Просмотр исходного кода

Merge pull request #4 from NiroUwU/testing

Reworked gravity. added moons and stuff
tags/v0.0.6_dev
Madiwka 4 лет назад
committed by GitHub
Родитель
Сommit
b19d074d1f
Не найден GPG ключ соответствующий данной подписи Идентификатор GPG ключа: 4AEE18F83AFDEB23
8 измененных файлов: 78 добавлений и 15 удалений
  1. +4
    -1
      data/controls.lua
  2. +11
    -3
      data/planetdata.lua
  3. +19
    -0
      data/starshipTypes.lua
  4. +1
    -0
      import.lua
  5. +1
    -1
      main.lua
  6. +20
    -0
      src/Abilities.lua
  7. +16
    -6
      src/class/Planet.lua
  8. +6
    -4
      src/class/Player.lua

+ 4
- 1
data/controls.lua Просмотреть файл

@@ -29,7 +29,10 @@ controls = {
reset = "-", reset = "-",
down = ",", down = ",",
up = "." up = "."
}
},

-- Special
special = "f"
}, },
-- Player Camera Controls: -- Player Camera Controls:


+ 11
- 3
data/planetdata.lua Просмотреть файл

@@ -1,7 +1,7 @@
planetdata = { planetdata = {
{ {
x = 0, y = 0, x = 0, y = 0,
r = 500000, m = 5e15,
r = 500000, m = 1e9,
xSpeed = 0, ySpeed = 0, xSpeed = 0, ySpeed = 0,
name = "Testos", name = "Testos",
colour = {42, 04, 20}, colour = {42, 04, 20},
@@ -9,11 +9,19 @@ planetdata = {
}, },
{ {
x = 2000000, y = 0, x = 2000000, y = 0,
r = 40000, m = 4e7,
xSpeed = 0, ySpeed = 12000,
r = 100000, m = 4e10,
xSpeed = 0, ySpeed = 50,
name = "Deez", name = "Deez",
colour = {50, 50, 50}, colour = {50, 50, 50},
parent = 1 parent = 1
},
{
x = 2200000, y = 0,
r = 10000, m = 1e9,
xSpeed = 0, ySpeed = 100,
name = "Ligos",
colour = {10, 50, 20},
parent = 2
} }
} }



+ 19
- 0
data/starshipTypes.lua Просмотреть файл

@@ -0,0 +1,19 @@
-- This is completely temporary, THIS WILL CHANGE
starshipTypes = {
orbiter = {
name = "Classic Orbiter",
description = "Dolor fugiat irure sit aliqua labore. Culpa voluptate occaecat anim exercitation proident sint ex dolor. Officia in labore sint Lorem ea. Ad minim aliqua aliqua non commodo qui in ea sit excepteur excepteur qui.",
impacttolerance = 0.5,
mass = 10,
speed = 0.05,
specials = {"orbitSync"}
--TEXTURE HERE?
}
}

return starshipTypes






+ 1
- 0
import.lua Просмотреть файл

@@ -8,6 +8,7 @@ info = require "data/info"
controls = require "data/controls" controls = require "data/controls"
settings = require "data/settings" settings = require "data/settings"
texture = require "textures/textures" texture = require "textures/textures"
starshipTypes = require "data/starshipTypes"


-- Game Source: -- Game Source:
calc = require "src/calc" calc = require "src/calc"


+ 1
- 1
main.lua Просмотреть файл

@@ -23,7 +23,7 @@ function love.load()
loadPlanets() loadPlanets()


local spawnPlanet = planet[1] local spawnPlanet = planet[1]
player = Player(spawnPlanet.x, spawnPlanet.y-spawnPlanet.r-1)
player = Player(spawnPlanet.x, spawnPlanet.y-spawnPlanet.r-1, "orbiter")
gui = Gui(1) gui = Gui(1)
effects = {} effects = {}
end end


