@@ -1,6 +1,8 @@ | |||||
function buttonClutter() | function buttonClutter() | ||||
table.insert(buttons, menu:addButton("Practice", | table.insert(buttons, menu:addButton("Practice", | ||||
function() | function() | ||||
menuLoaded = false | |||||
objReset() | |||||
gameState = "practice" | gameState = "practice" | ||||
end)) | end)) | ||||
table.insert(buttons, menu:addButton("Levels", | table.insert(buttons, menu:addButton("Levels", | ||||
@@ -2,7 +2,7 @@ planet = Class{} | |||||
G = 6.67e-1 | 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.x = x | ||||
self.y = y | self.y = y | ||||
self.mass = mass | self.mass = mass | ||||
@@ -11,6 +11,11 @@ self.w = img:getWidth() | |||||
self.image = img | self.image = img | ||||
self.angle = 0 | self.angle = 0 | ||||
self.color = {1,1,1,1} | self.color = {1,1,1,1} | ||||
if arg == "nodelete" then | |||||
self.deletable = false | |||||
else | |||||
self.deletable = true | |||||
end | |||||
end | end | ||||
function planet:update(dt) | function planet:update(dt) | ||||
@@ -21,14 +21,16 @@ function level1.update(dt) | |||||
level1.reset() | level1.reset() | ||||
end )) | end )) | ||||
table.insert(guibutts, menu:addButton("Release brake!", function () | table.insert(guibutts, menu:addButton("Release brake!", function () | ||||
if shipsleft == 0 then | |||||
selectedItem = "none" | selectedItem = "none" | ||||
gameStatus = "play" | gameStatus = "play" | ||||
end | |||||
end | end | ||||
)) | )) | ||||
table.insert(guibutts, menu:addButton("To menu", function () | table.insert(guibutts, menu:addButton("To menu", function () | ||||
level1.goBack() | level1.goBack() | ||||
end)) | end)) | ||||
table.insert(planets, planet(700, 200, 50, 0.3, planetImage)) | |||||
table.insert(planets, planet(700, 200, 50, 0.3, planetImage, "nodelete")) | |||||
end | end | ||||
if reachedGoal then | if reachedGoal then | ||||
@@ -40,7 +42,9 @@ function level1.update(dt) | |||||
level1.goBack() | level1.goBack() | ||||
end | end | ||||
camera:update(dt) | camera:update(dt) | ||||
if lvlbase ~= nil then | |||||
lvlbase:update(dt) | lvlbase:update(dt) | ||||
end | |||||
--print(camera.x .. " " .. camera.y) | --print(camera.x .. " " .. camera.y) | ||||
for i, explosion in ipairs(explosions) do | for i, explosion in ipairs(explosions) do | ||||
explosion:update(dt) | explosion:update(dt) | ||||
@@ -76,7 +80,9 @@ function level1.draw() | |||||
love.graphics.setColor(1,1,1,1) | love.graphics.setColor(1,1,1,1) | ||||
camera:attach() | camera:attach() | ||||
firstShip:draw() | firstShip:draw() | ||||
if lvlbase ~= nil then | |||||
lvlbase:draw() | lvlbase:draw() | ||||
end | |||||
for i in ipairs(planets) do | for i in ipairs(planets) do | ||||
planets[i]:draw(dt) | planets[i]:draw(dt) | ||||
end | end | ||||
@@ -103,12 +109,14 @@ function level1.draw() | |||||
end | end | ||||
function level1.goBack() | function level1.goBack() | ||||
level1.reset() | level1.reset() | ||||
gameStatus = "setup" | gameStatus = "setup" | ||||
firstShip.path = {} | firstShip.path = {} | ||||
levelLoaded = false | levelLoaded = false | ||||
for k in pairs(planets) do | for k in pairs(planets) do | ||||
planets[k] = nil | planets[k] = nil | ||||
end | end | ||||
lvlbase = nil | |||||
gameState = "selectlv" | gameState = "selectlv" | ||||
end | end | ||||
function level1.reset() | function level1.reset() | ||||
@@ -21,14 +21,16 @@ function level2.update(dt) | |||||
level2.reset() | level2.reset() | ||||
end )) | end )) | ||||
table.insert(guibutts, menu:addButton("Release brake!", function () | table.insert(guibutts, menu:addButton("Release brake!", function () | ||||
selectedItem = "none" | |||||
gameStatus = "play" | |||||
if shipsleft == 0 then | |||||
selectedItem = "none" | |||||
gameStatus = "play" | |||||
end | |||||
end | end | ||||
)) | )) | ||||
table.insert(guibutts, menu:addButton("To menu", function () | table.insert(guibutts, menu:addButton("To menu", function () | ||||
level2.goBack() | level2.goBack() | ||||
end)) | end)) | ||||
table.insert(planets, planet(700, 500, 50, 0.3, planetImage)) | |||||
table.insert(planets, planet(700, 500, 50, 0.3, planetImage, "nodelete")) | |||||
end | end | ||||
if reachedGoal then | if reachedGoal then | ||||
@@ -40,7 +42,9 @@ function level2.update(dt) | |||||
level2.goBack() | level2.goBack() | ||||
end | end | ||||
camera:update(dt) | camera:update(dt) | ||||
lvlbase:update(dt) | |||||
if lvlbase ~= nil then | |||||
lvlbase:update(dt) | |||||
end | |||||
