Bladeren bron

Reworked gravity. added moons and stuff

tags/v0.0.6_dev
Madiwka 2 jaren geleden
bovenliggende
commit
b6738e3343
8 gewijzigde bestanden met toevoegingen van 78 en 15 verwijderingen
  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 Bestand weergeven

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

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


+ 11
- 3
data/planetdata.lua Bestand weergeven

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

@@ -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 Bestand weergeven

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

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


+ 1
- 1
main.lua Bestand weergeven

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

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)
effects = {}
end


+ 20
- 0
src/Abilities.lua Bestand weergeven

@@ -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 Bestand weergeven

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

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

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

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)
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
local grav = calc.gPull(self, child)
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

--Attracting the player


+ 6
- 4
src/class/Player.lua Bestand weergeven

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

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

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

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

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

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

-- Status:
self.exploding = false

--TEXTURE HERE?
end




Laden…
Annuleren
Opslaan