function love.load() love.graphics.setBackgroundColor(1, 1, .75) player = '@' playerOnStorage = '+' box = '$' boxOnStorage = '*' storage = '.' wall = '#' empty = ' ' levels = { { {' ', ' ', '#', '#', '#'}, {' ', ' ', '#', '.', '#'}, {' ', ' ', '#', ' ', '#', '#', '#', '#'}, {'#', '#', '#', '$', ' ', '$', '.', '#'}, {'#', '.', ' ', '$', '@', '#', '#', '#'}, {'#', '#', '#', '#', '$', '#'}, {' ', ' ', ' ', '#', '.', '#'}, {' ', ' ', ' ', '#', '#', '#'}, }, { {'#', '#', '#', '#', '#'}, {'#', ' ', ' ', ' ', '#'}, {'#', '@', '$', '$', '#', ' ', '#', '#', '#'}, {'#', ' ', '$', ' ', '#', ' ', '#', '.', '#'}, {'#', '#', '#', ' ', '#', '#', '#', '.', '#'}, {' ', '#', '#', ' ', ' ', ' ', ' ', '.', '#'}, {' ', '#', ' ', ' ', ' ', '#', ' ', ' ', '#'}, {' ', '#', ' ', ' ', ' ', '#', '#', '#', '#'}, {' ', '#', '#', '#', '#', '#'}, }, { {' ', '#', '#', '#', '#', '#', '#', '#'}, {' ', '#', ' ', ' ', ' ', ' ', ' ', '#', '#', '#'}, {'#', '#', '$', '#', '#', '#', ' ', ' ', ' ', '#'}, {'#', ' ', '@', ' ', '$', ' ', ' ', '$', ' ', '#'}, {'#', ' ', '.', '.', '#', ' ', '$', ' ', '#', '#'}, {'#', '#', '.', '.', '#', ' ', ' ', ' ', '#'}, {' ', '#', '#', '#', '#', '#', '#', '#', '#'}, }, } currentLevel = 1 function loadLevel() level = {} for y, row in ipairs(levels[currentLevel]) do level[y] = {} for x, cell in ipairs(row) do level[y][x] = cell end end end loadLevel() end function love.keypressed(key) if key == 'up' or key == 'down' or key == 'left' or key == 'right' then local playerX local playerY for testY, row in ipairs(level) do for testX, cell in ipairs(row) do if cell == player or cell == playerOnStorage then playerX = testX playerY = testY end end end local dx = 0 local dy = 0 if key == 'left' then dx = -1 elseif key == 'right' then dx = 1 elseif key == 'up' then dy = -1 elseif key == 'down' then dy = 1 end local current = level[playerY][playerX] local adjacent = level[playerY + dy][playerX + dx] local beyond if level[playerY + dy + dy] then beyond = level[playerY + dy + dy][playerX + dx + dx] end local nextAdjacent = { [empty] = player, [storage] = playerOnStorage, } local nextCurrent = { [player] = empty, [playerOnStorage] = storage, } local nextBeyond = { [empty] = box, [storage] = boxOnStorage, } local nextAdjacentPush = { [box] = player, [boxOnStorage] = playerOnStorage, } if nextAdjacent[adjacent] then level[playerY][playerX] = nextCurrent[current] level[playerY + dy][playerX + dx] = nextAdjacent[adjacent] elseif nextBeyond[beyond] and nextAdjacentPush[adjacent] then level[playerY][playerX] = nextCurrent[current] level[playerY + dy][playerX + dx] = nextAdjacentPush[adjacent] level[playerY + dy + dy][playerX + dx + dx] = nextBeyond[beyond] end elseif key == 'r' then loadLevel() end end function love.draw() for y, row in ipairs(level) do for x, cell in ipairs(row) do if cell ~= empty then local cellSize = 23 local colors = { [player] = {.64, .53, 1}, [playerOnStorage] = {.62, .47, 1}, [box] = {1, .79, .49}, [boxOnStorage] = {.59, 1, .5}, [storage] = {.61, .9, 1}, [wall] = {1, .58, .82}, } love.graphics.setColor(colors[cell]) love.graphics.rectangle( 'fill', (x - 1) * cellSize, (y - 1) * cellSize, cellSize, cellSize ) love.graphics.setColor(1, 1, 1) love.graphics.print( level[y][x], (x - 1) * cellSize, (y - 1) * cellSize ) end end end end