-
Notifications
You must be signed in to change notification settings - Fork 0
/
levelscreen.lua
196 lines (164 loc) · 5.55 KB
/
levelscreen.lua
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
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.exists("mappacks/" .. mappack .. "/" .. marioworld .. "-" .. mariolevel .. "_" .. mariosublevel .. ".txt") then
gamestate = "mappackfinished"
blacktime = gameovertime
music:play("princessmusic.ogg")
elseif not love.filesystem.exists("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(255, 255, 255)
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(255, 255, 255, 255)
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