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local VIRTUAL_WIDTH, VIRTUAL_HEIGHT = 16*10*5, 9*10*5
local CANVAS_PADDING = 6
DEBUG = false
local CANVAS_WIDTH = VIRTUAL_WIDTH + CANVAS_PADDING
local CANVAS_HEIGHT = VIRTUAL_HEIGHT + CANVAS_PADDING
local WORLD_TO_CANVAS = 3
local scale = 1
local finalScale = 1
local offsetX, offsetY = 0, 0
local dpiScale = 1
local canvas = nil
local smoothCameraShader = nil
local menuBgShader = nil
local liquidShader = nil
local menuCanvas = nil
local menuTime = 0
local shaderEnabled = true
local cameraModule = require("camera")
local camera = nil
local fonts = require("fonts")
local HUD = require("hud")
local hud = nil
local previousState = nil
local currentState = "menu"
local currentMapPath = "assets/maps/tilemap.lua"
local currentTilesets = {
tileset = { path = "assets/maps/tileset.png", tilewidth = 16, tileheight = 16 },
misc = { path = "assets/maps/simples_pimples.png", tilewidth = 16, tileheight = 16 },
}
local world = nil
local menuItems = {}
local menuHover = nil
local gameFinishPhase = nil
local gameFinishTimer = 0
local irisRadius = 0
local IRIS_CLOSE_DURATION = 1.5
local TEXT_DISPLAY_DURATION = 5.0
local states = {
game = {},
menu = {},
settings = {},
hud = {},
}
local function recalcScale(w, h)
dpiScale = (love.window.getDPIScale and love.window.getDPIScale()) or 1
scale = math.max(1, math.min(w / VIRTUAL_WIDTH, h / VIRTUAL_HEIGHT) / dpiScale)
finalScale = scale * dpiScale
offsetX = math.floor((w - VIRTUAL_WIDTH * finalScale) / 2)
offsetY = math.floor((h - VIRTUAL_HEIGHT * finalScale) / 2)
end
local function screenToCanvas(sx, sy)
local drawX = offsetX - (CANVAS_PADDING * finalScale) / 2
local drawY = offsetY - (CANVAS_PADDING * finalScale) / 2
return (sx - drawX) / finalScale, (sy - drawY) / finalScale
end
local function buildMenuItems()
local btnW, btnH = 120, 32
local centerX = CANVAS_WIDTH / 2
local centerY = CANVAS_HEIGHT / 2
local spacing = 12
local totalH = 2 * btnH + spacing
local startY = centerY - totalH / 2 + 20
menuItems = {
{ label = "Play", x = centerX - btnW / 2, y = startY, w = btnW, h = btnH, action = "play" },
{ label = "Exit", x = centerX - btnW / 2, y = startY + btnH + spacing, w = btnW, h = btnH, action = "exit" },
}
end
function states.game.load()
local World = require("world")
world = World:new()
world:load(currentMapPath, currentTilesets)
local target = world:getPlayer() or { x = 0, y = 0, width = 16, height = 16 }
camera = cameraModule:new(target, VIRTUAL_WIDTH / 2, VIRTUAL_HEIGHT / 2, true, WORLD_TO_CANVAS)
world:setCamera(camera)
hud = HUD:new()
gameFinishPhase = nil
gameFinishTimer = 0
irisRadius = 0
end
function states.game.update(dt)
if not world then return end
if not gameFinishPhase then
world:update(dt)
if world.doorOpened then
gameFinishPhase = "iris"
gameFinishTimer = 0
irisRadius = math.sqrt((CANVAS_WIDTH / 2) ^ 2 + (CANVAS_HEIGHT / 2) ^ 2)
end
elseif gameFinishPhase == "iris" then
world:update(dt)
gameFinishTimer = gameFinishTimer + dt
local maxR = math.sqrt((CANVAS_WIDTH / 2) ^ 2 + (CANVAS_HEIGHT / 2) ^ 2)
local progress = math.min(gameFinishTimer / IRIS_CLOSE_DURATION, 1)
local eased = 1 - (1 - progress) ^ 2
irisRadius = maxR * (1 - eased)
if progress >= 1 then
gameFinishPhase = "text"
gameFinishTimer = 0
irisRadius = 0
end
elseif gameFinishPhase == "text" then
gameFinishTimer = gameFinishTimer + dt
if gameFinishTimer >= TEXT_DISPLAY_DURATION then
gameFinishPhase = nil
gameFinishTimer = 0
currentState = "menu"
states.menu.load()
end
end
end
function states.game.draw()
if gameFinishPhase ~= "text" then
if camera then camera:set() end
if world then world:draw() end
if camera then camera:unset() end
end
if gameFinishPhase == "iris" then
local cx = CANVAS_WIDTH / 2
local cy = CANVAS_HEIGHT / 2
local outerR = math.sqrt(cx * cx + cy * cy) + 10
local innerR = math.max(irisRadius, 0)
local segments = 64
local verts = {}
for i = 0, segments do
local angle = (i / segments) * math.pi * 2
