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world3.lua
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world3.lua
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local creatMapLock=0
world3={}
local screenWidth,screenHeight=love.graphics.getDimensions( )
local characterX=500
local characterY=300
local resetKey = false
local sj1 = true
local sj2 = true
local sj3 = true
function world3_load()
require "character"
--require "slime"
require "boss3"
require "barrierCreate"
require "interface"
require "barrierMove"
require "kagemusha"
require "thunderball"
--fight_bgm = love.audio.newSource("audio/night.mp3", "stream")
--interface_load()
--character_load()
world3_dialogLock = true
world3_dialog_state = 0
boss3_summon = false
world3_fade_color = 0
world3_fade = false
world3_fade_timer = 0
end
function world3_update(dt)
--reset Key
if resetKey == false then
zeroKey()
resetKey = true
end
if creatMapLock==0 then
barrierCreate3()
mapCreate3()
characterCreate3()
monsterCreate3()
creatMapLock = creatMapLock+1
end
interface_update(dt)
for i, monster in ipairs(monsters) do
monster:update(dt,character.x+world.x,character.y+world.y,dt)
end
love_update(dt)
character_run(dt)
character.py = character.y
character.px = character.x
if world3_fade then
world3_fade_timer = world3_fade_timer + dt
if world3_fade_timer <= 2 then
world3_fade_color = world3_fade_color + 4
if world3_fade_color >= 250 then
world3_fade_color = 255
end
end
end
if not (world3_dialogLock) then
isCharacterWake = false
else
isCharacterWake = true
end
if character.die then
world3_fade = true
if world3_fade_timer >= 2 then
day_state = 4
dialog_state = 1
gameStage = 2
love.audio.stop()
state_check()
love_reloadDay()
end
end
if world.backMove == true then
--if world.rightMove == true or world.leftMove == true or world.upMove == true or world.downMove == true then
world.speed = 1000
mapbackMoveUpdate(dt)
--end
elseif question==false and conversation == false then
world.speed = 300
setMapMove(dt)
end
monsters[1].startAttack = true
if character.x + world.x >= 800 and character.y + world.y == 300 and not boss3_summon then
world3_dialogLock = false
world3_dialog_state = 1
boss3_summon = true
love_newDialog()
end
end
function world3_draw()
if world3_fade then
love.graphics.setColor(0,0,0, world3_fade_color)
end
-- print(string.format("%s %s\r\n%s %s\r\n", "hp", character.hp, "max.hp", character.maxHp))
barrier3_draw()
character_draw()
interface_draw()
monster_draw3()
love.graphics.setBackgroundColor(100, 100, 100)
--testdraw()
love.audio.setVolume(0.8 * getVol())
fight_bgm:play()
if world3_dialog_state == 1 then
print_dialog("X", "哈哈哈哈哈哈哈")
elseif world3_dialog_state == 2 then
print_dialog("X", "我是你內心的夢魘")
elseif world3_dialog_state == 3 then
print_dialog("X", "想要離開這裡就打敗我吧!")
elseif world3_dialog_state == 4 then
print_dialog("X", "但你就是我 我就是你")
elseif world3_dialog_state == 5 then
print_dialog("X", "你該怎麼辦呢? 哈哈哈哈哈哈哈")
elseif world3_dialog_state == 6 then
world3_dialogLock = true
monsters[1].startRun = true
world3_dialog_state = world3_dialog_state + 1
end
end
function characterCreate3()
character.x = characterX
character.y = characterY
character.nx=characterX
character.ny=characterY
character.count=false
character.px=characterX
character.py=characterY
character.maxHp=100
character.hp=100
character.die=false
character.atk=5
character.speed = 300
character.faceDir = "down"
character.delay=0.15
character.delta=0
character.backMove=false
character.water = false
end
function mapCreate3()
world.rightMove=false
world.leftMove=false
world.upMove=false
world.downMove=false
world.x=0
world.y=0
world.width=1400
world.height=1200
world.nx=0
