This repository has been archived on 2022-10-27. You can view files and clone it, but cannot push or open issues or pull requests.
InfinitShoot/game/main.lua

519 lines
21 KiB
Lua

local hazel = require "hazel"
local ECS = require "ecs"
local constants = require "constants"
local content = require "content"
local vmath = require "vmath"
local timer = require "timer"
local animation = require "animation"
local helpfunc = require "helpfunc"
local function drawCurosr()
hazel.Renderer.SetDrawColor(1, 0, 0, 1)
local pos = hazel.GetGameMousePos()
local halfW = 10
local halfH = 10
hazel.Renderer.DrawRect(pos.x - halfW, pos.y - halfH, halfW * 2, halfH * 2)
hazel.Renderer.DrawLine(pos.x - halfW + 5, pos.y, pos.x + halfW - 5, pos.y)
hazel.Renderer.DrawLine(pos.x, pos.y - halfH + 5, pos.x, pos.y + halfH - 5)
end
local FloorMap = {}
local function generateFloors()
local xNum = math.ceil(hazel.GetCanvaSize().x / constants.TileSize)
local yNum = math.ceil(hazel.GetCanvaSize().y / constants.TileSize)
for x = 0, xNum do
for y = 0, yNum do
FloorMap[y + x * yNum] = math.random() <= constants.StonePutProbability
end
end
end
local function drawFloors()
local xNum = math.ceil(hazel.GetCanvaSize().x / constants.TileSize)
local yNum = math.ceil(hazel.GetCanvaSize().y / constants.TileSize)
local tileIndex = {row = 9, col = 0}
for x = 0, xNum do
for y = 0, yNum do
if FloorMap[y + x * yNum] then
tileIndex.col = 1
else
tileIndex.col = 0
end
content.Tilesheet:Draw(tileIndex.col, tileIndex.row,
hazel.CreateRect(x * constants.TileSize, y * constants.TileSize,
constants.TileSize, constants.TileSize),
hazel.Flip.None)
end
end
end
local function updateBullet()
for k, _ in pairs(content.BulletList) do
---@type Entity
local bullet = content.BulletList[k]
bullet:Update()
---@type Point
local position = bullet:GetComponent(ECS.ComponentType.Transform).position
if position.x + constants.TileSize <= 0 or
position.x >= hazel.GetCanvaSize().x or
position.y + constants.TileSize <= 0 or
position.y >= hazel.GetCanvaSize().y then
content.BulletList[k] = nil
end
end
end
local function updateMonster()
---@param v Entity
for i, v in pairs(content.MonsterList) do
if v:GetComponent(ECS.ComponentType.RoleProp):IsDie() then
table.insert(content.MonsterCorpseList, v)
content.MonsterList[i] = nil
else
v:Update()
end
end
end
local function updateMonsterCropse()
---@param v Entity
for _, v in pairs(content.MonsterCorpseList) do
v:Update()
end
end
local function updateSupply()
---@param v Entity
for _, v in pairs(content.SupplyList) do
v:Update()
end
end
local function collisionDeal()
---@type Rect
local playerBox = content.PlayerEntity:GetComponent(ECS.ComponentType.ColliBox).rect
---@type Point
local playerPos = content.PlayerEntity:GetComponent(ECS.ComponentType.Transform).position
---@type Rect
local playerColliBox = hazel.CreateRect(playerPos.x + playerBox.x, playerPos.y + playerBox.y, playerBox.w, playerBox.h)
---@type Entity
for km, _ in pairs(content.MonsterList) do
---@type Entity
local monster = content.MonsterList[km]
---@type Point
local monsterPos = monster:GetComponent(ECS.ComponentType.Transform).position
---@type ColliBoxComponent
local monsterBoxComponent = monster:GetComponent(ECS.ComponentType.ColliBox)
if monsterBoxComponent then
---@type Rect
local monsterBox = monsterBoxComponent.rect
---@type Rect
local monsterColliBox = hazel.CreateRect(monsterPos.x + monsterBox.x, monsterPos.y + monsterBox.y,
