog_state = 1
else
dialog_state = 16
end
end
if day_state == 3 then
day_branch = 0
dialog_state = 1
if not isempty(choose[20276]) then
if choose[20276] % 2 == 0 then
day_branch = 1
if world2_success then
dialog_state = 17
else
dialog_state = 1
end
end
elseif not isempty(choose[2035]) then
if choose[2035] % 2 == 0 then
if not world2_success then
day_branch = 3
end
end
elseif not isempty(choose[2056]) then
if choose[2056] % 2 == 1 then
if not world2_success then
day_branch = 2
end
end
end
if day_branch == 0 or day_branch == 1 then
if world2_success then
dialog_state = 17
else
dialog_state = 1
end
end
end
if day_state == 4 then
if world3_success then
dialog_state = 1
day_branch = 0
else
dialog_state = 7
day_branch = 0
end
end
end