| @@ -1,9 +1,8 @@ | |||
| level1 = Class{} | |||
| local levelLoaded = false | |||
| local M = {} | |||
| function level1.update(dt) | |||
| if not levelLoaded then | |||
| shipsleft = 1 | |||
| function level1.load() | |||
| shipsleft = 1 | |||
| local planetImage = love.graphics.newImage("entities/planet/planet" .. math.random(1, 18) .. ".png") | |||
| planetsleft = 3 | |||
| gameStatus = "setup" | |||
| @@ -31,93 +30,6 @@ function level1.update(dt) | |||
| level1.goBack() | |||
| end)) | |||
| table.insert(planets, planet(700, 200, 50, 0.3, planetImage, "nodelete")) | |||
| end | |||
| if reachedGoal then | |||
| if saveData.levelsBeaten < 1 then | |||
| saveData.levelsBeaten = 1 | |||
| end | |||
| --print("saveData.levelsBeaten is " .. saveData.levelsBeaten) | |||
| love.filesystem.write("save", serialize(saveData)) | |||
| 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) | |||
| if explosion.killed then | |||
| table.remove(explosions, i) | |||
| gameStatus = "setup" | |||
| level1.reset() | |||
| end | |||
| end | |||
| if gameStatus == "play" then | |||
| camera.x, camera.y = firstShip.x - firstShip.height*4, firstShip.y- firstShip.width | |||
| --print(camera.x .. firstShip.x) | |||
| if shipIsHit then | |||
| if #explosions == 0 then | |||
| table.insert(explosions, explosion(firstShip.x, firstShip.y, 100, {1,1,1,1})) | |||
| end | |||
| end | |||
| firstShip:update(dt) | |||
| for i in ipairs(planets) do | |||
| planets[i]:update(dt) | |||
| end | |||
| else | |||
| camera:follow(VCAM.x, VCAM.y) | |||
| end | |||
| level1.GUIControl() | |||
| end | |||
| 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 | |||
| --love.graphics.rectangle("fill",VCAM.x,VCAM.y,30,30) | |||
| if shipIsHit then | |||
| for i, explosion in ipairs(explosions) do | |||
| explosion:render() | |||
| --print("exploding") | |||
| end | |||
| end | |||
| camera:detach() | |||
| camera:draw() | |||
| if gameStatus == "setup" then | |||
| GUIDraw("left") | |||
| elseif gameStatus == "play" then | |||
| guimenu:butt(playbutts, WINDOW_WIDTH, WINDOW_HEIGHT, 1100, WINDOW_HEIGHT-50, 40, WINDOW_WIDTH/3) | |||
| end | |||
| 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() | |||
| firstShip:reset() | |||
| @@ -1,122 +1,35 @@ | |||
| level2 = Class{} | |||
| local levelLoaded = false | |||
| local M = {} | |||
| function level2.update(dt) | |||
| if not levelLoaded then | |||
| shipsleft = 1 | |||
| local planetImage = love.graphics.newImage("entities/planet/planet" .. math.random(1, 18) .. ".png") | |||
| planetsleft = 3 | |||
| function level2.load() | |||
| shipsleft = 1 | |||
| local planetImage = love.graphics.newImage("entities/planet/planet" .. math.random(1, 18) .. ".png") | |||
| planetsleft = 3 | |||
| gameStatus = "setup" | |||
| playbutts = {} | |||
| guibutts = {} | |||
| VCAM.x, VCAM.y = WINDOW_WIDTH/2, WINDOW_HEIGHT/2 | |||
| explosions = {} | |||
| shipIsHit = false | |||
| guimenu = mainMenu() | |||
| reachedGoal = false | |||
| lvlbase = base(1800, 500) | |||
| levelLoaded = true | |||
| table.insert(playbutts, menu:addButton("Return to setup", function() | |||
| gameStatus = "setup" | |||
| playbutts = {} | |||
| guibutts = {} | |||
| VCAM.x, VCAM.y = WINDOW_WIDTH/2, WINDOW_HEIGHT/2 | |||
| explosions = {} | |||
| shipIsHit = false | |||
| guimenu = mainMenu() | |||
| reachedGoal = false | |||
| lvlbase = base(1800, 500) | |||
| levelLoaded = true | |||
| table.insert(playbutts, menu:addButton("Return to setup", function() | |||
| gameStatus = "setup" | |||
| level2.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 () | |||
| level2.goBack() | |||
| end)) | |||
| table.insert(planets, planet(700, 500, 50, 0.3, planetImage, "nodelete")) | |||
| level2.reset() | |||
