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- practice = Class{}
- local levelLoaded = false
- local M = {}
- local currenctScore = 0
-
- function practice.update(dt)
- if not pauseStatus then
- if not levelLoaded then
- shipsleft = 1
- planetsleft = 10
- cannonsleft = 10
- gameStatus = "setup"
- playbutts = {}
- guibutts = {}
- XCAM = 0
- currentScore = 0
- cameraControl = true
- thrusterMax = 0
- YCAM = 0
- firstShip.fuel = 0
- explosions = {}
- shipIsHit = false
- guimenu = mainMenu()
- table.insert(playbutts, menu:addButton("Return to setup", function()
- gameStatus = "setup"
- practice.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 ()
- practice.goBack()
- end
- ))
- levelLoaded = true
- end
- camera:update(dt)
-
- --print(camera.x .. " " .. camera.y)
- for i, explosion in ipairs(explosions) do
- explosion:update(dt)
- -- print("1 update done")
- if explosion.killed then
- table.remove(explosions, i)
- if shipIsHit then
- gameStatus = "setup"
- practice.reset()
- end
- 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 and not firstShip.exploded then
- table.insert(explosions, explosion(firstShip.x, firstShip.y, 100, {1,1,1,1}))
- explosions[#explosions].type = 0
- firstShip.exploded = true
- end
- firstShip:update(dt)
- for i in ipairs(planets) do
- planets[i]:update(dt)
- if math.sqrt((firstShip.x - planets[i].x)^2 + (firstShip.y - planets[i].y)^2) > planets[i].w/3 then
- currentScore = currentScore + math.sqrt(planets[i].attractionX^2 + planets[i].attractionY^2)*100
- --print(math.sqrt(planets[i].attractionX^2 + planets[i].attractionY^2))
- end
- end
- for i in ipairs(cannons) do
- cannons[i]:update(dt)
- 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
-
- else
- camera:follow(VCAM.x, VCAM.y)
- end
- practice.GUIControl()
- else
- settingsMenuUpdate(dt)
- end
- end
-
- function practice.draw()
- camera:attach()
- firstShip:draw()
- for i in ipairs(planets) do
- planets[i]:draw(dt)
- end
- for i in ipairs(cannons) do
- cannons[i]:draw(dt)
- end
- for i in ipairs(projectiles) do
- projectiles[i]:draw(dt)
- end
- --love.graphics.rectangle("fill",VCAM.x,VCAM.y,30,30)
- for i, explosion in ipairs(explosions) do
- if shipIsHit then
- explosion:render()
- else
- explosion:render("special")
- end
- --print("exploding")
- end
- camera:detach()
-
- camera:draw()
-
- if gameStatus == "setup" then
- GUIDraw("anywhere")
- love.graphics.setFont(tinyfont)
- local textW = tinyfont:getWidth("Top score: " .. math.floor(saveData.score/100))
- love.graphics.print("Top score: " .. math.floor(saveData.score/100), WINDOW_WIDTH/2-textW/2, 10)
- practice.hint()
- elseif gameStatus == "play" and not pauseStatus then
- local textW = tinyfont:getWidth("Score: " .. math.floor(currentScore/100))
- love.graphics.setFont(tinyfont)
- love.graphics.print("Score: " .. math.floor(currentScore/100), WINDOW_WIDTH/2-textW/2, 10)
- guimenu:butt(playbutts, WINDOW_WIDTH, WINDOW_HEIGHT, 1100, WINDOW_HEIGHT-50, 40, WINDOW_WIDTH/3)
- end
-
- if pauseStatus then
- drawPauseMenu()
- love.keyboard.mouseisReleased = false
- end
-
-
- end
- function practice.goBack()
- practice.reset()
- cameraControl = false
- gameStatus = "setup"
- levelLoaded = false
- gameState = "menu"
- cannons = {}
- end
- function practice.reset()
- firstShip:reset()
- camera.scale = 1
- projectiles = {}
- for i in ipairs(cannons) do
- cannons[i].timer = cannons[i].otimer
- end
- shipsleft = 1
- if currentScore > saveData.score then
-
- saveData.score = currentScore
- love.filesystem.write("save", serialize(saveData))
- end
- currentScore = 0
- shipIsHit = false
- firstShip.fuel = 99999
- end
- function practice.GUIControl()
- if (love.keyboard.isDown('w')) then
- VCAM.y = VCAM.y - 10
- end
- if (love.keyboard.isDown('a')) then
- VCAM.x = VCAM.x - 10
- end
- if (love.keyboard.isDown('s')) then
- VCAM.y = VCAM.y + 10
- end
- if (love.keyboard.isDown('d')) then
- VCAM.x = VCAM.x + 10
- end
- end
- function practice.hint()
- love.graphics.setFont(tinyfont)
- if love.keyboard.isDown('w') then
- love.graphics.setColor(1,0,0,1)
- end
- love.graphics.print("↑[W]",80,10)
- love.graphics.setColor(1,1,1,1)
- if love.keyboard.isDown('s') then
- love.graphics.setColor(1,0,0,1)
- end
- love.graphics.print("↓[S]",80,100)
- love.graphics.setColor(1,1,1,1)
- if love.keyboard.isDown('a') then
- love.graphics.setColor(1,0,0,1)
- end
- love.graphics.print("←[A]",10,50)
- love.graphics.setColor(1,1,1,1)
- if love.keyboard.isDown('d') then
- love.graphics.setColor(1,0,0,1)
- end
- love.graphics.print("→[D]",150,50)
- love.graphics.setColor(1,1,1,1)
-
-
-
- end
- return practice
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