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main.lua
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main.lua
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--[[
GD50
Breakout Remake
Author: Colton Ogden
cogden@cs50.harvard.edu
Originally developed by Atari in 1976. An effective evolution of
Pong, Breakout ditched the two-player mechanic in favor of a single-
player game where the player, still controlling a paddle, was tasked
with eliminating a screen full of differently placed bricks of varying
values by deflecting a ball back at them.
This version is built to more closely resemble the NES than
the original Pong machines or the Atari 2600 in terms of
resolution, though in widescreen (16:9) so it looks nicer on
modern systems.
Credit for graphics (amazing work!):
https://opengameart.org/users/buch
Credit for music (great loop):
http://freesound.org/people/joshuaempyre/sounds/251461/
http://www.soundcloud.com/empyreanma
]]
require 'src/Dependencies'
--[[
Called just once at the beginning of the game; used to set up
game objects, variables, etc. and prepare the game world.
]]
function love.load()
-- set love's default filter to "nearest-neighbor", which essentially
-- means there will be no filtering of pixels (blurriness), which is
-- important for a nice crisp, 2D look
love.graphics.setDefaultFilter('nearest', 'nearest')
-- seed the RNG so that calls to random are always random
math.randomseed(os.time())
-- set the application title bar
love.window.setTitle('Breakout')
-- initialize our nice-looking retro text fonts
gFonts = {
['small'] = love.graphics.newFont('fonts/font.ttf', 8),
['medium'] = love.graphics.newFont('fonts/font.ttf', 16),
['large'] = love.graphics.newFont('fonts/font.ttf', 32)
}
love.graphics.setFont(gFonts['small'])
-- load up the graphics we'll be using throughout our states
gTextures = {
['background'] = love.graphics.newImage('graphics/background.png'),
['main'] = love.graphics.newImage('graphics/breakout.png'),
['arrows'] = love.graphics.newImage('graphics/arrows.png'),
['hearts'] = love.graphics.newImage('graphics/hearts.png'),
['particle'] = love.graphics.newImage('graphics/particle.png')
}
-- Quads we will generate for all of our textures; Quads allow us
-- to show only part of a texture and not the entire thing
gFrames = {
['arrows'] = GenerateQuads(gTextures['arrows'], 24, 24),
['paddles'] = GenerateQuadsPaddles(gTextures['main']),
['balls'] = GenerateQuadsBalls(gTextures['main']),
['bricks'] = GenerateQuadsBricks(gTextures['main']),
['hearts'] = GenerateQuads(gTextures['hearts'], 10, 9),
['powerups'] = GenerateQuadsPowerups(gTextures['main']),
['locked'] = GenerateQuadLockedBrick(gTextures['main'])
}
-- initialize our virtual resolution, which will be rendered within our
-- actual window no matter its dimensions
push:setupScreen(VIRTUAL_WIDTH, VIRTUAL_HEIGHT, WINDOW_WIDTH, WINDOW_HEIGHT, {
vsync = true,
fullscreen = false,
resizable = true
})
-- set up our sound effects; later, we can just index this table and
-- call each entry's `play` method
gSounds = {
['paddle-hit'] = love.audio.newSource('sounds/paddle_hit.wav'),
['score'] = love.audio.newSource('sounds/score.wav'),
['wall-hit'] = love.audio.newSource('sounds/wall_hit.wav'),
['confirm'] = love.audio.newSource('sounds/confirm.wav'),
['select'] = love.audio.newSource('sounds/select.wav'),
['no-select'] = love.audio.newSource('sounds/no-select.wav'),
['brick-hit-1'] = love.audio.newSource('sounds/brick-hit-1.wav'),
['brick-hit-2'] = love.audio.newSource('sounds/brick-hit-2.wav'),
['hurt'] = love.audio.newSource('sounds/hurt.wav'),
['victory'] = love.audio.newSource('sounds/victory.wav'),
['recover'] = love.audio.newSource('sounds/recover.wav'),
['high-score'] = love.audio.newSource('sounds/high_score.wav'),
['pause'] = love.audio.newSource('sounds/pause.wav'),
['powerup'] = love.audio.newSource('sounds/powerup.wav'),
['brick-unlock'] = love.audio.newSource('sounds/brick-unlock.wav'),
['locked-brick-hit'] = love.audio.newSource('sounds/locked-brick-hit.wav'),
['music'] = love.audio.newSource('sounds/music.wav')
}
-- the state machine we'll be using to transition between various states
-- in our game instead of clumping them together in our update and draw
-- methods
--
-- our current game state can be any of the following:
-- 1. 'start' (the beginning of the game, where we're told to press Enter)
-- 2. 'paddle-select' (where we get to choose the color of our paddle)
-- 3. 'serve' (waiting on a key press to serve the ball)
-- 4. 'play' (the ball is in play, bouncing between paddles)
-- 5. 'victory' (the current level is over, with a victory jingle)
-- 6. 'game-over' (the player has lost; display score and allow restart)
gStateMachine = StateMachine {
['start'] = function() return StartState() end,
['play'] = function() return PlayState() end,
['serve'] = function() return ServeState() end,
['game-over'] = function() return GameOverState() end,
['victory'] = function() return VictoryState() end,
['high-scores'] = function() return HighScoreState() end,
['enter-high-score'] = function() return EnterHighScoreState() end,
['paddle-select'] = function() return PaddleSelectState() end
}
gStateMachine:change('start', {
highScores = loadHighScores()
})
-- play our music outside of all states and set it to looping
gSounds['music']:play()
gSounds['music']:setLooping(true)
-- a table we'll use to keep track of which keys have been pressed this
-- frame, to get around the fact that LÖVE's default callback won't let us
-- test for input from within other functions
love.keyboard.keysPressed = {}
end
--[[
Called whenever we change the dimensions of our window, as by dragging
out its bottom corner, for example. In this case, we only need to worry
about calling out to `push` to handle the resizing. Takes in a `w` and
`h` variable representing width and height, respectively.