monsterBox.w, monsterBox.h)
---@type RolePropComponent
local monsterRoleProp = monster:GetComponent(ECS.ComponentType.RoleProp)
---@type StateComponent
local mosnterState = monster:GetComponent(ECS.ComponentType.State):GetState()
if mosnterState ~= constants.RoleState.Ice and vmath.IsRectIntersect(playerColliBox, monsterColliBox) then
---@type InvincibleComponent
local playerInvincible = content.PlayerEntity:GetComponent(ECS.ComponentType.Invincible)
if playerInvincible and not playerInvincible:IsInvincibleState() then
---@type RolePropComponent
local playerRoleProp = content.PlayerEntity:GetComponent(ECS.ComponentType.RoleProp)
local oldHp = playerRoleProp.hp
playerRoleProp.hp = playerRoleProp.hp - monsterRoleProp.damage
hazel.Sound.Play(constants.SoundName.PlayerHurt)
if playerRoleProp:IsDie() then
content.PlayerEntity:RemoveComponent(ECS.ComponentType.Invincible)
if oldHp > 0 then
hazel.Sound.Play(constants.SoundName.GameOver)
end
content.PlayerEntity:RemoveComponent(ECS.ComponentType.Controller)
content.PlayerEntity:RemoveComponent(ECS.ComponentType.Direction)
content.PlayerEntity:RemoveComponent(ECS.ComponentType.HpShow)
---@type ImageComponent
local image = content.PlayerEntity:GetComponent(ECS.ComponentType.Image)
image.row = 4
image.col = 0
else
playerInvincible:IntoInvincible()
end
end
end
for kb, _ in pairs(content.BulletList) do
---@type Entity
local bullet = content.BulletList[kb]
---@type Point
local bulletPos = bullet:GetComponent(ECS.ComponentType.Transform).position
---@type Rect
local bulletBox = bullet:GetComponent(ECS.ComponentType.ColliBox).rect
---@type Rect
local bulletColliBox = hazel.CreateRect(bulletPos.x + bulletBox.x, bulletPos.y + bulletBox.y, bulletBox.w, bulletBox.h)
if vmath.IsRectIntersect(bulletColliBox, monsterColliBox) then
content.BulletList[kb] = nil
local damage = bullet:GetComponent(ECS.ComponentType.Bullet).damage
local oldHp = monsterRoleProp.hp
local bulletType = bullet:GetComponent(ECS.ComponentType.Bullet):GetType()
if bulletType == constants.BulletType.Ice then
monster:GetComponent(ECS.ComponentType.State):IntoIce()
elseif bulletType == constants.BulletType.Fire then
monster:GetComponent(ECS.ComponentType.State):IntoFire()
end
monsterRoleProp.hp = monsterRoleProp.hp - damage
hazel.Sound.Play(constants.SoundName.MonsterHurt)
if monsterRoleProp:IsDie() then
if oldHp > 0 then
---@type SlowTrapComponent
local slowTrap = ECS.CreateSlowTrapComponent()
monster:SetComponent(slowTrap)
slowTrap:StartDissolve()
content.Score = content.Score + 1
helpfunc.IncKillNum()
end
end
end
end
end
---@param v Entity
for i, v in pairs(content.SupplyList) do
---@type Point
local supplyPos = v:GetComponent(ECS.ComponentType.Transform).position
---@type Rect
local supplyBox = v:GetComponent(ECS.ComponentType.ColliBox).rect
---@type Rect
local supplyColliBox = hazel.CreateRect(supplyPos.x + supplyBox.x, supplyPos.y + supplyBox.y, supplyBox.w, supplyBox.h)
if vmath.IsRectIntersect(supplyColliBox, playerColliBox) then
content.SupplyList[i] = nil
---@type GunComponent
local gun = content.PlayerEntity:GetComponent(ECS.ComponentType.Gun)
local type = v:GetComponent(ECS.ComponentType.Supply).type
if type == constants.SupplyType.HpRecover then
local index = #content.HpRecoverListAnim + 1
local hpRecoverAnim = animation.CreateAnimation(content.Tilesheet, {
