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require("game")
function love.load()
-- the level data is a matrix!
-- limitation: there MUST be walls limiting the level
levels = {
{
{ '#', '#', '#', '#', '#', '#', '#' },
{ '#', '.', '@', ' ', '#', ' ', '#' },
{ '#', '$', '*', ' ', '$', ' ', '#' },
{ '#', ' ', ' ', ' ', '$', ' ', '#' },
{ '#', ' ', '.', '.', ' ', ' ', '#' },
{ '#', ' ', ' ', '*', ' ', ' ', '#' },
{ '#', '#', '#', '#', '#', '#', '#' }
},
{
{ '#', '#', '#', '#', '#', '#', 'x', 'x' },
{ '#', ' ', ' ', ' ', ' ', '#', '#', '#' },
{ '#', ' ', '#', ' ', '$', ' ', ' ', '#' },
{ '#', '.', '.', '.', '*', '$', '@', '#' },
{ '#', ' ', '#', ' ', '$', ' ', ' ', '#' },
{ '#', ' ', ' ', ' ', '#', '#', '#', '#' },
{ '#', '#', '#', '#', '#', 'x', 'x', 'x' }
}
}
-- use a monospaced font (TODO: licence)
font = love.graphics.newFont("data/Monocraft.otf", 12 * game.scale)
-- load graphics
ground = love.graphics.newImage("data/ground.png")
crate = love.graphics.newImage("data/crate.png")
wall = love.graphics.newImage("data/wall.png")
goal = love.graphics.newImage("data/goal.png")
crate_goal = love.graphics.newImage("data/crate_goal.png")
-- load sounds
move_sound = love.audio.newSource("data/move.wav", "static")
crate_sound = love.audio.newSource("data/crate_move.wav", "static")
undo_sound = love.audio.newSource("data/undo.wav", "static")
restart_sound = love.audio.newSource("data/restart.wav", "static")
win_sound = love.audio.newSource("data/win.wav", "static")
player_frames = {
love.graphics.newImage("data/player_01.png"),
love.graphics.newImage("data/player_02.png")
}
player_frame = 1
player_delay = 0
-- where the player is
player_x = 0
player_y = 0
moves = 0
state = "play"
current_level = 1
set_level(current_level)
end
-- return true if all the crates are in storage
function is_level_complete()
for _, row in ipairs(level) do
for _, cell in ipairs(row) do
if cell == '$' then
return false
end
end
end
return true
end
-- set current level based on the index in the levels table
function set_level(number)
state_undo = {}
level = {}
for y, row in ipairs(levels[number]) do
level[y] = {}
for x, cell in ipairs(row) do
level[y][x] = cell
if cell == '@' or cell == '+' then
player_x = x
player_y = y
end
end
end
moves = 0
end
-- perform a move (if possible)
function move(target_x, target_y)
-- can't push walls
if level[player_y + target_y][player_x + target_x] == '#' then
return
end
local current = level[player_y][player_x]
local destination = level[player_y + target_y][player_x + target_x]
-- copy current level and player position to use it for undo
local undo = {}
local undo_x = 0
local undo_y = 0
for y, row in ipairs(level) do
undo[y] = {}
for x, cell in ipairs(row) do
undo[y][x] = cell
if cell == '@' or cell == '+' then
undo_x = x
undo_y = y
end
end
end
local playing = false
-- pushing a box
if destination == '$' or destination == '*' then
local destination_crate = level[player_y + target_y * 2][player_x + target_x * 2]
-- can we move it?
if destination_crate == ' ' or destination_crate == '.' then
-- first erase the current position
if destination == '$' then
level[player_y + target_y][player_x + target_x] = ' '
destination = ' '
else
level[player_y + target_y][player_x + target_x] = '.'
destination = '.'
end
-- second draw on the new one
if destination_crate == ' ' then
level[player_y + target_y * 2][player_x + target_x * 2] = '$'
else
level[player_y + target_y * 2][player_x + target_x * 2] = '*'
end
playing = true
crate_sound:play()
else
-- we can't, so we don't move
return
end
end
-- first erase the current position
if current == '@' then
level[player_y][player_x] = ' '
else
level[player_y][player_x] = '.'
