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@@ -0,0 +1,134 @@ |
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level2 = Class{} |
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local levelLoaded = false |
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local M = {} |
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function level2.update(dt) |
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if not levelLoaded then |
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shipsleft = 1 |
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local planetImage = love.graphics.newImage("entities/planet/planet" .. math.random(1, 18) .. ".png") |
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planetsleft = 3 |
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gameStatus = "setup" |
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playbutts = {} |
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guibutts = {} |
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VCAM.x, VCAM.y = WINDOW_WIDTH/2, WINDOW_HEIGHT/2 |
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explosions = {} |
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shipIsHit = false |
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guimenu = mainMenu() |
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reachedGoal = false |
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lvlbase = base(1800, 500) |
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levelLoaded = true |
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table.insert(playbutts, menu:addButton("Return to setup", function() |
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gameStatus = "setup" |
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level2.reset() |
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end )) |
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table.insert(guibutts, menu:addButton("Release brake!", function () |
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selectedItem = "none" |
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gameStatus = "play" |
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end |
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)) |
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table.insert(guibutts, menu:addButton("To menu", function () |
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level2.goBack() |
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end)) |
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table.insert(planets, planet(700, 500, 50, 0.3, planetImage)) |
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end |
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if reachedGoal then |
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if levelsBeaten < 2 then |
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levelsBeaten = 2 |
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end |
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print("levelsBeaten is " .. levelsBeaten) |
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love.filesystem.write("save", levelsBeaten) |
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level2.goBack() |
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end |
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camera:update(dt) |
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lvlbase:update(dt) |
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--print(camera.x .. " " .. camera.y) |
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for i, explosion in ipairs(explosions) do |
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explosion:update(dt) |
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if explosion.killed then |
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table.remove(explosions, i) |
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gameStatus = "setup" |
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level2.reset() |
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end |
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end |
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if gameStatus == "play" then |
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camera.x, camera.y = firstShip.x - firstShip.height*4, firstShip.y- firstShip.width |
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--print(camera.x .. firstShip.x) |
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if shipIsHit then |
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if #explosions == 0 then |
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table.insert(explosions, explosion(firstShip.x, firstShip.y, 100, {1,1,1,1})) |
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end |
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end |
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firstShip:update(dt) |
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for i in ipairs(planets) do |
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planets[i]:update(dt) |
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end |
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else |
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camera:follow(VCAM.x, VCAM.y) |
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end |
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level2.GUIControl() |
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end |
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function level2.draw() |
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love.graphics.setColor(1,1,1,1) |
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camera:attach() |
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firstShip:draw() |
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lvlbase:draw() |
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for i in ipairs(planets) do |
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planets[i]:draw(dt) |
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end |
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--love.graphics.rectangle("fill",VCAM.x,VCAM.y,30,30) |
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if shipIsHit then |
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for i, explosion in ipairs(explosions) do |
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explosion:render() |
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--print("exploding") |
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end |
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end |
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camera:detach() |
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camera:draw() |
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if gameStatus == "setup" then |
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GUIDraw("left") |
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elseif gameStatus == "play" then |
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guimenu:butt(playbutts, WINDOW_WIDTH, WINDOW_HEIGHT, 1100, WINDOW_HEIGHT-50, 40, WINDOW_WIDTH/3) |
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end |
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end |
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function level2.goBack() |
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level2.reset() |
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gameStatus = "setup" |
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firstShip.path = {} |
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levelLoaded = false |
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for k in pairs(planets) do |
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planets[k] = nil |
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end |
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gameState = "selectlv" |
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end |
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function level2.reset() |
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firstShip:reset() |
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for k in pairs(planets) do |
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planets[k] = nil |
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end |
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local planetImage = love.graphics.newImage("entities/planet/planet" .. math.random(1, 18) .. ".png") |
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table.insert(planets, planet(700, 500, 50, 0.3, planetImage)) |
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shipsleft = 1 |
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shipIsHit = false |
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planetsleft = 3 |
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end |
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function level2.GUIControl() |
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if (love.keyboard.isDown('a') and VCAM.x > WINDOW_WIDTH/2) then |
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VCAM.x = VCAM.x - 10 |
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end |
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if (love.keyboard.isDown('d')) then |
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VCAM.x = VCAM.x + 10 |
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end |
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end |
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return level2 |
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