@@ -0,0 +1,3 @@ | |||
function love.conf(t) | |||
t.identity = "gravity" | |||
end |
@@ -2,7 +2,7 @@ enemy = Class{} | |||
G = 6.67e-5 | |||
function enemy:init(x, y, del, tm) | |||
function enemy:init(x, y, del, tm, atm) | |||
self.x = x | |||
self.y = y | |||
self.image = love.graphics.newImage("entities/enemy/enemy.png") | |||
@@ -18,9 +18,11 @@ self.destX = x | |||
self.timer = tm | |||
self.color = {1,1,1,1} | |||
self.appeared = false | |||
self.appeartimer = atm | |||
end | |||
function enemy:update(dt) | |||
self.timer = self.timer - dt | |||
if self.timer <= 0 then | |||
self.timer = self.maxtimer | |||
@@ -32,7 +34,9 @@ function enemy:update(dt) | |||
self.angle = self.angle - 3.14159 | |||
end | |||
end | |||
function enemy:time(dt) | |||
self.appeartimer = self.appeartimer - dt | |||
end | |||
function enemy:draw() | |||
love.graphics.setColor(unpack(self.color)) | |||
love.graphics.draw(self.image, self.x, self.y, 0, 1, 1, self.w/2, self.w/2) | |||
@@ -30,11 +30,25 @@ function projectile:update(dt) | |||
self.vy = self.vy + self.dy | |||
self.x = self.x + self.vx | |||
self.y = self.y + self.vy | |||
if distanceToShip < firstShip.width/3 then | |||
if distanceToShip < firstShip.width/2 then | |||
shipIsHit = true | |||
sounds["close"]:stop() | |||
sounds["boom"]:play() | |||
end | |||
for i in ipairs(planets) do | |||
if planets[i].deletable == false then | |||
distanceToShip = math.sqrt((planets[i].x - self.x)^2 + (planets[i].y - self.y)^2) | |||
if distanceToShip < planets[i].w/4 then | |||
sounds["boom"]:play() | |||
local q = #explosions | |||
table.insert(explosions, explosion(self.x, self.y, 100, {1,1,1,1})) | |||
explosions[q+1].type = 2 | |||
table.remove(planets, i) | |||
self.killed = true | |||
end | |||
end | |||
end | |||
end | |||
function projectile:draw() | |||
@@ -37,7 +37,7 @@ function planet:update(dt) | |||
love.window.setTitle(self.attractionX) | |||
firstShip.dx = firstShip.dx + self.attractionX | |||
firstShip.dy = firstShip.dy + self.attractionY | |||
if distanceToShip < self.w/4 then | |||
if distanceToShip < self.w/4 and not reachedGoal then | |||
shipIsHit = true | |||
sounds["close"]:stop() | |||
sounds["boom"]:play() | |||
@@ -10,6 +10,8 @@ self.dy = 0 | |||
self.dx = 5 | |||
self.speed = 1 | |||
self.image = love.graphics.newImage(image) | |||
self.oimage = self.image | |||
self.timage = love.graphics.newImage("entities/ship/thrusting01.png") | |||
self.width = self.image:getWidth() | |||
self.height = self.image:getHeight() | |||
self.rotation = 1.5708 | |||
@@ -31,9 +33,11 @@ function ship:update(dt) | |||
if not shipIsHit then | |||
self.dottimer = self.dottimer - dt | |||
if self.dottimer < 0 then | |||
if (love.keyboard.isDown('w') and self.fuel > 0 and gameState == "levelgeneral") then | |||
if (love.keyboard.isDown('w') and self.fuel > 0 and gameState == "levelgeneral") then | |||
self.image = self.timage | |||
table.insert(self.path, self:newPathDot(self.x, self.y, 1)) | |||
else | |||
self.image = self.oimage | |||
table.insert(self.path, self:newPathDot(self.x, self.y, 2)) | |||
end | |||
self.dottimer = 0.2 | |||