local cs, sn = math.cos(angle), math.sin(angle)
verts[#verts + 1] = { cx + cs * innerR, cy + sn * innerR, 0, 0, 0, 0, 0, 1 }
verts[#verts + 1] = { cx + cs * outerR, cy + sn * outerR, 0, 0, 0, 0, 0, 1 }
end
local mesh = love.graphics.newMesh(verts, "strip", "stream")
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(mesh)
elseif gameFinishPhase == "text" then
love.graphics.setColor(0, 0, 0, 1)
love.graphics.rectangle("fill", 0, 0, CANVAS_WIDTH, CANVAS_HEIGHT)
local font = fonts.get(14)
love.graphics.setFont(font)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf("The Frog Escaped the Evil Aquarium", 0, CANVAS_HEIGHT / 2 - font:getHeight() / 2, CANVAS_WIDTH, "center")
love.graphics.setFont(fonts.default)
end
end
function states.menu.load()
camera = nil
world = nil
hud = nil
gameFinishPhase = nil
gameFinishTimer = 0
irisRadius = 0
menuTime = 0
love.mouse.setVisible(true)
menuHover = nil
end
function states.menu.update(dt)
menuTime = menuTime + dt
local mx, my = love.mouse.getPosition()
local cx, cy = screenToCanvas(mx, my)
menuHover = nil
for _, btn in ipairs(menuItems) do
if cx >= btn.x and cx <= btn.x + btn.w and cy >= btn.y and cy <= btn.y + btn.h then
menuHover = btn.action
break
end
end
end
function states.menu.draw()
local prevCanvas = love.graphics.getCanvas()
love.graphics.setCanvas(menuCanvas)
love.graphics.clear()
if menuBgShader then
love.graphics.setShader(menuBgShader)
end
love.graphics.setColor(1, 1, 1, 1)
love.graphics.rectangle("fill", 0, 0, CANVAS_WIDTH, CANVAS_HEIGHT)
love.graphics.setShader()
love.graphics.setCanvas(prevCanvas)
if liquidShader then
liquidShader:send("scene", menuCanvas)
liquidShader:send("time", menuTime)
liquidShader:send("resolution", { CANVAS_WIDTH, CANVAS_HEIGHT })
liquidShader:send("splashCenter", { -10.0, -10.0 })
liquidShader:send("splashTime", 0.0)
love.graphics.setShader(liquidShader)
end
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(menuCanvas, 0, 0)
love.graphics.setShader()
local titleFont = fonts.get(20)
love.graphics.setFont(titleFont)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf("The Frog Escapes Evil Aquarium", 0, CANVAS_HEIGHT / 2 - 80, CANVAS_WIDTH, "center")
local btnFont = fonts.get(20)
love.graphics.setFont(btnFont)
for _, btn in ipairs(menuItems) do
local hover = menuHover == btn.action
if hover then
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setLineWidth(1)
love.graphics.rectangle("line", btn.x, btn.y, btn.w, btn.h)
end
love.graphics.setColor(1, 1, 1, 1)
local tw = btnFont:getWidth(btn.label)
local th = btnFont:getHeight()
love.graphics.print(btn.label, btn.x + btn.w / 2 - tw / 2, btn.y + btn.h / 2 - th / 2)
end
love.graphics.setFont(fonts.default)
love.graphics.setColor(1, 1, 1, 1)
end
function states.settings.load()
camera = nil
world = nil
end
function states.settings.update(dt) end
function states.settings.draw()
love.graphics.print("Settings", 10, 10)
end
function states.hud.update(dt)
if hud then
local w, h = love.graphics.getWidth(), love.graphics.getHeight()
local player = world and world:getPlayer()
hud:update(dt, w, h, finalScale, player)
end
end
function states.hud.draw()
if camera then camera:set() end
if world then world:draw() end
if camera then camera:unset() end
end
function love.load()
love.graphics.setDefaultFilter("nearest", "nearest")
love.window.setTitle("The Frog Escapes Evil Aquarium")
fonts.load()
love.graphics.setFont(fonts.default)
canvas = love.graphics.newCanvas(CANVAS_WIDTH, CANVAS_HEIGHT)
canvas:setFilter("nearest", "nearest")
local ok, shader = pcall(love.graphics.newShader, "shaders/smooth_camera.glsl")
smoothCameraShader = ok and shader or nil
if not smoothCameraShader then
print("Warning: smooth_camera.glsl not loaded, using fallback (no sub-pixel offset)")
end
local ok2, shader2 = pcall(love.graphics.newShader, "shaders/missing_texture.glsl")
menuBgShader = ok2 and shader2 or nil
local ok3, shader3 = pcall(love.graphics.newShader, "shaders/liquid.glsl")
liquidShader = ok3 and shader3 or nil
