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levelscreen.lua
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levelscreen.lua
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function levelscreen_load(reason, i)
if reason ~= "sublevel" and reason ~= "vine" and testlevel then
marioworld = testlevelworld
mariolevel = testlevellevel
editormode = true
testlevel = false
startlevel(marioworld .. "-" .. mariolevel)
return
end
checkcheckpoint = false
--check if lives left
livesleft = false
for i = 1, players do
if mariolivecount == false or mariolives[i] > 0 then
livesleft = true
end
end
if reason == "sublevel" then
gamestate = "sublevelscreen"
blacktime = sublevelscreentime
sublevelscreen_level = i
elseif reason == "vine" then
gamestate = "sublevelscreen"
blacktime = sublevelscreentime
sublevelscreen_level = i
elseif livesleft then
gamestate = "levelscreen"
blacktime = levelscreentime
if reason == "next" then --next level
respawnsublevel = 0
checkpointx = nil
--check if next level doesn't exist
if not love.filesystem.getInfo("mappacks/" .. mappack .. "/" .. marioworld .. "-" .. mariolevel .. ".txt") then
gamestate = "mappackfinished"
blacktime = gameovertime
music:play("princessmusic")
end
else
checkcheckpoint = true
end
else
gamestate = "gameover"
blacktime = gameovertime
playsound(gameoversound)
checkpointx = nil
end
if editormode then
blacktime = 0
end
if reason ~= "initial" then
updatesizes()
end
if marioworld == 1 or mariolevel == 1 then
blacktime = blacktime * 1.5
end
coinframe = 1
love.graphics.setBackgroundColor(0, 0, 0)
levelscreentimer = 0
--reached worlds
local updated = false
if not reachedworlds[mappack] then
reachedworlds[mappack] = {}
end
if marioworld ~= "M" and not reachedworlds[mappack][marioworld] then
reachedworlds[mappack][marioworld] = true
updated = true
end
if updated then
saveconfig()
end
end
function levelscreen_update(dt)
levelscreentimer = levelscreentimer + dt
if (levelscreentimer-blacktime) > -epsilon then -- epsilon ensures that the delay is consistent through floating point errors
if gamestate == "levelscreen" then
gamestate = "game"
if respawnsublevel ~= 0 then
startlevel(marioworld .. "-" .. mariolevel .. "_" .. respawnsublevel)
else
startlevel(marioworld .. "-" .. mariolevel)
end
elseif gamestate == "sublevelscreen" then
gamestate = "game"
startlevel(sublevelscreen_level)
else
menu_load()
end
return
end
end
function levelscreen_draw()
if levelscreentimer < blacktime - blacktimesub and levelscreentimer > blacktimesub then
love.graphics.setColor(1, 1, 1, 1)
if gamestate == "levelscreen" then
properprint("world " .. marioworld .. "-" .. mariolevel, (width/2*16)*scale-40*scale, 72*scale - (players-1)*6*scale)
for i = 1, players do
local x = (width/2*16)*scale-29*scale
local y = (97 + (i-1)*20 - (players-1)*8)*scale
for j = 1, 3 do
love.graphics.setColor(unpack(mariocolors[i][j]))
love.graphics.draw(skinpuppet[j], x, y, 0, scale, scale)
end
--hat
offsets = hatoffsets["idle"]
if #mariohats[i] > 1 or mariohats[i][1] ~= 1 then
local yadd = 0
for j = 1, #mariohats[i] do
love.graphics.setColor(1, 1, 1)
love.graphics.draw(hat[mariohats[i][j]].graphic, x-5*scale, y-2*scale, 0, scale, scale, - hat[mariohats[i][j]].x + offsets[1], - hat[mariohats[i][j]].y + offsets[2] + yadd)
yadd = yadd + hat[mariohats[i][j]].height
end
elseif #mariohats[i] == 1 then
love.graphics.setColor(mariocolors[i][1])
love.graphics.draw(hat[mariohats[i][1]].graphic, x-5*scale, y-2*scale, 0, scale, scale, - hat[mariohats[i][1]].x + offsets[1], - hat[mariohats[i][1]].y + offsets[2])
end
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(skinpuppet[0], x, y, 0, scale, scale)
if mariolivecount == false then
properprint("* inf", (width/2*16)*scale-8*scale, y+7*scale)
else
properprint("* " .. mariolives[i], (width/2*16)*scale-8*scale, y+7*scale)
end
if mappack == "smb" and marioworld == 1 and mariolevel == 1 then
local s = "remember that you can run with "
for i = 1, #controls[1]["run"] do
s = s .. controls[1]["run"][i]
if i ~= #controls[1]["run"] then
s = s .. "-"
end
end
properprint(s, (width/2*16)*scale-string.len(s)*4*scale, 200*scale)
end
if mappack == "portal" and marioworld == 1 and mariolevel == 1 then
local s = "you can remove your portals with "
for i = 1, #controls[1]["reload"] do
s = s .. controls[1]["reload"][i]
if i ~= #controls[1]["reload"] then
s = s .. "-"
end
end
properprint(s, (width/2*16)*scale-string.len(s)*4*scale, 190*scale)
local s = "you can grab cubes and push buttons with "
for i = 1, #controls[1]["use"] do
s = s .. controls[1]["use"][i]
if i ~= #controls[1]["use"] then
s = s .. "-"
end
end
properprint(s, (width/2*16)*scale-string.len(s)*4*scale, 200*scale)
end
end
elseif gamestate == "mappackfinished" then
properprint("congratulations!", (width/2*16)*scale-64*scale, 120*scale)
properprint("you have finished this mappack!", (width/2*16)*scale-128*scale, 140*scale)
else
properprint("game over", (width/2*16)*scale-40*scale, 120*scale)
end
love.graphics.translate(0, -yoffset*scale)
if yoffset < 0 then
love.graphics.translate(0, yoffset*scale)
end
properprint("mario", uispace*.5 - 24*scale, 8*scale)
properprint(addzeros(marioscore, 6), uispace*0.5-24*scale, 16*scale)
properprint("*", uispace*1.5-8*scale, 16*scale)
love.graphics.draw(coinanimationimage, coinanimationquads[2][coinframe], uispace*1.5-16*scale, 16*scale, 0, scale, scale)
properprint(addzeros(mariocoincount, 2), uispace*1.5-0*scale, 16*scale)
properprint("world", uispace*2.5 - 20*scale, 8*scale)
properprint(marioworld .. "-" .. mariolevel, uispace*2.5 - 12*scale, 16*scale)
properprint("time", uispace*3.5 - 16*scale, 8*scale)
end
end