--print(camera.x .. " " .. camera.y) | --print(camera.x .. " " .. camera.y) | ||||
for i, explosion in ipairs(explosions) do | for i, explosion in ipairs(explosions) do | ||||
explosion:update(dt) | explosion:update(dt) | ||||
@@ -76,7 +80,9 @@ function level2.draw() | |||||
love.graphics.setColor(1,1,1,1) | love.graphics.setColor(1,1,1,1) | ||||
camera:attach() | camera:attach() | ||||
firstShip:draw() | firstShip:draw() | ||||
lvlbase:draw() | |||||
if lvlbase ~= nil then | |||||
lvlbase:draw() | |||||
end | |||||
for i in ipairs(planets) do | for i in ipairs(planets) do | ||||
planets[i]:draw(dt) | planets[i]:draw(dt) | ||||
end | end | ||||
@@ -103,6 +109,7 @@ function level2.draw() | |||||
end | end | ||||
function level2.goBack() | function level2.goBack() | ||||
level2.reset() | level2.reset() | ||||
lvlbase = nil | |||||
gameStatus = "setup" | gameStatus = "setup" | ||||
firstShip.path = {} | firstShip.path = {} | ||||
levelLoaded = false | levelLoaded = false | ||||
@@ -1,13 +1,36 @@ | |||||
menu = Class{} | menu = Class{} | ||||
local M = {} | local M = {} | ||||
local menuLoaded = false | |||||
menuLoaded = false | |||||
function menu.update(dt) | 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 | if animationSecsLeft > 0 then | ||||
animationSecsLeft = animationSecsLeft - dt | animationSecsLeft = animationSecsLeft - dt | ||||
end | 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 | end | ||||
function menu.draw(dt) | function menu.draw(dt) | ||||
firstShip:draw() | |||||
for i in ipairs(planets) do | |||||
planets[i]:draw(dt) | |||||
end | |||||
if animationSecsLeft > 0 then | if animationSecsLeft > 0 then | ||||
love.graphics.setColor(1,1,1,1-1/(animationSecsLeft+0.000001)) | love.graphics.setColor(1,1,1,1-1/(animationSecsLeft+0.000001)) | ||||
love.graphics.draw(logo, 0,0) | love.graphics.draw(logo, 0,0) | ||||
@@ -18,8 +18,10 @@ function practice.update(dt) | |||||
practice.reset() | practice.reset() | ||||
end )) | end )) | ||||
table.insert(guibutts, menu:addButton("Release brake!", function () | table.insert(guibutts, menu:addButton("Release brake!", function () | ||||
selectedItem = "none" | |||||
gameStatus = "play" | |||||
if shipsleft == 0 then | |||||
selectedItem = "none" | |||||
gameStatus = "play" | |||||
end | |||||
end | end | ||||
)) | )) | ||||
table.insert(guibutts, menu:addButton("To menu", function () | table.insert(guibutts, menu:addButton("To menu", function () | ||||
@@ -1,10 +1,14 @@ | |||||
selectlv = Class{} | selectlv = Class{} | ||||
levels = {} | levels = {} | ||||
table.insert(levels, menu:addButton("Level 1", function () | table.insert(levels, menu:addButton("Level 1", function () | ||||
menuLoaded = false | |||||
objReset() | |||||
gameState = "level1" | gameState = "level1" | ||||
end )) | end )) | ||||
table.insert(levels, menu:addButton("Level 2", function () | table.insert(levels, menu:addButton("Level 2", function () | ||||
if saveData.levelsBeaten > 0 then | if saveData.levelsBeaten > 0 then | ||||
menuLoaded = false | |||||
objReset() | |||||
gameState = "level2" | gameState = "level2" | ||||
end | end | ||||
end )) | end )) | ||||
@@ -17,10 +21,32 @@ table.insert(levels, menu:addButton("Go Back", function () | |||||
end )) | end )) | ||||
local M = {} | local M = {} | ||||
function selectlv.update(dt) | 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 | end | ||||
function selectlv.draw(dt) | 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") | menu:butt(levels, WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_WIDTH/2, WINDOW_HEIGHT/2, 40, WINDOW_WIDTH/3, "beatenGreen") | ||||
end | end | ||||
@@ -61,3 +61,7 @@ function love.mousereleased(x, y, button) | |||||
end | end | ||||
function objReset() | |||||
firstShip:reset() | |||||
planets = {} | |||||
end |
@@ -158,23 +158,25 @@ function GUIDraw(mode) | |||||
for j in ipairs(planets) do | 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 | end | ||||
end | end | ||||
@@ -187,9 +189,7 @@ function GUIDraw(mode) | |||||
--REMOVE TOOL | --REMOVE TOOL | ||||
--START BUTTON | --START BUTTON | ||||
if shipsleft == 0 then | |||||
guimenu:butt(guibutts, WINDOW_WIDTH, WINDOW_HEIGHT, menuX + 200, WINDOW_HEIGHT-100, 40, WINDOW_WIDTH/3.7) | guimenu:butt(guibutts, WINDOW_WIDTH, WINDOW_HEIGHT, menuX + 200, WINDOW_HEIGHT-100, 40, WINDOW_WIDTH/3.7) | ||||
end | |||||
--START BUTTON | --START BUTTON | ||||
love.window.setTitle(selectedItem) | love.window.setTitle(selectedItem) | ||||
end | end | ||||