@@ -67,6 +71,13 @@ function ship:update(dt) | |||
tag = true | |||
end | |||
end | |||
for i in ipairs(projectiles) do | |||
local distanceToShip = math.sqrt((firstShip.x - projectiles[i].x)^2 + (firstShip.y - projectiles[i].y)^2) | |||
if distanceToShip < 200 and not shipIsHit and gameStatus == "play" then | |||
sounds["close"]:play() | |||
tag = true | |||
end | |||
end | |||
if not tag or shipIsHit then | |||
sounds["close"]:stop() | |||
end | |||
@@ -108,7 +119,7 @@ function ship:draw() | |||
-- Draw the `self.canvas` to screen | |||
love.graphics.setColor(unpack(self.color)) | |||
--print("DAW" .. camera.x) | |||
love.graphics.draw(self.image, self.x, self.y, self.vector, 1, 1, self.width/2, self.height/2) | |||
for i in ipairs(self.path) do | |||
if i > 1 then | |||
@@ -121,7 +132,7 @@ function ship:draw() | |||
end | |||
end | |||
love.graphics.setColor(1,1,1,1) | |||
love.graphics.draw(self.image, self.x, self.y, self.vector, 1, 1, self.width/2, self.height/2) | |||
end | |||
function ship:reset() | |||
@@ -1,6 +1,6 @@ | |||
explosion = Class{} | |||
function explosion:init(x, y, v, color) | |||
function explosion:init(x, y, v, color, type) | |||
self.color = color | |||
self.type = 0 | |||
self.x = x | |||
@@ -8,13 +8,16 @@ function explosion:init(x, y, v, color) | |||
self.v = v | |||
self.range = 0 | |||
self.killed = false | |||
if type ~= nil then | |||
self.type = type | |||
end | |||
--print(self.i) | |||
end | |||
function explosion:update(dt) | |||
self.range = self.range + dt * 24 | |||
local maxRange = WINDOW_WIDTH*2 | |||
if self.type == 1 then | |||
if self.type >= 1 then | |||
maxRange = WINDOW_WIDTH*6 | |||
end | |||
if self.range * self.v > maxRange then | |||
@@ -56,6 +56,13 @@ function level6.hint() | |||
end | |||
function level6.reset() | |||
firstShip:reset() | |||
for i in ipairs(planets) do | |||
if not planets[i].deletable then | |||
table.remove(planets, i) | |||
end | |||
end | |||
table.insert(planets, planet(1600, 250, 50, 0.3, asteroidImage, "nodelete")) | |||
table.insert(planets, planet(1600, 550, 50, 0.3, asteroidImage, "nodelete")) | |||
local planetImage = love.graphics.newImage("entities/planet/planet" .. math.random(1, 18) .. ".png") | |||
shipsleft = 1 | |||
projectiles = {} | |||
@@ -79,15 +86,22 @@ function level6.bonusUpdate(dt) | |||
sounds["appear"]:stop() | |||
sounds["appear"]:play() | |||
if #explosions == 0 then | |||
table.insert(explosions, explosion(1400, 400, 100, {1,40/255,40/255,1})) | |||
table.insert(explosions, explosion(1400, 400, 100, {1,1,1,1})) | |||
explosions[1].type = 1 | |||
end | |||
camera:shake(8, 1, 60, 'X') | |||
cannons[1].appeared = true | |||
end | |||
end | |||
for i in ipairs(projectiles) do | |||
projectiles[i]:update(dt) | |||
end | |||
for i in ipairs(projectiles) do | |||
if projectiles[i].killed then | |||
table.remove(projectiles, i) | |||
--print("killing") | |||
end | |||
end | |||
cannons[1].x = cannons[1].x - (math.abs(cannons[1].destX-cannons[1].x)/5) | |||
end | |||
end | |||
@@ -0,0 +1,143 @@ | |||
level7 = Class{} | |||
local levelLoaded = false | |||
local M = {} | |||
function level7.load() | |||
shipsleft = 1 | |||