world.ny=0
world.count=false
world.count1=true
world.temp=true
world.px=0
world.py=0
world.speed = 300
world.delta=0
world.delay=0.15
world.backMove =false
end
function monsterCreate3()
monsters = {}
monsters[1] = boss3.new(1100, 0)
monsters[2] = kagemusha.new(monsters[1], 1200, 0)
monsters[3] = kagemusha.new(monsters[1], 1100, 100)
monsters[4] = kagemusha.new(monsters[1], 1200, 100)
end
function barrierCreate3()
--create houseFloor
local counter = 1
for i = 0, 1500, 100 do
for j = 0, 1200, 100 do
houseFloor[counter] = houseFloor.new(i, j)
counter = counter + 1
end
end
--houseWall
counter = 1
for j = 100, 1000, 100 do
houseWall[counter] = houseWall.new(0, j)
counter = counter + 1
end
for j = 100, 700, 100 do
houseWall[counter] = houseWall.new(700, j)
counter = counter + 1
end
houseWall[counter] = houseWall.new(0, 0)
counter = counter + 1
houseWall[counter] = houseWall.new(100, 0)
counter = counter + 1
houseWall[counter] = houseWall.new(400, 0)
counter = counter + 1
houseWall[counter] = houseWall.new(500, 0)
counter = counter + 1
houseWall[counter] = houseWall.new(600, 0)
counter = counter + 1
houseWall[counter] = houseWall.new(700, 0)
counter = counter + 1
houseWall[counter] = houseWall.new(700, 800)
counter = counter + 1
houseWall[counter] = houseWall.new(800, 800)
counter = counter + 1
houseWall[counter] = houseWall.new(900, 800)
counter = counter + 1
houseWall[counter] = houseWall.new(1200, 800)
counter = counter + 1
houseWall[counter] = houseWall.new(1300, 800)
counter = counter + 1
houseWall[counter] = houseWall.new(1400, 800)
counter = counter + 1
for i = 0, 1400, 100 do
houseWall[counter] = houseWall.new(i, 1100)
counter = counter + 1
end
for i = 0, 1400, 100 do
houseWall[counter] = houseWall.new(i, 1200)
counter = counter + 1
end
--kotatsu
kotatsu[1] = kotatsu.new(1000, 400)
kotatsu[2] = kotatsu.new(1100, 400)
kotatsu[3] = kotatsu.new(1000, 500)
kotatsu[4] = kotatsu.new(1100, 500)
--bigTable
bigTable[1] = bigTable.new(1300, 0)
bigTable[2] = bigTable.new(1400, 0)
bigTable[3] = bigTable.new(1300, 100)
bigTable[4] = bigTable.new(1400, 100)
--bed
bed[1] = bed.new(800, 100)
bed[2] = bed.new(900, 100)
--potted
potted[1] = potted.new(900, 700)
potted[2] = potted.new(400, 1000)
potted[3] = potted.new(1400, 900)
potted[4] = potted.new(100, 100)
potted[5] = potted.new(400, 100)
--tv
tv[1] = tv.new(100, 500)
tv[2] = tv.new(100, 600)
--smallTable
smallTable[1] = smallTable.new(400, 500)
smallTable[2] = smallTable.new(400, 600)
--sofa
sofa[1] = sofa.new(600, 500)
sofa[2] = sofa.new(600, 600)
--bookcase
bookcase[1] = bookcase.new(800, 0)
bookcase[2] = bookcase.new(1200, 700)
bookcase[3] = bookcase.new(200, 1000)
bookcase[4] = bookcase.new(500, 100)
bookcase[5] = bookcase.new(1000, 0)
bookcase[6] = bookcase.new(1400, 700)
bookcase[7] = bookcase.new(300, 1000)
bookcase[8] = bookcase.new(600, 100)
bookcase[9] = bookcase.new(900, 0)
bookcase[10] = bookcase.new(1300, 700)
--slimeJuice
sj[1] = sj.new(100, 1000)
sj[2] = sj.new(800, 700)
sj[3] = sj.new(1400, 1000)
end
function world3_keypressed(key)
if love.keyboard.isDown("k") then
addKey()
end
--get slimeJuice
if key == "f" and (character.x+world.x) == 100 and (character.y+world.y) == 900 and character.faceDir == "down" and sj1 == true then
character.water = true
sj1 = false
end
if key == "f" and (character.x+world.x) == 800 and (character.y+world.y) == 600 and character.faceDir == "down" and sj2 == true then
character.water = true
sj2 = false
end
if key == "f" and (character.x+world.x) == 1300 and (character.y+world.y) == 1000 and character.faceDir == "right" and sj3 == true then
character.water = true
sj3 = false
end
character_keyPressed(key)