{row = 12, col = 1, time = 0.5},
}, function()
content.HpRecoverListAnim[index] = nil
end)
hpRecoverAnim:Play()
table.insert(content.HpRecoverListAnim, index, hpRecoverAnim)
hazel.Sound.Play(constants.SoundName.HpRecover)
---@type RolePropComponent
local roleProp = content.PlayerEntity:GetComponent(ECS.ComponentType.RoleProp)
roleProp.hp = roleProp.hp + constants.SupplyItem[type].recover
if roleProp.hp > constants.PlayerInfo.hp then
roleProp.hp = constants.PlayerInfo.hp
end
elseif type == constants.SupplyType.IceGun then
gun:SetType(constants.BulletType.Ice)
gun.bulletNum = gun.bulletNum + constants.SupplyItem[type].num
hazel.Sound.Play(constants.SoundName.PickupGun)
elseif type == constants.SupplyType.FireGun then
gun:SetType(constants.BulletType.Fire)
gun.bulletNum = gun.bulletNum + constants.SupplyItem[type].num
hazel.Sound.Play(constants.SoundName.PickupGun)
end
end
end
end
---@type boolean
local isSlowed = False
---@type RolePropComponent
local playerProp = content.PlayerEntity:GetComponent(ECS.ComponentType.RoleProp)
playerProp.speed = constants.PlayerSlowSpeed
---@param mk number
---@param corpse Entity
for mk, corpse in pairs(content.MonsterCorpseList) do
---@type Point
local corpsePos = corpse:GetComponent(ECS.ComponentType.Transform).position
---@type Rect
local corpseBox = corpse:GetComponent(ECS.ComponentType.ColliBox).rect
---@type Rect
local corpseColliBox = hazel.CreateRect(corpsePos.x + corpseBox.x, corpsePos.y + corpseBox.y,
corpseBox.w, corpseBox.h)
---@type SlowTrapComponent
local slowTrap = corpse:GetComponent(ECS.ComponentType.SlowTrap)
if slowTrap:IsEnable() and vmath.IsRectIntersect(corpseColliBox, playerColliBox) then
isSlowed = true
playerProp.speed = constants.PlayerSlowSpeed
end
end
if not isSlowed then
playerProp.speed = constants.PlayerInfo.velocity
end
end
local function showRestartHint()
---@type Point
local canvaSize = hazel.GetCanvaSize()
local drawW = content.RestartHintTexture.w * 2
local drawH = content.RestartHintTexture.h * 2
local dstRect = hazel.CreateRect((canvaSize.x - drawW) / 2,
(canvaSize.y - drawH) / 2,
drawW, drawH)
hazel.Renderer.DrawTexture(content.RestartHintTexture, nil, dstRect, hazel.Flip.None)
end
local function showStartHint()
---@type Point
local canvaSize = hazel.GetCanvaSize()
local drawW = content.StartHintTexture.w * 2
local drawH = content.StartHintTexture.h * 2
local dstRect = hazel.CreateRect((canvaSize.x - drawW) / 2,
(canvaSize.y - drawH) / 2,
drawW, drawH)
hazel.Renderer.DrawTexture(content.StartHintTexture, nil, dstRect, hazel.Flip.None)
end
local function initGame()
content.KillNum = 0
content.Score = 0
content.HpRecoverListAnim = {}
content.BulletList = {}
content.MonsterList = {}
content.MonsterCorpseList = {}
content.SupplyList = {}
content.PlayerEntity = ECS.CreatePlayer(hazel.CreatePos(constants.TileSize * 16, constants.TileSize * 13))
content.MonsterBirthNum = constants.MonsterBirthInitNum
content.GameState = content.GameStateEnum.WaitStart
---@param v Animation
for _, v in pairs(content.Animations) do
v:Rewind()
v:Stop()
end
end
local function generateMonster()
if content.MonsterBirthCountDown > 0 then
content.MonsterBirthCountDown = content.MonsterBirthCountDown - hazel.Time.GetElapseTime()
return
end
local dir = math.random(1, 4)
---@type Point
local pos = hazel.CreatePos(0, 0)
---@type Point
local canvaSize = hazel.GetCanvaSize()
if dir == 1 or dir == 3 then