local planetImage = love.graphics.newImage("entities/planet/planet" .. math.random(1, 18) .. ".png") | |||
planetsleft = 3 | |||
gameStatus = "setup" | |||
playbutts = {} | |||
thrusterMax = 75 | |||
firstShip.fuel = 75 | |||
guibutts = {} | |||
VCAM.x, VCAM.y = WINDOW_WIDTH/2, WINDOW_HEIGHT/2 | |||
explosions = {} | |||
shipIsHit = false | |||
guimenu = mainMenu() | |||
reachedGoal = false | |||
lvlbase = base(1400, WINDOW_HEIGHT/2) | |||
levelLoaded = true | |||
attackTimer = 5 | |||
table.insert(playbutts, menu:addButton("Return to setup", function() | |||
gameStatus = "setup" | |||
levelgeneral.reset() | |||
end )) | |||
table.insert(guibutts, menu:addButton("Release brake!", function () | |||
if shipsleft == 0 then | |||
selectedItem = "none" | |||
gameStatus = "play" | |||
end | |||
end | |||
)) | |||
table.insert(guibutts, menu:addButton("To menu", function () | |||
levelgeneral.goBack() | |||
end)) | |||
table.insert(cannons, enemy(10000, 100, false, 3, 5)) | |||
table.insert(cannons, enemy(10000, 700, false, 3, 4)) | |||
table.insert(planets, planet(1000, -100, 50, 0.3, asteroidImage, "nodelete")) | |||
table.insert(planets, planet(1000, 0, 50, 0.3, asteroidImage, "nodelete")) | |||
table.insert(planets, planet(1000, 100, 50, 0.3, asteroidImage, "nodelete")) | |||
table.insert(planets, planet(1000, 200, 50, 0.3, asteroidImage, "nodelete")) | |||
table.insert(planets, planet(1000, 300, 50, 0.3, asteroidImage, "nodelete")) | |||
table.insert(planets, planet(1000, 400, 50, 0.3, asteroidImage, "nodelete")) | |||
table.insert(planets, planet(1000, 500, 50, 0.3, asteroidImage, "nodelete")) | |||
table.insert(planets, planet(1000, 600, 50, 0.3, asteroidImage, "nodelete")) | |||
table.insert(planets, planet(1000, 700, 50, 0.3, asteroidImage, "nodelete")) | |||
table.insert(planets, planet(1000, 800, 50, 0.3, asteroidImage, "nodelete")) | |||
end | |||
function level7.hint() | |||
GUIDraw("left") | |||
love.graphics.setFont(tinyfont) | |||
if (VCAM.x > WINDOW_WIDTH/2) then | |||
if love.keyboard.isDown('a') then | |||
love.graphics.setColor(1,0,0,1) | |||
end | |||
love.graphics.print("←[A]",10,50) | |||
end | |||
love.graphics.setColor(1,1,1,1) | |||
if (VCAM.x < WINDOW_WIDTH*2) then | |||
if love.keyboard.isDown('d') then | |||
love.graphics.setColor(1,0,0,1) | |||
end | |||
love.graphics.print("[D]→",100,50) | |||
end | |||
love.graphics.setColor(1,1,1,1) | |||
end | |||
function level7.reset() | |||
firstShip:reset() | |||
for i in ipairs(planets) do | |||
if not planets[i].deletable then | |||
table.remove(planets, i) | |||
end | |||
end | |||
table.insert(planets, planet(1000, -100, 50, 0.3, asteroidImage, "nodelete")) | |||
table.insert(planets, planet(1000, 0, 50, 0.3, asteroidImage, "nodelete")) | |||
table.insert(planets, planet(1000, 100, 50, 0.3, asteroidImage, "nodelete")) | |||
table.insert(planets, planet(1000, 200, 50, 0.3, asteroidImage, "nodelete")) | |||
table.insert(planets, planet(1000, 300, 50, 0.3, asteroidImage, "nodelete")) | |||
table.insert(planets, planet(1000, 400, 50, 0.3, asteroidImage, "nodelete")) | |||
table.insert(planets, planet(1000, 500, 50, 0.3, asteroidImage, "nodelete")) | |||