if love.keyboard.isDown(" ") and not world3_dialogLock then
world3_dialog_state = love_dialogKeyPressed(world3_dialog_state)
end
end
function barrier3_draw()
--houseFloor
for i=1, #houseFloor, 1 do
love.graphics.draw(houseFloor[i].Image, houseFloor[i].x-world.x, houseFloor[i].y-world.y)
if houseFloor[i].Barrier then
isBarrier(houseFloor[i].x-world.x, houseFloor[i].y-world.y)
end
end
--houseWall
for i=1, #houseWall, 1 do
love.graphics.draw(houseWall[i].Image, houseWall[i].x-world.x, houseWall[i].y-world.y)
if houseWall[i].Barrier then
isBarrier(houseWall[i].x-world.x, houseWall[i].y-world.y)
end
end
--bigTable
for i=1, #bigTable, 1 do
love.graphics.draw(bigTable[i].Image, bigTable[i].x-world.x, bigTable[i].y-world.y)
if bigTable[i].Barrier then
isBarrier(bigTable[i].x-world.x, bigTable[i].y-world.y)
end
end
--smallTable
for i=1, #smallTable, 1 do
love.graphics.draw(smallTable[i].Image, smallTable[i].x-world.x, smallTable[i].y-world.y)
if smallTable[i].Barrier then
isBarrier(smallTable[i].x-world.x, smallTable[i].y-world.y)
end
end
--bigTable
for i=1, #bigTable, 1 do
love.graphics.draw(bigTable[i].Image, bigTable[i].x-world.x, bigTable[i].y-world.y)
if bigTable[i].Barrier then
isBarrier(bigTable[i].x-world.x, bigTable[i].y-world.y)
end
end
--tv
for i=1, #tv, 1 do
love.graphics.draw(tv[i].Image, tv[i].x-world.x, tv[i].y-world.y)
if tv[i].Barrier then
isBarrier(tv[i].x-world.x, tv[i].y-world.y)
end
end
--sofa
for i=1, #sofa, 1 do
love.graphics.draw(sofa[i].Image, sofa[i].x-world.x, sofa[i].y-world.y)
if sofa[i].Barrier then
isBarrier(sofa[i].x-world.x, sofa[i].y-world.y)
end
end
--kotatsu
for i=1, #kotatsu, 1 do
love.graphics.draw(kotatsu[i].Image, kotatsu[i].x-world.x, kotatsu[i].y-world.y)
if kotatsu[i].Barrier then
isBarrier(kotatsu[i].x-world.x, kotatsu[i].y-world.y)
end
end
--potted
for i=1, #potted, 1 do
love.graphics.draw(potted[i].Image, potted[i].x-world.x, potted[i].y-world.y)
if potted[i].Barrier then
isBarrier(potted[i].x-world.x, potted[i].y-world.y)
end
end
--bed
for i=1, #bed, 1 do
love.graphics.draw(bed[i].Image, bed[i].x-world.x, bed[i].y-world.y)
if bed[i].Barrier then
isBarrier(bed[i].x-world.x, bed[i].y-world.y)
end
end
--bookcase
for i=1, #bookcase, 1 do
love.graphics.draw(bookcase[i].Image, bookcase[i].x-world.x, bookcase[i].y-world.y)
if bookcase[i].Barrier then
isBarrier(bookcase[i].x-world.x, bookcase[i].y-world.y)
end
end
--slimeJuice
if sj1 then
love.graphics.draw(sj[1].Image, sj[1].x-world.x, sj[1].y-world.y)
if sj[1].Barrier then
isBarrier(sj[1].x-world.x, sj[1].y-world.y)
end
end
if sj2 then
love.graphics.draw(sj[2].Image, sj[2].x-world.x, sj[2].y-world.y)
if sj[2].Barrier then
isBarrier(sj[2].x-world.x, sj[2].y-world.y)
end
end
if sj3 then
love.graphics.draw(sj[3].Image, sj[3].x-world.x, sj[3].y-world.y)
if sj[3].Barrier then
isBarrier(sj[3].x-world.x, sj[3].y-world.y)
end
end
end
function monster_draw3()
for i, monster in ipairs(monsters) do
if monster.alive then
love.graphics.setColor(255,255,255)
love.graphics.draw(monster.slimeImgFile, monster.slimeQuads[monster.face][monster.animationIndex], monster.nowX-world.x, monster.nowY-world.y)
end
end
if monsters[1].startRun then
for i=1,3 do
if monsters[1].thunderballs[i].isThunderBallAttack then
monsters[1].thunderballs[i]:draw()
end
end
end
--play boss bgm
if monsters[1].alive then
--love.audio.stop(fight_bgm2)
--love.audio.rewind(bossBGM)
bossBGM:setVolume(getVol()*0.4)
bossBGM:play()
end
if not monsters[1].alive and monsters[1].hp <= 0 then
world3_fade = true
if world3_fade_timer >= 2 then
day_state = 4
gameStage = 2
world3_success = true
love.audio.stop()
state_check()
love_reloadDay()
end
end
end