Browse Source

merge fix

tags/earlywindows
Madiwka3 3 years ago
parent
commit
ab2de54c85
10 changed files with 107 additions and 30 deletions
  1. +2
    -0
      buttonClutter.lua
  2. +6
    -1
      entities/planet/planet.lua
  3. BIN
      entities/planet/planet.png
  4. +9
    -1
      levels/level1.lua
  5. +12
    -5
      levels/level2.lua
  6. +24
    -1
      levels/menu.lua
  7. +4
    -2
      levels/practice.lua
  8. +27
    -1
      levels/selectlv.lua
  9. +4
    -0
      main.lua
  10. +19
    -19
      src/GUI.lua

+ 2
- 0
buttonClutter.lua View File

@@ -1,6 +1,8 @@
function buttonClutter()
table.insert(buttons, menu:addButton("Practice",
function()
menuLoaded = false
objReset()
gameState = "practice"
end))
table.insert(buttons, menu:addButton("Levels",


+ 6
- 1
entities/planet/planet.lua View File

@@ -2,7 +2,7 @@ planet = Class{}

G = 6.67e-1

function planet:init(x, y, mass, radius, img)
function planet:init(x, y, mass, radius, img, arg)
self.x = x
self.y = y
self.mass = mass
@@ -11,6 +11,11 @@ self.w = img:getWidth()
self.image = img
self.angle = 0
self.color = {1,1,1,1}
if arg == "nodelete" then
self.deletable = false
else
self.deletable = true
end
end

function planet:update(dt)


BIN
entities/planet/planet.png View File

Before After
Width: 300  |  Height: 300  |  Size: 14 KiB

+ 9
- 1
levels/level1.lua View File

@@ -21,14 +21,16 @@ function level1.update(dt)
level1.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 ()
level1.goBack()
end))
table.insert(planets, planet(700, 200, 50, 0.3, planetImage))
table.insert(planets, planet(700, 200, 50, 0.3, planetImage, "nodelete"))
end
if reachedGoal then
@@ -40,7 +42,9 @@ function level1.update(dt)
level1.goBack()
end
camera:update(dt)
if lvlbase ~= nil then
lvlbase:update(dt)
end
--print(camera.x .. " " .. camera.y)
for i, explosion in ipairs(explosions) do
explosion:update(dt)
@@ -76,7 +80,9 @@ function level1.draw()
love.graphics.setColor(1,1,1,1)
camera:attach()
firstShip:draw()
if lvlbase ~= nil then
lvlbase:draw()
end
for i in ipairs(planets) do
planets[i]:draw(dt)
end
@@ -103,12 +109,14 @@ function level1.draw()
end
function level1.goBack()
level1.reset()
gameStatus = "setup"
firstShip.path = {}
levelLoaded = false
for k in pairs(planets) do
planets[k] = nil
end
lvlbase = nil
gameState = "selectlv"
end
function level1.reset()


+ 12
- 5
levels/level2.lua View File

@@ -21,14 +21,16 @@ function level2.update(dt)
level2.reset()
end ))
table.insert(guibutts, menu:addButton("Release brake!", function ()
selectedItem = "none"
gameStatus = "play"
if shipsleft == 0 then
selectedItem = "none"
gameStatus = "play"
end
end
))
table.insert(guibutts, menu:addButton("To menu", function ()
level2.goBack()
end))
table.insert(planets, planet(700, 500, 50, 0.3, planetImage))
table.insert(planets, planet(700, 500, 50, 0.3, planetImage, "nodelete"))
end
if reachedGoal then
@@ -40,7 +42,9 @@ function level2.update(dt)
level2.goBack()
end
camera:update(dt)
lvlbase:update(dt)
if lvlbase ~= nil then
lvlbase:update(dt)
end
--print(camera.x .. " " .. camera.y)
for i, explosion in ipairs(explosions) do
explosion:update(dt)
@@ -76,7 +80,9 @@ function level2.draw()
love.graphics.setColor(1,1,1,1)
camera:attach()
firstShip:draw()
lvlbase:draw()
if lvlbase ~= nil then
lvlbase:draw()
end
for i in ipairs(planets) do
planets[i]:draw(dt)
end
@@ -103,6 +109,7 @@ function level2.draw()
end
function level2.goBack()
level2.reset()
lvlbase = nil
gameStatus = "setup"
firstShip.path = {}
levelLoaded = false


+ 24
- 1
levels/menu.lua View File

@@ -1,13 +1,36 @@
menu = Class{}
local M = {}
local menuLoaded = false
menuLoaded = false
function menu.update(dt)
if not menuLoaded then
firstShip.x = -100
firstShip.speed = 10
firstShip.y = love.math.random(0, WINDOW_HEIGHT)
menuLoaded = true
table.insert(planets, planet(love.math.random(100, WINDOW_WIDTH-100), love.math.random(100, WINDOW_HEIGHT-100), 90000000, 0.3, love.graphics.newImage("entities/planet/planet.png")))
end
for i in ipairs(planets) do
planets[i]:update(dt)
end
if animationSecsLeft > 0 then
animationSecsLeft = animationSecsLeft - dt
end
firstShip:update(dt)
if shipIsHit then
shipIsHit = false
firstShip:reset()
firstShip.x = -100
firstShip.speed = 10
firstShip.y = love.math.random(0, WINDOW_HEIGHT)
print("ship is hit")
end
end

function menu.draw(dt)
firstShip:draw()
for i in ipairs(planets) do
planets[i]:draw(dt)
end
if animationSecsLeft > 0 then
love.graphics.setColor(1,1,1,1-1/(animationSecsLeft+0.000001))
love.graphics.draw(logo, 0,0)


