Ver código fonte

Merge branch 'main' of https://github.com/NiroUwU/Questionable-Oerbital-Mechanics into testing

tags/v0.0.6_dev
Madiwka 2 anos atrás
pai
commit
e28b77942c
18 arquivos alterados com 314 adições e 58 exclusões
  1. +5
    -2
      README.md
  2. +1
    -1
      data/info.lua
  3. +3
    -2
      data/settings.lua
  4. +4
    -4
      data/starshipTypes.lua
  5. +28
    -0
      data/textbox.lua
  6. +4
    -1
      import.lua
  7. +57
    -19
      main.lua
  8. +9
    -0
      src/calc.lua
  9. +80
    -0
      src/class/Button.lua
  10. +60
    -25
      src/class/Player.lua
  11. +45
    -0
      src/class/Textbox.lua
  12. BIN
      textures/player/orbiter.png
  13. BIN
      textures/player/orbiter/fullThrust.png
  14. BIN
      textures/player/orbiter/lowThrust.png
  15. BIN
      textures/player/orbiter/orbiter.png
  16. +18
    -4
      textures/textures.lua
  17. BIN
      textures/ui/arrow_grey.png
  18. BIN
      textures/ui/arrow_red.png

+ 5
- 2
README.md Ver arquivo

@@ -1,14 +1,14 @@
# Questionable Örbital Mechanics

## What is this?
Questionable Örbital Mechanics - or as i like to call it: *QÖM* - is an open-source Space Simulation "Game" written in Lua using the Löve game engine.
Questionable Örbital Mechanics - or as we like to call it: *QÖM* - is an open-source Space Simulation "Game" written in Lua using the Löve game engine.

For now it is very basic, as it is still heavily in development.


## How do i play this game?
In order to play this game you need to ...
1) ...have the Lua (5.4.3) programming language installed
1) ...have the Lua (5.4.3) programming language installed (optional, as Löve comes with Lua)
1) ...have the Löve (11.3) game engine installed

For now this is the only way to play this game. In future there will be binary versions availabe.
@@ -25,6 +25,9 @@ https://www.lua.org/download.html
Arch Linux:
`sudo pacman -S love`

Debian/Ubuntu Linux:
`sudo snap install love`

Windows:
https://love2d.org



+ 1
- 1
data/info.lua Ver arquivo

@@ -2,7 +2,7 @@ info = {}

info.name = "Questionable Örbital Mechanics"
info.title = info.name
info.version = "0.0.2_dev"
info.version = "0.0.6_dev"
info.authors = {
"NiroUwU",
"Madiwka4"


+ 3
- 2
data/settings.lua Ver arquivo

@@ -3,11 +3,12 @@ settings = {
min = 0.0001,
max = 4,
step = 0.05,
reset = 0.0001
reset = 0.2,
arrowAppear = 0.03
},
warp = {
min = 1,
max = 10,
max = 25,
step = 1,

cooldown = 10


+ 4
- 4
data/starshipTypes.lua Ver arquivo

@@ -3,11 +3,11 @@ 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 = 0.75,
mass = 100000, -- idk, feels better but holy fuck thats a thicc ass boi xD
speed = 0.05,
impacttolerance = 3,
mass = 1000000, -- idk, feels better but holy fuck thats a thicc ass boi xD
speed = 0.01,
specials = {"orbitSync"},
texture = texture.player.orbiter
textures = texture.player.orbiter
}
}



+ 28
- 0
data/textbox.lua Ver arquivo

@@ -0,0 +1,28 @@
-- Storage for longer text strings and dialogue (?) in future for primarily textboxes

text = {
tutorial = {
"Throttle:\n",
" " .. controls.flight.throttle.up .. ", " .. controls.flight.throttle.down .. " - Changes your throttle (gui box left bottom)\n",
" " .. controls.flight.throttle.full .. ", " .. controls.flight.throttle.none .. " - Quick toggle full or no thrust\n\n",

"Engines:\n",
" " .. controls.flight.thrust.engine .. " - Hold to activate your main engine",
" " .. controls.flight.thrust.up .. ", "..controls.flight.thrust.left .. ", " .. controls.flight.thrust.down .. ", " .. controls.flight.thrust.right .. " - Small thrust in the four directions\n\n",