end
-- second draw on the new one
if destination == ' ' then
level[player_y + target_y][player_x + target_x] = '@'
else
level[player_y + target_y][player_x + target_x] = '+'
end
player_x = player_x + target_x
player_y = player_y + target_y
moves = moves + 1
if playing == false then
move_sound:play()
end
-- save the previous move for UNDO
table.insert(state_undo, 1, {undo, undo_x, undo_y})
end
-- keypressed handler when the level is compplete
function keypressed_win(key)
if key == "space" then
-- loop if we run out of levels
if current_level == #levels then
current_level = 1
else
current_level = current_level + 1
end
-- back to play!
set_level(current_level)
state = "play"
end
end
-- keypressed handler during play
function keypressed_play(key)
if key == "r" then
-- restart level
set_level(current_level)
restart_sound:play()
return
elseif key == "u" and #state_undo > 0 then
-- undo move
local state = table.remove(state_undo, 1)
level = state[1]
player_x = state[2]
player_y = state[3]
moves = moves - 1
undo_sound:play()
end
-- where are we moving
local target_x = 0
local target_y = 0
if key == "up" then
target_y = -1
elseif key == "down" then
target_y = 1
elseif key == "left" then
target_x = -1
elseif key=="right" then
target_x = 1
end
-- only if we move
if target_x ~= 0 or target_y ~= 0 then
move(target_x, target_y)
if is_level_complete() then
win_delay = 0
state = "win"
end
end
end
function love.keypressed(key)
-- quit game
if key == "escape" then
print("bye bye!")
love.event.quit()
end
if state == "play" then
keypressed_play(key)
elseif state == "win" then
keypressed_win(key)
end
end
function love.update(dt)
player_delay = player_delay + dt * 3
if player_delay > 1 then
player_delay = 0
if player_frame == 1 then
player_frame = 2
else
player_frame = 1
end
end
end
function love.draw()
love.graphics.setFont(font)
love.graphics.print("Level " .. current_level .. " Moves " .. moves, 20, 5 * game.scale)
-- these options anly exist when we are playing
if state == "play" then
love.graphics.print("R:restart", 20, 205 * game.scale)
-- change colour if there's not undo
if #state_undo == 0 then
love.graphics.setColor(0.5, 0.3, 0.3)
end
love.graphics.print("U:undo", 20 + 10 * 8 * game.scale, 205 * game.scale)
love.graphics.setColor(1, 1, 1)
love.graphics.print("ESC:exit", 20 + 17 * 8 * game.scale, 205 * game.scale)
end
love.graphics.print("Storage Chaos", 20, 220 * game.scale)
for y, row in ipairs(level) do
for x, cell in ipairs(row) do
-- for testing
-- love.graphics.print(cell, 10 + x * 12 * game.scale, 10 + y * 12 * game.scale)
draw_x = 10 + x * 64
draw_y = 10 + y * 64
-- draw ground unless in empty
if cell ~= 'x' then
love.graphics.draw(ground, draw_x, draw_y)
end
if cell == '#' then
love.graphics.draw(wall, draw_x, draw_y)
elseif cell == '$' then
love.graphics.draw(crate, draw_x, draw_y)
elseif cell == '.' then
love.graphics.draw(goal, draw_x, draw_y)
elseif cell == '*' then
love.graphics.draw(crate_goal, draw_x, draw_y)
end
if cell == '@' then
love.graphics.draw(player_frames[player_frame], draw_x, draw_y)
elseif cell == '+' then
love.graphics.draw(goal, draw_x, draw_y)
love.graphics.draw(player_frames[player_frame], draw_x, draw_y)
end
end
end
-- if the level is completed, show an verlay
if state == "win" then
if win_delay < 64 then
win_delay = win_delay + 1
if win_delay == 64 then
win_sound:play()
end
else
love.graphics.setColor(0.3, 0.3, 0.5)
love.graphics.rectangle("fill", 0, 80 * game.scale, game.width * game.scale, 60 * game.scale)
love.graphics.setColor(1.0, 1.0, 1.0)
love.graphics.print("Level completed!", 96 * game.scale, 90 * game.scale)
love.graphics.print("SPACE:next ESC:quit", 80 * game.scale, 115 * game.scale)
end
end
end
function love.keyreleased(key)
end
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