table.insert(planets, planet(1000, 600, 50, 0.3, asteroidImage, "nodelete")) | |||
table.insert(planets, planet(1000, 700, 50, 0.3, asteroidImage, "nodelete")) | |||
table.insert(planets, planet(1000, 800, 50, 0.3, asteroidImage, "nodelete")) | |||
local planetImage = love.graphics.newImage("entities/planet/planet" .. math.random(1, 18) .. ".png") | |||
shipsleft = 1 | |||
projectiles = {} | |||
for i in ipairs(cannons) do | |||
cannons[i].x = 100000 | |||
cannons[i].destX = 100000 | |||
cannons[i].appeared = false | |||
end | |||
cannons[1].appeartimer = 5 | |||
cannons[2].appeartimer = 4 | |||
firstShip.fuel = 75 | |||
shipIsHit = false | |||
attackTimer = 5 | |||
end | |||
function level7.bonusUpdate(dt) | |||
if not reachedGoal then | |||
for i in ipairs(cannons) do | |||
cannons[i]:time(dt) | |||
cannons[i].x = cannons[i].x - (math.abs(cannons[i].destX-cannons[i].x)/5) | |||
if cannons[i].appeartimer <= 0 then | |||
cannons[i].destX = 1200 | |||
cannons[i]:update(dt) | |||
if not cannons[i].appeared then | |||
sounds["appear"]:stop() | |||
sounds["appear"]:play() | |||
table.insert(explosions, explosion(1500, cannons[i].y, 100, {1,1,1,1}, 1)) | |||
cannons[i].appeared = true | |||
end | |||
end | |||
end | |||
for i in ipairs(projectiles) do | |||
projectiles[i]:update(dt) | |||
end | |||
for i in ipairs(projectiles) do | |||
if projectiles[i].killed then | |||
table.remove(projectiles, i) | |||
--print("killing") | |||
end | |||
end | |||
end | |||
end | |||
function level7.GUIControl() | |||
if (love.keyboard.isDown('a') and VCAM.x > WINDOW_WIDTH/2) then | |||
VCAM.x = VCAM.x - 10 | |||
end | |||
if (love.keyboard.isDown('d')) then | |||
VCAM.x = VCAM.x + 10 | |||
end | |||
end | |||
function level7.goBack() | |||
levelgeneral.goBack() | |||
end | |||
return level7 | |||
@@ -85,27 +85,33 @@ function levelgeneral.draw() | |||
projectiles[i]:draw(dt) | |||
end | |||
for i, explosion in ipairs(explosions) do | |||
if shipIsHit then | |||
explosion:render() | |||
else | |||
explosion:render("special") | |||
end | |||
--print("exploding") | |||
end | |||
if reachedGoal then | |||
if frame <= WINDOW_WIDTH*1.1 then | |||
stopMusic() | |||
sounds["finish"]:play() | |||
love.graphics.setColor(1,1,1,1) | |||
love.graphics.circle("fill", firstShip.x, firstShip.y, frame) | |||
end | |||
if frame > WINDOW_WIDTH*1.1 then | |||
love.graphics.clear(0,0,0,1) | |||
love.graphics.setColor(30/255, 30/255, 30/255, 1) | |||
if frame < WINDOW_WIDTH then | |||
stopMusic() | |||
sounds["finish"]:play() | |||
love.graphics.circle("fill", firstShip.x, firstShip.y, WINDOW_WIDTH - frame) | |||
love.graphics.setColor(1, 1, 1, 1) | |||
if frame-WINDOW_WIDTH*1.1 < WINDOW_WIDTH then | |||
love.graphics.circle("fill", firstShip.x, firstShip.y, WINDOW_WIDTH - (frame - WINDOW_WIDTH*1.1)) | |||
end | |||
end | |||
frame = frame + 20 | |||
frame = frame + 40 | |||
end | |||
firstShip:draw() | |||
for i, explosion in ipairs(explosions) do | |||
if shipIsHit then | |||
explosion:render() | |||
else | |||
explosion:render("special") | |||
end | |||
--print("exploding") | |||
end | |||