+ 20
- 0
src/Abilities.lua Просмотреть файл

@@ -0,0 +1,20 @@
-- THIS ENTIRE THING WILL NOT BE USED PROBABLY, JUST TESTING OUT POSSIBLE WAYS THIS COULD WORK


Abilities = {}

function Abilities.orbitSync() --Synchronise speed with closest orbit
end


function Abilities.update(dt)
for i, #player.abilities do
if player.abilities[i] == "orbitSync" then
Abilities.orbitSync()
end
end
end




+ 16
- 6
src/class/Planet.lua Просмотреть файл

@@ -9,6 +9,10 @@ function Planet:init(tempX, tempY, tempR, tempM, tempXSpeed, tempYSpeed, tempNam
self.xSpeed = 0 self.xSpeed = 0
self.ySpeed = 0 self.ySpeed = 0


-- Orbital speed:
self.orbitalX = 0
self.orbitalY = 0

-- Speed Change: (throttle 0 - 1; variable) (speed; constant (max speed change)) -- Speed Change: (throttle 0 - 1; variable) (speed; constant (max speed change))
self.throttle = 0.5 self.throttle = 0.5
self.speed = 0.05 self.speed = 0.05
@@ -39,8 +43,8 @@ end
-- FUNCTIONS -- FUNCTIONS


function Planet:updatePosition() function Planet:updatePosition()
self.x = self.x + self.xSpeed
self.y = self.y + self.ySpeed
self.x = self.x + self.xSpeed + self.orbitalX
self.y = self.y + self.ySpeed + self.orbitalY
debug("Updating position of planet " .. self.name .. ": " .. self.x .. " " .. self.y) debug("Updating position of planet " .. self.name .. ": " .. self.x .. " " .. self.y)
end end


@@ -49,10 +53,16 @@ function Planet:attract(dt) --Planet doing the attracting, divided in two parts
for i, child in ipairs(self.children) do for i, child in ipairs(self.children) do
local grav = calc.gPull(self, child) local grav = calc.gPull(self, child)
local dist = calc.distance(self.x, self.y, child.x, child.y) local dist = calc.distance(self.x, self.y, child.x, child.y)
local pull = 20/dist * grav
child.xSpeed = child.xSpeed - (child.x - self.x)*pull
child.ySpeed = child.ySpeed - (child.y - self.y)*pull

-- Reworked planetary gravity, now works with multiple layers of parent-children. Also more realistc??
local angle = math.atan((child.y-self.y)/(child.x-self.x))
if self.x < child.x then
angle = angle - 3.14159
end
child.orbitalX = self.xSpeed + self.orbitalX
child.orbitalY = self.ySpeed + self.orbitalY
child.xSpeed = child.xSpeed + grav/child.m*math.cos(angle)*1e9
child.ySpeed = child.ySpeed + grav/child.m*math.sin(angle)*1e9
end end


--Attracting the player --Attracting the player


+ 6
- 4
src/class/Player.lua Просмотреть файл

@@ -1,6 +1,6 @@
Player = Class {} Player = Class {}


function Player:init(tempX, tempY)
function Player:init(tempX, tempY, tempT)
-- Position: (variable) -- Position: (variable)
self.x = tempX self.x = tempX
self.y = tempY self.y = tempY
@@ -15,20 +15,22 @@ function Player:init(tempX, tempY)


-- Speed Change: (throttle 0 - 1; variable) (speed; constant (max speed change)) -- Speed Change: (throttle 0 - 1; variable) (speed; constant (max speed change))
self.throttle = 0.5 self.throttle = 0.5
self.speed = 0.05
self.speed = starshipTypes[tempT].speed


-- Landings: -- Landings:
self.impacttolerance = 0.5
self.impacttolerance = starshipTypes[tempT].impacttolerance
self.landingspeed = 0 self.landingspeed = 0


-- Mass: -- Mass:
self.m = 10
self.m = starshipTypes[tempT].mass


-- Rotation: -- Rotation:
self.angle = calc.pi/2 self.angle = calc.pi/2


-- Status: -- Status:
self.exploding = false self.exploding = false

--TEXTURE HERE?
end end






Загрузка…
Отмена
Сохранить