menuCanvas = love.graphics.newCanvas(CANVAS_WIDTH, CANVAS_HEIGHT)
menuCanvas:setFilter("nearest", "nearest")
local w, h = love.graphics.getWidth(), love.graphics.getHeight()
recalcScale(w, h)
buildMenuItems()
love.mouse.setVisible(true)
local state = states[currentState]
if state and state.load then state.load() end
end
function love.resize(w, h)
recalcScale(w, h)
if canvas then canvas:release() end
canvas = love.graphics.newCanvas(CANVAS_WIDTH, CANVAS_HEIGHT)
canvas:setFilter("nearest", "nearest")
if menuCanvas then menuCanvas:release() end
menuCanvas = love.graphics.newCanvas(CANVAS_WIDTH, CANVAS_HEIGHT)
menuCanvas:setFilter("nearest", "nearest")
end
function love.update(dt)
local state = states[currentState]
if state and state.update then state.update(dt) end
end
function love.keypressed(key, scancode, isrepeat)
if key == "f11" then
love.window.setFullscreen(not love.window.getFullscreen(), "desktop")
end
if key == "f1" and DEBUG then
shaderEnabled = not shaderEnabled
end
if key == "escape" and not isrepeat then
if currentState == "game" or currentState == "hud" then
currentState = "menu"
states.menu.load()
end
end
if key == "tab" and not isrepeat then
if currentState == "game" then
previousState = currentState
currentState = "hud"
love.mouse.setVisible(true)
elseif currentState == "hud" then
currentState = previousState or "game"
previousState = nil
love.mouse.setVisible(false)
end
end
if (key == "space" or key == "up" or key == "w") and not isrepeat then
if currentState == "game" then
local player = world and world:getPlayer()
if player then player:jump() end
end
end
end
function love.mousepressed(x, y, button)
if currentState == "menu" and button == 1 then
local cx, cy = screenToCanvas(x, y)
for _, btn in ipairs(menuItems) do
if cx >= btn.x and cx <= btn.x + btn.w and cy >= btn.y and cy <= btn.y + btn.h then
if btn.action == "play" then
currentState = "game"
states.game.load()
love.mouse.setVisible(false)
elseif btn.action == "exit" then
love.event.quit()
end
break
end
end
elseif currentState == "hud" and hud then
hud:mousepressed(x, y, button)
end
end
function love.draw()
love.graphics.setCanvas(canvas)
love.graphics.clear()
love.graphics.push()
local state = states[currentState]
if state and state.draw then state.draw() end
love.graphics.pop()
love.graphics.setCanvas()
love.graphics.clear()
local drawX = offsetX - (CANVAS_PADDING * finalScale) / 2
local drawY = offsetY - (CANVAS_PADDING * finalScale) / 2
local subDx, subDy = 0, 0
if world and world.camera and world.camera.getSubPixelOffset then
subDx, subDy = world.camera:getSubPixelOffset()
end
local camScale = (world and world.camera and world.camera._lastScale) or 2
local uvOffsetX = subDx * camScale / CANVAS_WIDTH
local uvOffsetY = subDy * camScale / CANVAS_HEIGHT
if shaderEnabled and smoothCameraShader and (subDx ~= 0 or subDy ~= 0) then
smoothCameraShader:send("offset", { uvOffsetX, uvOffsetY })
love.graphics.setShader(smoothCameraShader)
end
love.graphics.draw(canvas, math.floor(drawX), math.floor(drawY), 0, finalScale, finalScale)
if shaderEnabled and smoothCameraShader then
love.graphics.setShader()
end
if currentState == "hud" and hud then
hud:draw()
end
if DEBUG then
local fps = love.timer.getFPS()
local shaderLoaded = smoothCameraShader ~= nil
local shaderApplied = shaderEnabled and shaderLoaded and (subDx ~= 0 or subDy ~= 0)
local shaderName = shaderLoaded and "smooth_camera.glsl" or "none (fallback)"
local shaderState = not shaderLoaded and "unavailable"
or not shaderEnabled and "disabled [F1]"
or shaderApplied and "active"
or "idle"
local shaderLine = "shader: " .. shaderName .. " (" .. shaderState .. ")"
love.graphics.setColor(0, 0, 0, 0.5)
love.graphics.rectangle("fill", 4, 4, 280, 36)
love.graphics.setColor(1, 1, 0, 1)
love.graphics.print("FPS: " .. fps, 8, 8)
love.graphics.print(shaderLine, 8, 22)
love.graphics.setColor(1, 1, 1, 1)
end
end
return nil
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