pos.y = math.random(-constants.TileSize, canvaSize.y + constants.TileSize)
if dir == 1 then
pos.x = -constants.TileSize
else
pos.x = canvaSize.x + constants.TileSize
end
else
pos.x = math.random(-constants.TileSize, canvaSize.x + constants.TileSize)
if dir == 2 then
pos.y = -constants.TileSize
else
pos.y = canvaSize.y + constants.TileSize
end
end
---@type Entity
local monster = ECS.CreateMonster(pos)
monster:SetComponent(ECS.CreateAIComponent())
table.insert(content.MonsterList, monster)
content.MonsterBirthCountDown = constants.MonsterBirthInterval
end
---@type Timer
local showLicenseTimer = nil
---@return Animation
---@param row number
---@param time number
local function createAnimation(row, time)
local frame = {}
for i = 0, 2 do
table.insert(frame, {row = row, col = i, time = time})
end
return animation.CreateAnimation(content.Tilesheet, frame, function(self)
self:Rewind()
end)
end
---@param num number
---@param x number
---@param y number
local function drawNum(num, x, y)
if num < 0 then
content.NumberTilesheet:Draw(10, 0, hazel.CreateRect(x, y, 32, 32))
return
end
local scoreStr = tostring(num)
for i = 1, #scoreStr do
local col = tonumber(string.sub(scoreStr, i, i))
if col == -1 then
col = 10
end
content.NumberTilesheet:Draw(col, 0, hazel.CreateRect(x + (i - 1) * 32, y, 32, 32))
end
end
local function updateHpRecoverAnim()
for _, ani in pairs(content.HpRecoverListAnim) do
if ani:IsPlaying() then
ani:Update()
---@type TileSheet
local tilesheet = ani:GetTilesheet()
---@type Frame
local frame = ani:GetCurFrame()
---@type Point
local pos = content.PlayerEntity:GetComponent(ECS.ComponentType.Transform).position
tilesheet:Draw(frame.col, frame.row,
hazel.CreateRect(pos.x, pos.y - constants.TileSize - 5,
constants.TileSize, constants.TileSize))
end
end
end
local function updateRoles()
---@param monster Entity
for _, monster in pairs(content.MonsterList) do
---@type RolePropComponent
local roleProp = monster:GetComponent(ECS.ComponentType.RoleProp)
if roleProp and roleProp:IsDie() then
monster:RemoveComponent(ECS.ComponentType.Direction)
monster:RemoveComponent(ECS.ComponentType.AI)
monster:RemoveComponent(ECS.ComponentType.HpShow)
-- monster:RemoveComponent(ECS.ComponentType.ColliBox)
monster:RemoveComponent(ECS.ComponentType.State)
---@type ImageComponent
local image = monster:GetComponent(ECS.ComponentType.Image)
image.row = 4
image.col = 2
end
end
end
function GameStart()
hazel.SetWindowIcon("resources/icon.png")
content.Texture = hazel.LoadTexture("resources/tilesheet.png")
content.RestartHintTexture = hazel.LoadTexture("resources/RestartHint.png")
content.LicensTexture = hazel.LoadTexture("resources/License.png")
content.StartHintTexture = hazel.LoadTexture("resources/StartHint.png")
content.Tilesheet = hazel.CreateTileSheet(content.Texture, 3, 13)
content.NumberTexture = hazel.LoadTexture("resources/numbers.png")
content.NumberTilesheet = hazel.CreateTileSheet(content.NumberTexture, 11, 1)
hazel.Sound.Load("resources/gameover.wav", constants.SoundName.GameOver)
hazel.Sound.Load("resources/player_hurt.wav", constants.SoundName.PlayerHurt)
hazel.Sound.Load("resources/monster_hurt.wav", constants.SoundName.MonsterHurt)
hazel.Sound.Load("resources/shoot.wav", constants.SoundName.Shoot)
hazel.Sound.Load("resources/hprecover.wav", constants.SoundName.HpRecover)
hazel.Sound.Load("resources/pickupgun.wav", constants.SoundName.PickupGun)
