Merge branch 'master' into 3d_blocks

This commit is contained in:
nightmareci
2023-12-31 08:50:23 -08:00
42 changed files with 466 additions and 238 deletions

View File

@@ -6,14 +6,17 @@ bgm = {
}
local current_bgm = nil
local pitch = 1
local bgm_locked = false
local unfocused = false
function switchBGM(sound, subsound)
if bgm_locked then
return
end
if current_bgm ~= nil then
current_bgm:stop()
end
if bgm_locked or config.bgm_volume <= 0 then
if config.bgm_volume <= 0 then
current_bgm = nil
elseif sound ~= nil then
if subsound ~= nil then
@@ -67,25 +70,28 @@ function processBGMFadeout(dt)
fadeout_time = 0
fading_bgm = false
end
current_bgm:setVolume(fadeout_time * config.bgm_volume / total_fadeout_time)
current_bgm:setVolume(
fadeout_time * config.bgm_volume / total_fadeout_time
)
end
end
function pauseBGM(f)
if f then
unfocused = true
end
function pauseBGM()
if current_bgm ~= nil then
current_bgm:pause()
end
end
function resumeBGM(f)
if f and scene.paused and unfocused then
unfocused = false
return
end
function resumeBGM()
if current_bgm ~= nil then
current_bgm:play()
current_bgm:setPitch(pitch)
end
end
function pitchBGM(new_pitch)
pitch = new_pitch
if current_bgm ~= nil then
current_bgm:setPitch(pitch)
end
end

View File

@@ -26,8 +26,18 @@ font_3x5_4 = love.graphics.newImageFont(
-4
)
font_8x11 = love.graphics.newImageFont(
"res/fonts/8x11_medium.png",
"0123456789:.",
-- this would be font_8x11 with the other one as 8x11_2
-- but that would break compatibility :(
font_8x11_small = love.graphics.newImageFont(
"res/fonts/8x11.png",
" 0123456789:;.,ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz" ..
"?!/\\^@$%<=>()*-+[]_&",
1
)
font_8x11 = love.graphics.newImageFont(
"res/fonts/8x11_medium.png",
" 0123456789:;.,ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz" ..
"?!/\\^@$%<=>()*-+[]_&",
1
)

View File

@@ -1,31 +1,106 @@
backgrounds = {
[0] = love.graphics.newImage("res/backgrounds/0.png"),
love.graphics.newImage("res/backgrounds/100.png"),
love.graphics.newImage("res/backgrounds/200.png"),
love.graphics.newImage("res/backgrounds/300.png"),
love.graphics.newImage("res/backgrounds/400.png"),
love.graphics.newImage("res/backgrounds/500.png"),
love.graphics.newImage("res/backgrounds/600.png"),
love.graphics.newImage("res/backgrounds/700.png"),
love.graphics.newImage("res/backgrounds/800.png"),
love.graphics.newImage("res/backgrounds/900.png"),
love.graphics.newImage("res/backgrounds/1000.png"),
love.graphics.newImage("res/backgrounds/1100.png"),
love.graphics.newImage("res/backgrounds/1200.png"),
love.graphics.newImage("res/backgrounds/1300.png"),
love.graphics.newImage("res/backgrounds/1400.png"),
love.graphics.newImage("res/backgrounds/1500.png"),
love.graphics.newImage("res/backgrounds/1600.png"),
love.graphics.newImage("res/backgrounds/1700.png"),
love.graphics.newImage("res/backgrounds/1800.png"),
love.graphics.newImage("res/backgrounds/1900.png"),
title = love.graphics.newImage("res/backgrounds/title.png"),
title_no_icon = love.graphics.newImage("res/backgrounds/title-no-icon.jpg"),
title_night = love.graphics.newImage("res/backgrounds/title-night.jpg"),
snow = love.graphics.newImage("res/backgrounds/snow.png"),
input_config = love.graphics.newImage("res/backgrounds/options-input.png"),
game_config = love.graphics.newImage("res/backgrounds/options-game.png"),
named_backgrounds = {
"title", "title_no_icon", "title_night",
"snow", "options_input", "options_game"
}
current_playing_bgs = {}
extended_bgs = {}
image_formats = {".jpg", ".png"}
bgpath = "res/backgrounds/"
dir = love.filesystem.getDirectoryItems(bgpath)
backgrounds = {}
local function loadExtendedBgs()
extended_bgs = require("res.backgrounds.extend_section_bg")
end
-- error handling for if there is no extend_section_bg
if pcall(loadExtendedBgs) then end
-- helper method to populate backgrounds
local function createBackgroundIfExists(name, file_name)
local format_index = 1
-- see if background is an extension of another background
if extended_bgs[file_name] ~= nil then
copy_bg = extended_bgs[file_name]
copy_bg = copy_bg / 100
backgrounds[name] = backgrounds[copy_bg]
return true
end
-- try creating image backgrounds
while format_index <= #image_formats do
for num, existing_file in pairs(dir) do
if existing_file == (file_name..image_formats[format_index]) then
local tempBgPath = bgpath .. file_name .. image_formats[format_index]
backgrounds[name] = love.graphics.newImage(tempBgPath)
return true
end
end
format_index = format_index + 1
end
-- try creating video background
if love.filesystem.getInfo(bgpath .. file_name .. ".ogv") then
for num, existing_file in pairs(dir) do
if existing_file == (file_name..".ogv") then
local tempBgPath = bgpath .. file_name .. ".ogv"
backgrounds[name] = love.graphics.newVideo(
tempBgPath, {["audio"] = false}
)
-- you can set audio to true, but the video will not loop
-- properly if audio extends beyond video frames
return true
end
end
end
return false
end
local function stopOtherBgs(bg)
if #current_playing_bgs == 0 and bg:typeOf("Video") then
current_playing_bgs[#current_playing_bgs+1] = bg
end
if #current_playing_bgs >= 1 then
while current_playing_bgs[1] ~= bg and #current_playing_bgs >= 1 do
current_playing_bgs[1]:pause()
current_playing_bgs[1]:rewind()
table.remove(current_playing_bgs, 1)
end
end
end
function fetchBackgroundAndLoop(id)
bg = backgrounds[id]
if bg:typeOf("Video") and not bg:isPlaying() then
bg:rewind()
bg:play()
end
stopOtherBgs(bg)
return bg
end
-- create section backgrounds
local section = 0
while (createBackgroundIfExists(section, section*100)) do
section = section + 1
end
-- create named backgrounds
local nbgIndex = 1
while nbgIndex <= #named_backgrounds do
createBackgroundIfExists(
named_backgrounds[nbgIndex],
string.gsub(named_backgrounds[nbgIndex], "_", "-")
)
nbgIndex = nbgIndex + 1
end
-- in order, the colors are:
-- red, orange, yellow, green, cyan, blue
@@ -122,4 +197,17 @@ misc_graphics = {
strike = love.graphics.newImage("res/img/strike.png"),
santa = love.graphics.newImage("res/img/santa.png"),
icon = love.graphics.newImage("res/img/cambridge_transparent.png")
}
}
-- utility function to allow any size background to be used
-- this will stretch the background to 4:3 aspect ratio
function drawBackground(id)
local bg_object = fetchBackgroundAndLoop(id)
local width = bg_object:getWidth()
local height = bg_object:getHeight()
love.graphics.draw(
bg_object,
0, 0, 0,
640 / width, 480 / height
)
end

View File

@@ -1 +1 @@
version = "v0.3.1"
version = "v0.3.4"