| end )) | |||
| table.insert(guibutts, menu:addButton("Release brake!", function () | |||
| if shipsleft == 0 then | |||
| selectedItem = "none" | |||
| gameStatus = "play" | |||
| end | |||
| end | |||
| if reachedGoal then | |||
| if saveData.levelsBeaten < 2 then | |||
| saveData.levelsBeaten = 2 | |||
| end | |||
| --print("saveData.levelsBeaten is " .. saveData.levelsBeaten) | |||
| love.filesystem.write("save", serialize(saveData)) | |||
| )) | |||
| table.insert(guibutts, menu:addButton("To menu", function () | |||
| level2.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) | |||
| if explosion.killed then | |||
| table.remove(explosions, i) | |||
| gameStatus = "setup" | |||
| level2.reset() | |||
| end | |||
| end | |||
| if gameStatus == "play" then | |||
| camera.x, camera.y = firstShip.x - firstShip.height*4, firstShip.y- firstShip.width | |||
| --print(camera.x .. firstShip.x) | |||
| if shipIsHit then | |||
| if #explosions == 0 then | |||
| table.insert(explosions, explosion(firstShip.x, firstShip.y, 100, {1,1,1,1})) | |||
| end | |||
| end | |||
| firstShip:update(dt) | |||
| for i in ipairs(planets) do | |||
| planets[i]:update(dt) | |||
| end | |||
| else | |||
| camera:follow(VCAM.x, VCAM.y) | |||
| end | |||
| level2.GUIControl() | |||
| end | |||
| function level2.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 | |||
| --love.graphics.rectangle("fill",VCAM.x,VCAM.y,30,30) | |||
| if shipIsHit then | |||
| for i, explosion in ipairs(explosions) do | |||
| explosion:render() | |||
| --print("exploding") | |||
| end | |||
| end | |||
| camera:detach() | |||
| camera:draw() | |||
| if gameStatus == "setup" then | |||
| GUIDraw("left") | |||
| elseif gameStatus == "play" then | |||
| guimenu:butt(playbutts, WINDOW_WIDTH, WINDOW_HEIGHT, 1100, WINDOW_HEIGHT-50, 40, WINDOW_WIDTH/3) | |||
| end | |||
| end | |||
| function level2.goBack() | |||
| level2.reset() | |||
| lvlbase = nil | |||
| gameStatus = "setup" | |||
| firstShip.path = {} | |||
| levelLoaded = false | |||
| for k in pairs(planets) do | |||
| planets[k] = nil | |||
| end | |||
| gameState = "selectlv" | |||
| end)) | |||
| table.insert(planets, planet(700, 500, 50, 0.3, planetImage, "nodelete")) | |||
| end | |||
| function level2.reset() | |||
| firstShip:reset() | |||
| @@ -1,125 +1,39 @@ | |||
| level3 = Class{} | |||
| local levelLoaded = false | |||
| local M = {} | |||
| function level3.update(dt) | |||
| if not levelLoaded then | |||
| shipsleft = 1 | |||
| local planetImage = love.graphics.newImage("entities/planet/planet" .. math.random(1, 18) .. ".png") | |||
| planetsleft = 3 | |||
| function level3.load() | |||
| shipsleft = 1 | |||
| local planetImage = love.graphics.newImage("entities/planet/planet" .. math.random(1, 18) .. ".png") | |||
| planetsleft = 3 | |||
| gameStatus = "setup" | |||
| playbutts = {} | |||
| guibutts = {} | |||
| VCAM.x, VCAM.y = WINDOW_WIDTH/2, WINDOW_HEIGHT/2 | |||
| explosions = {} | |||
| shipIsHit = false | |||
| guimenu = mainMenu() | |||
| reachedGoal = false | |||
| lvlbase = base(900, 300) | |||
| levelLoaded = true | |||
| table.insert(playbutts, menu:addButton("Return to setup", function() | |||
| gameStatus = "setup" | |||
| playbutts = {} | |||
| guibutts = {} | |||
| VCAM.x, VCAM.y = WINDOW_WIDTH/2, WINDOW_HEIGHT/2 | |||
| explosions = {} | |||
| shipIsHit = false | |||
| guimenu = mainMenu() | |||
| reachedGoal = false | |||
| lvlbase = base(900, 300) | |||
| levelLoaded = true | |||
| table.insert(playbutts, menu:addButton("Return to setup", function() | |||
| gameStatus = "setup" | |||
| level3.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 () | |||
| level3.goBack() | |||
| end)) | |||
| table.insert(planets, planet(900, 400, 50, 0.3, planetImage, "nodelete")) | |||
