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levelscreen.lua
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levelscreen.lua
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function levelscreen_load(reason, i)
--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
checkpointsub = false
checkpointx = {}
checkpointy = {}
respawnsublevel = mariosublevel or 0
--check if next level doesn't exist
if mariosublevel > 0 and not love.filesystem.getInfo("mappacks/" .. mappack .. "/" .. marioworld .. "-" .. mariolevel .. "_" .. mariosublevel .. ".txt") then
gamestate = "mappackfinished"
blacktime = gameovertime
music:play("princessmusic.ogg")
elseif not love.filesystem.getInfo("mappacks/" .. mappack .. "/" .. marioworld .. "-" .. mariolevel .. ".txt") then
gamestate = "mappackfinished"
blacktime = gameovertime
music:play("princessmusic.ogg")
end
end
else
gamestate = "gameover"
blacktime = gameovertime
playsound("gameover")
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
--Load the level
if gamestate == "levelscreen" then
if respawnsublevel ~= 0 then
loadlevel(marioworld .. "-" .. mariolevel .. "_" .. respawnsublevel)
else
loadlevel(marioworld .. "-" .. mariolevel)
end
elseif gamestate == "sublevelscreen" then
loadlevel(sublevelscreen_level)
end
if skiplevelscreen and gamestate ~= "gameover" and gamestate ~= "mappackfinished" then
startlevel(gamestate == "levelscreen")
end
end
function levelscreen_update(dt)
levelscreentimer = levelscreentimer + dt
if levelscreentimer > blacktime then
if gamestate == "levelscreen" or gamestate == "sublevelscreen" then
startlevel(gamestate == "levelscreen")
else
menu_load()
end
return
end
end
function levelscreen_draw()
--black background
love.graphics.setColor(0, 0, 0)
love.graphics.rectangle("fill", 0, 0, width*16*scale, height*16*scale)
love.graphics.setColor(1, 1, 1)
if levelscreenback then
love.graphics.draw(levelscreenback, 0, 0, 0, scale, scale)
end
if levelscreentimer < blacktime - blacktimesub and levelscreentimer > blacktimesub then
if gamestate == "levelscreen" then
properprint("world " .. marioworld .. "-" .. mariolevel, (width/2*16)*scale-40*scale, 72*scale - (players-1)*6*scale)
if not arcade and not mkstation then
for i = 1, players do
local x = width/2*16-29
local y = 97 + (i-1)*20 - (players-1)*8
local v = characters[mariocharacter[i]]
local angle = 3
if v.nopointing then
angle = 1
end
local pid = i
if pid > 4 then
pid = 5
end
drawplayer(nil, x+6, y+11, scale, v.smalloffsetX, v.smalloffsetY, 0, v.smallquadcenterX, v.smallquadcenterY, "idle", false, false, mariohats[i], v.animations, v.idle[angle], 0, false, false, mariocolors[i], 1, portalcolor[i][1], portalcolor[i][2], nil, nil, nil, nil, nil, nil, characters[mariocharacter[i]])
love.graphics.setColor(1, 1, 1, 1)
if mariolivecount == false then
properprint("* inf", (width/2*16)*scale-8*scale, y*scale+7*scale)
else
properprint("* " .. mariolives[i], (width/2*16)*scale-8*scale, y*scale+7*scale)
end
end
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
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
local s = "game over"
properprint(s, (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
drawui(true)
end
end