initGame()
content.GameState = content.GameStateEnum.ShowLogo
content.Animations.PlayerWalkDown = createAnimation(0, 0.1)
content.Animations.PlayerWalkUp = createAnimation(1, 0.1)
content.Animations.PlayerWalkRight = createAnimation(2, 0.1)
content.Animations.PlayerWalkLeft = createAnimation(3, 0.1)
content.Animations.EnemyWalkDown = createAnimation(5, 0.1)
content.Animations.EnemyWalkUp = createAnimation(6, 0.1)
content.Animations.EnemyWalkRight = createAnimation(7, 0.1)
content.Animations.EnemyWalkLeft = createAnimation(8, 0.1)
showLicenseTimer = timer.CreateTimer(constants.ShowLicenseTime, 1, function()
content.GameState = content.GameStateEnum.WaitStart
end)
hazel.HideCursor()
generateFloors()
end
function GameLoop()
hazel.Time.RecordElapseTime()
if showLicenseTimer then
showLicenseTimer:Update()
end
hazel.Renderer.SetClearColor(0, 0, 0, 1)
hazel.Renderer.Clear()
if content.GameState == content.GameStateEnum.ShowLogo then
local dstrect = hazel.CreateRect(0, 0, 0, 0)
dstrect.w = content.LicensTexture.w * 5
dstrect.h = content.LicensTexture.h * 5
dstrect.x = (hazel.GetCanvaSize().x - dstrect.w) / 2
dstrect.y = (hazel.GetCanvaSize().y - dstrect.h) / 2
hazel.Renderer.DrawTexture(content.LicensTexture, nil, dstrect)
end
if content.GameState == content.GameStateEnum.WaitStart or content.GameState == content.GameStateEnum.Gaming then
drawFloors()
updateMonsterCropse()
updateSupply()
updateMonster()
content.PlayerEntity:Update()
updateBullet()
collisionDeal()
drawCurosr()
updateRoles()
updateHpRecoverAnim()
end
---@type RolePropComponent
local playerRoleInfo = content.PlayerEntity:GetComponent(ECS.ComponentType.RoleProp)
if not playerRoleInfo or playerRoleInfo.hp <= 0 then
showRestartHint()
if hazel.GetKeyState(hazel.Key.R) == hazel.InputState.Press then
initGame()
end
end
if content.GameState == content.GameStateEnum.Gaming then
---@type GunComponent
local gun = content.PlayerEntity:GetComponent(ECS.ComponentType.Gun)
local x = hazel.GetCanvaSize().x - 128
content.Tilesheet:Draw(2, 11, hazel.CreateRect(x - 64, 22, 50, 50))
drawNum(content.Score, x, 32)
if gun then
---@param type number
local type = gun.type
if type == constants.BulletType.Fire then
content.Tilesheet:Draw(1, 10, hazel.CreateRect(x - 64, 70, 50, 50))
elseif type == constants.BulletType.Ice then
content.Tilesheet:Draw(0, 10, hazel.CreateRect(x - 64, 80, 50, 50))
else
content.Tilesheet:Draw(1, 4, hazel.CreateRect(x - 64, 80, 50, 50))
end
drawNum(gun:GetBulletNum(), x, 80)
end
end
if content.GameState == content.GameStateEnum.WaitStart then
showStartHint()
if hazel.GetMouseButtonState(hazel.MouseButton.Left) == hazel.InputState.Press then
content.GameState = content.GameStateEnum.Gaming
content.PlayerEntity:SetComponent(ECS.CreateControllerComponent())
content.PlayerEntity:SetComponent(ECS.CreateHpShowComponent(hazel.CreateSize(constants.PlayerHpBarInfo.width, constants.PlayerHpBarInfo.height)))
for _, v in pairs(content.MonsterList) do
v:SetComponent(ECS.CreateAIComponent())
end
end
end
if content.GameState == content.GameStateEnum.Gaming then
for i = 0, content.MonsterBirthNum do
generateMonster()
end
end
end
function GameQuit()
hazel.ShowCursor()
hazel.DestroyTexture(content.Texture)
hazel.DestroyTexture(content.RestartHintTexture)
hazel.DestroyTexture(content.StartHintTexture)
hazel.DestroyTexture(content.LicensTexture)
end