+ 4
- 2
levels/practice.lua View File

@@ -18,8 +18,10 @@ function practice.update(dt)
practice.reset()
end ))
table.insert(guibutts, menu:addButton("Release brake!", function ()
selectedItem = "none"
gameStatus = "play"
if shipsleft == 0 then
selectedItem = "none"
gameStatus = "play"
end
end
))
table.insert(guibutts, menu:addButton("To menu", function ()


+ 27
- 1
levels/selectlv.lua View File

@@ -1,10 +1,14 @@
selectlv = Class{}
levels = {}
table.insert(levels, menu:addButton("Level 1", function ()
menuLoaded = false
objReset()
gameState = "level1"
end ))
table.insert(levels, menu:addButton("Level 2", function ()
if saveData.levelsBeaten > 0 then
menuLoaded = false
objReset()
gameState = "level2"
end
end ))
@@ -17,10 +21,32 @@ table.insert(levels, menu:addButton("Go Back", function ()
end ))
local M = {}
function selectlv.update(dt)

if not menuLoaded then
firstShip.x = -100
firstShip.speed = 10
firstShip.y = love.math.random(0, WINDOW_HEIGHT)
menuLoaded = true
table.insert(planets, planet(love.math.random(100, WINDOW_WIDTH-100), love.math.random(100, WINDOW_HEIGHT-100), 90000000, 0.3, love.graphics.newImage("entities/planet/planet.png")))
end
for i in ipairs(planets) do
planets[i]:update(dt)
end
firstShip:update(dt)
if shipIsHit then
shipIsHit = false
firstShip:reset()
firstShip.x = -100
firstShip.speed = 10
firstShip.y = love.math.random(0, WINDOW_HEIGHT)
print("ship is hit")
end
end

function selectlv.draw(dt)
firstShip:draw()
for i in ipairs(planets) do
planets[i]:draw(dt)
end
menu:butt(levels, WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_WIDTH/2, WINDOW_HEIGHT/2, 40, WINDOW_WIDTH/3, "beatenGreen")
end


+ 4
- 0
main.lua View File

@@ -61,3 +61,7 @@ function love.mousereleased(x, y, button)
end


function objReset()
firstShip:reset()
planets = {}
end

+ 19
- 19
src/GUI.lua View File

@@ -158,23 +158,25 @@ function GUIDraw(mode)


for j in ipairs(planets) do
local hot = (vmx > planets[j].x-planets[j].w*0.3/2 and vmx < planets[j].x+planets[j].w*0.3 and vmy > planets[j].y-planets[j].w*0.3/2 and vmy < planets[j].y + planets[j].w*0.3)
if hot then
planets[j].color = {1,0,0,1}
print("hot")
else
planets[j].color = {1,1,1,1}
--print(mx .. " " .. my .. " " .. firstShip.x .. " " .. firstShip.y .. " " .. firstShip.width .. firstShip.height)
end
local pressed = love.keyboard.mouseisReleased
if location == "android" then
pressed = love.mouse.isDown(1)
end
if pressed and hot then
love.keyboard.mouseisReleased = false
table.remove(planets, j)
planetsleft = planetsleft + 1
break
if planets[j].deletable then
local hot = (vmx > planets[j].x-planets[j].w*0.3/2 and vmx < planets[j].x+planets[j].w*0.3 and vmy > planets[j].y-planets[j].w*0.3/2 and vmy < planets[j].y + planets[j].w*0.3)
if hot then
planets[j].color = {1,0,0,1}
print("hot")
else
planets[j].color = {1,1,1,1}
--print(mx .. " " .. my .. " " .. firstShip.x .. " " .. firstShip.y .. " " .. firstShip.width .. firstShip.height)
end
local pressed = love.keyboard.mouseisReleased
if location == "android" then
pressed = love.mouse.isDown(1)
end
if pressed and hot then
love.keyboard.mouseisReleased = false
table.remove(planets, j)
planetsleft = planetsleft + 1
break
end
end
end
end
@@ -187,9 +189,7 @@ function GUIDraw(mode)
--REMOVE TOOL

--START BUTTON
if shipsleft == 0 then
guimenu:butt(guibutts, WINDOW_WIDTH, WINDOW_HEIGHT, menuX + 200, WINDOW_HEIGHT-100, 40, WINDOW_WIDTH/3.7)
end
--START BUTTON
love.window.setTitle(selectedItem)
end


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