| table.insert(planets, planet(700, 300, 50, 0.3, planetImage, "nodelete")) | |||
| table.insert(planets, planet(900, 200, 50, 0.3, planetImage, "nodelete")) | |||
| end | |||
| if reachedGoal then | |||
| if saveData.levelsBeaten < 3 then | |||
| saveData.levelsBeaten = 3 | |||
| end | |||
| --print("saveData.levelsBeaten is " .. saveData.levelsBeaten) | |||
| love.filesystem.write("save", serialize(saveData)) | |||
| level3.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) | |||
| if explosion.killed then | |||
| table.remove(explosions, i) | |||
| gameStatus = "setup" | |||
| level3.reset() | |||
| end | |||
| end | |||
| if gameStatus == "play" then | |||
| camera.x, camera.y = firstShip.x - firstShip.height*4, firstShip.y- firstShip.width | |||
| --print(camera.x .. firstShip.x) | |||
| if shipIsHit then | |||
| if #explosions == 0 then | |||
| table.insert(explosions, explosion(firstShip.x, firstShip.y, 100, {1,1,1,1})) | |||
| levelgeneral.reset() | |||
| end )) | |||
| table.insert(guibutts, menu:addButton("Release brake!", function () | |||
| if shipsleft == 0 then | |||
| selectedItem = "none" | |||
| gameStatus = "play" | |||
| end | |||
| end | |||
| firstShip:update(dt) | |||
| for i in ipairs(planets) do | |||
| planets[i]:update(dt) | |||
| end | |||
| else | |||
| camera:follow(VCAM.x, VCAM.y) | |||
| end | |||
| level3.GUIControl() | |||
| end | |||
| )) | |||
| table.insert(guibutts, menu:addButton("To menu", function () | |||
| levelgeneral.goBack() | |||
| end)) | |||
| table.insert(planets, planet(900, 400, 50, 0.3, planetImage, "nodelete")) | |||
| table.insert(planets, planet(700, 300, 50, 0.3, planetImage, "nodelete")) | |||
| table.insert(planets, planet(900, 200, 50, 0.3, planetImage, "nodelete")) | |||
| end | |||
| function level3.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 | |||
| --love.graphics.rectangle("fill",VCAM.x,VCAM.y,30,30) | |||
| if shipIsHit then | |||
| for i, explosion in ipairs(explosions) do | |||
| explosion:render() | |||
| --print("exploding") | |||
| end | |||
| end | |||
| camera:detach() | |||
| camera:draw() | |||
| if gameStatus == "setup" then | |||
| GUIDraw("left") | |||
| elseif gameStatus == "play" then | |||
| guimenu:butt(playbutts, WINDOW_WIDTH, WINDOW_HEIGHT, 1100, WINDOW_HEIGHT-50, 40, WINDOW_WIDTH/3) | |||
| end | |||
| end | |||
| function level3.goBack() | |||
| level3.reset() | |||
| lvlbase = nil | |||
| gameStatus = "setup" | |||
| firstShip.path = {} | |||
| levelLoaded = false | |||
| for k in pairs(planets) do | |||
| planets[k] = nil | |||
| end | |||
| gameState = "selectlv" | |||
| end | |||
| function level3.reset() | |||
| firstShip:reset() | |||
| for k in pairs(planets) do | |||
| @@ -0,0 +1,58 @@ | |||
| level4 = Class{} | |||
| local levelLoaded = false | |||
| local M = {} | |||
| function level4.load() | |||
| shipsleft = 1 | |||
| local planetImage = love.graphics.newImage("entities/planet/planet" .. math.random(1, 18) .. ".png") | |||
| planetsleft = 3 | |||
| gameStatus = "setup" | |||
| playbutts = {} | |||
| guibutts = {} | |||
| VCAM.x, VCAM.y = WINDOW_WIDTH/2, WINDOW_HEIGHT/2 | |||
| explosions = {} | |||
| shipIsHit = false | |||
| guimenu = mainMenu() | |||
| reachedGoal = false | |||
| lvlbase = base(400, 300) | |||
| levelLoaded = true | |||
| 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(planets, planet(900, 400, 50, 0.3, planetImage, "nodelete")) | |||
| table.insert(planets, planet(700, 300, 50, 0.3, planetImage, "nodelete")) | |||
| table.insert(planets, planet(900, 200, 50, 0.3, planetImage, "nodelete")) | |||
| end | |||
| function level4.reset() | |||
| firstShip:reset() | |||
| for k in pairs(planets) do | |||