]]
function love.resize(w, h)
push:resize(w, h)
end
--[[
Called every frame, passing in `dt` since the last frame. `dt`
is short for `deltaTime` and is measured in seconds. Multiplying
this by any changes we wish to make in our game will allow our
game to perform consistently across all hardware; otherwise, any
changes we make will be applied as fast as possible and will vary
across system hardware.
]]
function love.update(dt)
-- this time, we pass in dt to the state object we're currently using
gStateMachine:update(dt)
-- reset keys pressed
love.keyboard.keysPressed = {}
end
--[[
A callback that processes key strokes as they happen, just the once.
Does not account for keys that are held down, which is handled by a
separate function (`love.keyboard.isDown`). Useful for when we want
things to happen right away, just once, like when we want to quit.
]]
function love.keypressed(key)
-- add to our table of keys pressed this frame
love.keyboard.keysPressed[key] = true
end
--[[
A custom function that will let us test for individual keystrokes outside
of the default `love.keypressed` callback, since we can't call that logic
elsewhere by default.
]]
function love.keyboard.wasPressed(key)
if love.keyboard.keysPressed[key] then
return true
else
return false
end
end
--[[
Called each frame after update; is responsible simply for
drawing all of our game objects and more to the screen.
]]
function love.draw()
-- begin drawing with push, in our virtual resolution
push:apply('start')
-- background should be drawn regardless of state, scaled to fit our
-- virtual resolution
local backgroundWidth = gTextures['background']:getWidth()
local backgroundHeight = gTextures['background']:getHeight()
love.graphics.draw(gTextures['background'],
-- draw at coordinates 0, 0
0, 0,
-- no rotation
0,
-- scale factors on X and Y axis so it fills the screen
VIRTUAL_WIDTH / (backgroundWidth - 1), VIRTUAL_HEIGHT / (backgroundHeight - 1))
-- use the state machine to defer rendering to the current state we're in
gStateMachine:render()
-- display FPS for debugging; simply comment out to remove
displayFPS()
push:apply('end')
end
--[[
Loads high scores from a .lst file, saved in LÖVE2D's default save directory in a subfolder
called 'breakout'.
]]
function loadHighScores()
love.filesystem.setIdentity('breakout')
-- if the file doesn't exist, initialize it with some default scores
if not love.filesystem.exists('breakout.lst') then
local scores = ''
for i = 10, 1, -1 do
scores = scores .. 'CTO\n'
scores = scores .. tostring(i * 1000) .. '\n'
end
love.filesystem.write('breakout.lst', scores)
end
-- flag for whether we're reading a name or not
local name = true
local currentName = nil
local counter = 1
-- initialize scores table with at least 10 blank entries
local scores = {}
for i = 1, 10 do
-- blank table; each will hold a name and a score
scores[i] = {
name = nil,
score = nil
}
end
-- iterate over each line in the file, filling in names and scores
for line in love.filesystem.lines('breakout.lst') do
if name then
scores[counter].name = string.sub(line, 1, 3)
else
scores[counter].score = tonumber(line)
counter = counter + 1
end
-- flip the name flag
name = not name
end
return scores
end
--[[
Renders hearts based on how much health the player has. First renders
full hearts, then empty hearts for however much health we're missing.
]]
function renderHealth(health)
-- start of our health rendering
local healthX = VIRTUAL_WIDTH - 100
-- render health left
for i = 1, health do
love.graphics.draw(gTextures['hearts'], gFrames['hearts'][1], healthX, 4)
healthX = healthX + 11
end
-- render missing health
for i = 1, 3 - health do
love.graphics.draw(gTextures['hearts'], gFrames['hearts'][2], healthX, 4)
healthX = healthX + 11
end
end
--[[
Renders the current FPS.
]]
function displayFPS()
-- simple FPS display across all states
love.graphics.setFont(gFonts['small'])
love.graphics.setColor(0, 255, 0, 255)
love.graphics.print('FPS: ' .. tostring(love.timer.getFPS()), 5, 5)
end
--[[
Simply renders the player's score at the top right, with left-side padding
for the score number.
]]
function renderScore(score)
love.graphics.setFont(gFonts['small'])
love.graphics.setColor(255, 255, 255, 255)
love.graphics.print('Score:', VIRTUAL_WIDTH - 60, 5)
love.graphics.printf(tostring(score), VIRTUAL_WIDTH - 50, 5, 40, 'right')
end
--[[
Renders the number of points needed to recover a heart and/or grow the palette.
Takes a single argument (what number to render).
]]
function renderHint(score)
local message = tostring(score)
love.graphics.setColor(200, 70, 90, 255)
love.graphics.setFont(gFonts['small'])
love.graphics.print(message, VIRTUAL_WIDTH - 125, 5)
end