commit 2471c619f4759d3522c17678754656af69dac5f1 Author: Juhani Krekelä Date: Fri Jun 28 18:13:03 2019 +0300 First commit diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..2761ffc --- /dev/null +++ b/.gitignore @@ -0,0 +1,2 @@ +*.swp +*.love diff --git a/CC0 b/CC0 new file mode 100644 index 0000000..670154e --- /dev/null +++ b/CC0 @@ -0,0 +1,116 @@ +CC0 1.0 Universal + +Statement of Purpose + +The laws of most jurisdictions throughout the world automatically confer +exclusive Copyright and Related Rights (defined below) upon the creator and +subsequent owner(s) (each and all, an "owner") of an original work of +authorship and/or a database (each, a "Work"). + +Certain owners wish to permanently relinquish those rights to a Work for the +purpose of contributing to a commons of creative, cultural and scientific +works ("Commons") that the public can reliably and without fear of later +claims of infringement build upon, modify, incorporate in other works, reuse +and redistribute as freely as possible in any form whatsoever and for any +purposes, including without limitation commercial purposes. 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1) + spawn_y = math.random(2, cavern.height - 1) + + cavern[spawn_x][spawn_y] = tiletypes.empty + + table.insert(queue, {x = spawn_x, y = spawn_y - 1}) + table.insert(queue, {x = spawn_x, y = spawn_y + 1}) + table.insert(queue, {x = spawn_x - 1, y = spawn_y}) + table.insert(queue, {x = spawn_x + 1, y = spawn_y}) + + repeat + queue, size = stepTilesGeneration(queue, size) + until #queue == 0 + until size > 200 +end + +function stepTilesGeneration(queue, size) + -- Tuning this parameter will change how open and cavernous vs. closed and corridory the + -- cavern will be + local spread_probability = 0.6 + + local new_queue = {} + local new_size = size + + for i, location in ipairs(queue) do + if cavern[location.x][location.y] == tiletypes.unknown then + -- We haven't covered this tile yet + + if math.random() < spread_probability then + -- Empty + cavern[location.x][location.y] = tiletypes.empty + size = size + 1 + + -- Up + if location.y - 1 >= 1 then + table.insert(new_queue, {x = location.x, y = location.y - 1}) + end + + -- Down + if location.y + 1 <= cavern.height then + table.insert(new_queue, {x = location.x, y = location.y + 1}) + end + + -- Left + if location.x - 1 >= 1 then + table.insert(new_queue, {x = location.x - 1, y = location.y}) + end + + -- Right + if location.x + 1 <= cavern.width then + table.insert(new_queue, {x = location.x + 1, y = location.y}) + end + else + -- Wall + cavern[location.x][location.y] = tiletypes.wall + end + end + end + + return new_queue, size +end + +-- ------------------------------------------------------------------ +-- Spawning objects +-- ------------------------------------------------------------------ + +function spawnPlayer() + player_x = spawn_x + player_y = spawn_y + + -- Check what direction we can spawn the player + if cavern[player_x][player_y + 1] == tiletypes.empty then + -- There's space under, spawn facing up + player_direction = directions.up + elseif cavern[player_x + 1][player_y] == tiletypes.empty then + -- There's space to the right, spawn facing left + player_direction = directions.left + elseif cavern[player_x - 1][player_y] == tiletypes.empty then + -- There's space to the left, spawn facing right + player_direction = directions.right + elseif cavern[player_x][player_y - 1] == tiletypes.empty then + -- There's space above, spawn facing down + player_direction = directions.down + else + error("Cavern is weirdly generated and player cannot spawn") + end +end + +-- ------------------------------------------------------------------ +-- Player helper functions +-- ------------------------------------------------------------------ + +function getBodyLocation(x, y, facing) + if x == nil then x = player_x end + if y == nil then y = player_y end + if facing == nil then facing = player_direction end + + if facing == directions.up then + -- Facing up, body is down + return x, y + 1 + elseif facing == directions.left then + -- Facing left, body is right + return x + 1, y + elseif facing == directions.down then + -- Facing down, body is up + return x, y - 1 + elseif facing == directions.right then + -- Facing right, body is left + return x - 1, y + else + error("Player facing an impossible direction") + end +end + +function movePlayer(direction) + local dx = 0 + local dy = 0 + local new_direction = direction + + -- If we are moving backwards, keep the old direction of facing + if player_direction == directions.up and direction == directions.down or + player_direction == directions.down and direction == directions.up or + player_direction == directions.left and direction == directions.right or + player_direction == directions.right and direction == directions.left then + new_direction = player_direction + end + + if direction == directions.up then + dy = -1 + elseif direction == directions.down then + dy = 1 + elseif direction == directions.left then + dx = -1 + elseif direction == directions.right then + dx = 1 + elseif direction == directions.upleft then + if player_direction == directions.down then + -- ## ## + -- x# xo# + -- #o# # # + dy = -1 + new_direction = directions.right + elseif player_direction == directions.right then + -- # # #x# + -- #xo #o + -- ## ## + dx = -1 + new_direction = directions.down + else + new_direction = player_direction + end + elseif direction == directions.downleft then + if player_direction == directions.up then + -- #o# # # + -- x# xo# + -- ## ## + dy = 1 + new_direction = directions.right + elseif player_direction == directions.right then + -- ## ## + -- #xo #o + -- # # #x# + dx = -1 + new_direction = directions.up + else + new_direction = player_direction + end + elseif direction == directions.downright then + if player_direction == directions.up then + -- #o# # # + -- #x #ox + -- ## ## + dy = 1 + new_direction = directions.left + elseif player_direction == directions.left then + -- ## ## + -- ox# o# + -- # # #x# + dx = 1 + new_direction = directions.up + else + new_direction = player_direction + end + elseif direction == directions.upright then + if player_direction == directions.down then + -- ## ## + -- #x #ox + -- #o# # # + dy = -1 + new_direction = directions.left + elseif player_direction == directions.left then + -- # # #x# + -- ox# o# + -- ## ## + dx = 1 + new_direction = directions.down + else + new_direction = player_direction + end + else + error("Player moving in an impossible direction") + end + + local body_x, body_y = getBodyLocation(player_x + dx, player_y + dy, new_direction) + + if cavern[player_x + dx][player_y + dy] == tiletypes.empty and + cavern[body_x][body_y] == tiletypes.empty then + player_x = player_x + dx + player_y = player_y + dy + player_direction = new_direction + end +end + +-- ------------------------------------------------------------------ +-- Callbacks +-- ------------------------------------------------------------------ + +function love.load() + math.randomseed(os.time()) + + generateCavern() + spawnPlayer() +end + +function love.update(dt) +end + +function love.keypressed(key) + if key == 'r' then + generateCavern() + spawnPlayer() + elseif key == 'i' then + movePlayer(directions.up) + elseif key == 'j' then + movePlayer(directions.left) + elseif key == 'k' then + movePlayer(directions.down) + elseif key == 'l' then + movePlayer(directions.right) + elseif key == 'u' then + movePlayer(directions.upleft) + elseif key == 'm' then + movePlayer(directions.downleft) + elseif key == '.' then + movePlayer(directions.downright) + elseif key == 'o' then + movePlayer(directions.upright) + elseif key == 'q' then + love.event.quit() + else + display_inputinfo_counter = 1 + end +end + +function love.draw() + local x_scale = love.graphics.getWidth() / cavern.width + local y_scale = love.graphics.getHeight() / cavern.height + + -- Draw the cavern + for tile_x, list in ipairs(cavern) do + local x = (tile_x - 1) * x_scale + for tile_y, tile in ipairs(list) do + local y = (tile_y - 1) * y_scale + + if tile == tiletypes.empty then + love.graphics.setColor(0, 0, 0) + elseif tile == tiletypes.wall then + love.graphics.setColor(1, 1, 1) + else + love.graphics.setColor(1, 0.5, 0.5) + end + + love.graphics.rectangle('fill', x, y, x_scale, y_scale) + end + end + + -- Draw the player + local player_head_center_x = (player_x - 1) * x_scale + 0.5 * x_scale + local player_head_center_y = (player_y - 1) * y_scale + 0.5 * y_scale + love.graphics.setColor(0.7, 0.3, 0.3) + love.graphics.ellipse('fill', player_head_center_x, player_head_center_y, x_scale/2, y_scale/2) + + local player_body_x, player_body_y = getBodyLocation() + local player_body_x = (player_body_x - 1) * x_scale + local player_body_y = (player_body_y - 1) * y_scale + love.graphics.setColor(0, 0, 1) + love.graphics.rectangle('fill', player_body_x, player_body_y, x_scale, y_scale) +end