| if planets[k].deletable then | |||
| planets[k] = nil | |||
| end | |||
| end | |||
| local planetImage = love.graphics.newImage("entities/planet/planet" .. math.random(1, 18) .. ".png") | |||
| shipsleft = 1 | |||
| shipIsHit = false | |||
| planetsleft = 3 | |||
| end | |||
| function level4.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 | |||
| return level4 | |||
| @@ -0,0 +1,102 @@ | |||
| levelgeneral = Class{} | |||
| local levelLoaded = false | |||
| local M = {} | |||
| function levelgeneral.update(dt) | |||
| if not levelLoaded then | |||
| level = require("levels/level" .. currentLevel) | |||
| level.load() | |||
| levelLoaded = true | |||
| end | |||
| if reachedGoal then | |||
| if saveData.levelsBeaten < currentLevel then | |||
| saveData.levelsBeaten = currentLevel | |||
| end | |||
| --print("saveData.levelsBeaten is " .. saveData.levelsBeaten) | |||
| love.filesystem.write("save", serialize(saveData)) | |||
| levelgeneral.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) | |||
| if explosion.killed then | |||
| table.remove(explosions, i) | |||
| gameStatus = "setup" | |||
| levelgeneral.reset() | |||
| end | |||
| end | |||
| if gameStatus == "play" then | |||
| camera.x, camera.y = firstShip.x - firstShip.height*4, firstShip.y- firstShip.width | |||
| --print(camera.x .. firstShip.x) | |||
| if shipIsHit then | |||
| if #explosions == 0 then | |||
| table.insert(explosions, explosion(firstShip.x, firstShip.y, 100, {1,1,1,1})) | |||
| end | |||
| end | |||
| firstShip:update(dt) | |||
| for i in ipairs(planets) do | |||
| planets[i]:update(dt) | |||
| end | |||
| else | |||
| camera:follow(VCAM.x, VCAM.y) | |||
| end | |||
| levelgeneral.GUIControl() | |||
| end | |||
| function levelgeneral.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 | |||
| --love.graphics.rectangle("fill",VCAM.x,VCAM.y,30,30) | |||
| if shipIsHit then | |||
| for i, explosion in ipairs(explosions) do | |||
| explosion:render() | |||
| --print("exploding") | |||
| end | |||
| end | |||
| camera:detach() | |||
| camera:draw() | |||
| if gameStatus == "setup" then | |||
| GUIDraw("left") | |||
| elseif gameStatus == "play" then | |||
| guimenu:butt(playbutts, WINDOW_WIDTH, WINDOW_HEIGHT, 1100, WINDOW_HEIGHT-50, 40, WINDOW_WIDTH/3) | |||
| end | |||
| end | |||
| function levelgeneral.goBack() | |||
| levelgeneral.reset() | |||
| lvlbase = nil | |||
| gameStatus = "setup" | |||
| firstShip.path = {} | |||
| levelLoaded = false | |||
| for k in pairs(planets) do | |||
| planets[k] = nil | |||
| end | |||
| gameState = "selectlv" | |||
| end | |||
| function levelgeneral.reset() | |||
| level.reset() | |||
| end | |||
| function levelgeneral.GUIControl() | |||
| level.GUIControl() | |||
| end | |||
| return levelgeneral | |||
| @@ -3,20 +3,23 @@ levels = {} | |||
| table.insert(levels, menu:addButton("Level 1", function () | |||
| menuLoaded = false | |||
| objReset() | |||
| gameState = "level1" | |||
| gameState = "levelgeneral" | |||
| currentLevel = 1 | |||
| end )) | |||
| table.insert(levels, menu:addButton("Level 2", function () | |||
| if saveData.levelsBeaten > 0 then | |||
| menuLoaded = false | |||
| objReset() | |||
| gameState = "level2" | |||
| gameState = "levelgeneral" | |||
| currentLevel = 2 | |||
| end | |||
| end )) | |||
| table.insert(levels, menu:addButton("Level 3", function () | |||
| if saveData.levelsBeaten > 1 then | |||
| menuLoaded = false | |||
| objReset() | |||
| gameState = "level3" | |||
| gameState = "levelgeneral" | |||
| currentLevel = 3 | |||
| end | |||
| end )) | |||
| @@ -12,6 +12,8 @@ WINDOW_HEIGHT = 720 | |||
| OFFSET_X = 0 | |||
| OFFSET_Y = 0 | |||
| currentLevel = 0 | |||
| saveData = { | |||
| levelsBeaten = 0 | |||
| } | |||