camera:detach() | |||
camera:draw() | |||
@@ -140,6 +146,7 @@ function levelgeneral.goBack() | |||
lvlbase = nil | |||
gameStatus = "setup" | |||
firstShip.path = {} | |||
cannons = {} | |||
levelLoaded = false | |||
for k in pairs(planets) do | |||
planets[k] = nil | |||
@@ -2,6 +2,15 @@ practice = Class{} | |||
local levelLoaded = false | |||
local M = {} | |||
local currenctScore = 0 | |||
function love.wheelmoved(x, y) | |||
if gameStatus == "play" then | |||
if y > 0 and camera.scale < 1 then | |||
camera.scale = camera.scale + 0.1 | |||
elseif y < 0 and camera.scale > 0.5 then | |||
camera.scale = camera.scale - 0.1 | |||
end | |||
end | |||
end | |||
function practice.update(dt) | |||
if not levelLoaded then | |||
shipsleft = 1 | |||
@@ -72,9 +81,10 @@ function practice.update(dt) | |||
table.remove(projectiles, i) | |||
--print("killing") | |||
end | |||
end | |||
if math.sqrt(firstShip.dx^2 + firstShip.dy^2) < 40 then | |||
currentScore = currentScore + math.sqrt(firstShip.dx^2 + firstShip.dy^2) | |||
end | |||
currentScore = currentScore + math.sqrt(firstShip.dx^2 + firstShip.dy^2) | |||
else | |||
camera:follow(VCAM.x, VCAM.y) | |||
end | |||
@@ -96,11 +106,13 @@ function practice.draw() | |||
projectiles[i]:draw(dt) | |||
end | |||
--love.graphics.rectangle("fill",VCAM.x,VCAM.y,30,30) | |||
if shipIsHit then | |||
for i, explosion in ipairs(explosions) do | |||
for i, explosion in ipairs(explosions) do | |||
if shipIsHit then | |||
explosion:render() | |||
--print("exploding") | |||
else | |||
explosion:render("special") | |||
end | |||
--print("exploding") | |||
end | |||
camera:detach() | |||
@@ -133,6 +145,7 @@ function practice.goBack() | |||
end | |||
function practice.reset() | |||
firstShip:reset() | |||
camera.scale = 1 | |||
projectiles = {} | |||
shipsleft = 1 | |||
if currentScore > saveData.score then | |||
@@ -46,6 +46,14 @@ table.insert(levels, menu:addButton("Level 2", function () | |||
currentLevel = 6 | |||
end | |||
end )) | |||
table.insert(levels, menu:addButton("Level 7", function () | |||
if saveData.levelsBeaten > 5 then | |||
menuLoaded = false | |||
objReset() | |||
gameState = "levelgeneral" | |||
currentLevel = 7 | |||
end | |||
end )) | |||
table.insert(levels, menu:addButton("Go Back", function () | |||
@@ -51,7 +51,8 @@ function GUIDraw(mode) | |||
if love.keyboard.mouseisReleased then | |||
love.keyboard.mouseisReleased = false | |||
if #explosions == 0 then | |||
table.insert(explosions, explosion(0, my, 100, {1,1,1,1})) | |||
local zerox, zeroy = camera:toWorldCoords(0, 0) | |||
table.insert(explosions, explosion(zerox, my, 100, {1,1,1,1})) | |||
explosions[1].type = 1 | |||
end | |||
@@ -81,9 +82,11 @@ function GUIDraw(mode) | |||
if love.keyboard.mouseisReleased then | |||
love.keyboard.mouseisReleased = false | |||
if #explosions == 0 then | |||
table.insert(explosions, explosion(0, my, 100, {1,1,1,1})) | |||
local zerox, zeroy = camera:toWorldCoords(0, 0) | |||
table.insert(explosions, explosion(zerox, my, 100, {1,1,1,1})) | |||
explosions[1].type = 1 | |||
end | |||
sounds["appear"]:play() | |||
firstShip.destX = 250 | |||
firstShip.y = vmy | |||