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InfinitShoot/game/main.lua

175 lines
7.0 KiB
Lua

local hazel = require "hazel"
local ECS = require "ecs"
local constants = require "constants"
local math = require "math"
local content = require "content"
local vmath = require "vmath"
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 _, v in pairs(content.MonsterList) 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 m 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)
if vmath.IsRectIntersect(playerColliBox, monsterColliBox) then
---@type InvincibleComponent
local playerInvincible = content.PlayerEntity:GetComponent(ECS.ComponentType.Invincible)
if not playerInvincible:IsInvincibleState() then
---@type RolePropComponent
local playerRoleProp = content.PlayerEntity:GetComponent(ECS.ComponentType.RoleProp)
playerRoleProp.hp = playerRoleProp.hp - monsterRoleProp.damage
if playerRoleProp:IsDie() then
content.PlayerEntity:RemoveComponent(ECS.ComponentType.Controller)
content.PlayerEntity:RemoveComponent(ECS.ComponentType.Gun)
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
monsterRoleProp.hp = monsterRoleProp.hp - damage
if monsterRoleProp:IsDie() then
monster:RemoveComponent(ECS.ComponentType.Direction)
monster:RemoveComponent(ECS.ComponentType.AI)
monster:RemoveComponent(ECS.ComponentType.HpShow)
monster:RemoveComponent(ECS.ComponentType.ColliBox)
---@type ImageComponent
local image = monster:GetComponent(ECS.ComponentType.Image)
image.row = 4
image.col = 2
end
end
end
end
end
end
function GameStart()
hazel.SetWindowIcon("resources/icon.png")
content.Texture = hazel.LoadTexture("resources/tilesheet.png")
content.Tilesheet = hazel.CreateTileSheet(content.Texture, 3, 10)
content.PlayerEntity = ECS.CreatePlayer(hazel.CreatePos(constants.TileSize * 10, constants.TileSize * 10))
table.insert(content.MonsterList, ECS.CreateMonster(hazel.CreatePos(500, 500)))
hazel.HideCursor()
generateFloors()
end
function GameLoop()
hazel.Time.RecordElapseTime()
hazel.Renderer.SetClearColor(0, 0, 0, 1)
hazel.Renderer.Clear()
drawFloors()
updateMonster()
content.PlayerEntity:Update()
updateBullet()
collisionDeal()
drawCurosr()
end
function GameQuit()
hazel.ShowCursor()
hazel.DestroyTexture(content.Texture)
end