"Steering:\n",
" " .. controls.flight.thrust.rotleft .. ", " .. controls.flight.thrust.rotright .. " - Rotate spacecraft left and right\n\n",

"Time Warp:\n",
" " .. controls.flight.warp.up .. ", " .. controls.flight.warp.down .. " (period and comma) - Speed time warp up/down \n",
" " .. controls.flight.warp.reset .. " (minus) - Reset time warp to default (1)\n\n",

"Camera:\n",
" " .. "Scroll mouse wheel" .. " - Zoom in and out\n",
" " .. "Mouse Button "..controls.camera.zoom.reset .. " - Reset zoom to default\n\n\n",

"Key bindings can be changed in game files [data/controls.lua]!"
}
}

return text

+ 4
- 1
import.lua Ver arquivo

@@ -4,18 +4,21 @@
require "libraries"

-- General Data:
info = require "data/info"
texture = require "textures/textures"
info = require "data/info"
controls = require "data/controls"
settings = require "data/settings"
starshipTypes = require "data/starshipTypes"
font = require "data/font"
text = require "data/textbox"

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

-- Game Classes:
require "src/class/Menubutton"
require "src/class/Button"
require "src/class/Textbox"
require "src/class/Player"
require "src/class/Gui"
require "src/class/Planet"


+ 57
- 19
main.lua Ver arquivo

@@ -19,14 +19,24 @@ function love.load()
-- Menubuttons:
menubutton = {
menu = {
startGame = Menubutton(20, 100, 200, 50, gamestate.game, nil, "Start Game", {255, 255, 255}, {57, 45, 66}),
quitGame = Menubutton(30, 170, 180, 40, gamestate.quit, nil, "Quit Game", {255, 255, 255}, {57, 45, 66})
Menubutton(20, 100, 200, 50, gamestate.game, nil, "Start Game", {255, 255, 255}, {57, 45, 66}),
Menubutton(30, 170, 180, 40, gamestate.quit, nil, "Quit Game", {255, 255, 255}, {57, 45, 66})
},
game = {
-- Pause button or something here in future?
}
}

-- Buttons:
button = {
tutorial = Button(width - 70, 20, 50, 30, "help", {255, 255, 255}, {40, 40, 40}, false)
}

-- Textboxes:
textbox = {
tutorial = Textbox(40, 40, width-80, height-80, text.tutorial, "center", {255, 255, 255}, {0, 0, 0})
}


-- Camera:
cam = Camera()
@@ -83,6 +93,9 @@ function drawPlanets()
end
end


-- Effects

function drawEffects()
for i=1, #effects do
effects[i]:draw()
@@ -97,8 +110,6 @@ end

-- Camera



function cameraControls()
local step = settings.zoom.step

@@ -118,8 +129,7 @@ function cameraControls()
end

-- Zoom Limit:
local max = settings.zoom.max
local min = settings.zoom.min
local max, min = settings.zoom.max, settings.zoom.min
if zoomlevel < min then
zoomlevel = min
end
@@ -130,6 +140,9 @@ function cameraControls()
cam:zoomTo(zoomlevel)
end


-- Time Warp

function timewarpControls()
-- Time Warp Toggle Cooldowns:
local maxCooldown = settings.warp.cooldown
@@ -167,6 +180,35 @@ function timewarpControls()
end


-- Menubuttons

function menubuttonUpdate()
if GAMESTATE == gamestate.menu then
for i, button in ipairs(menubutton.menu) do
button:update()
end

elseif GAMESTATE == gamestate.game then
for i, button in ipairs(menubutton.game) do
button:update()
end

end
end

function menubuttonDraw()
if GAMESTATE == gamestate.menu then
for i, button in ipairs(menubutton.menu) do
button:draw()
end

elseif GAMESTATE == gamestate.game then
for i, button in ipairs(menubutton.game) do
button:draw()
end
end
end


-- MAIN

@@ -176,8 +218,6 @@ function love.update(dt)
love.event.quit(0)

elseif GAMESTATE == gamestate.menu then
menubutton.menu.startGame:update(dt)
menubutton.menu.quitGame:update(dt)

elseif GAMESTATE == gamestate.game then
-- Game Objects:
@@ -190,12 +230,13 @@ function love.update(dt)

-- Gui:
gui:update(dt)
button.tutorial:update()

-- Camera:
cam:lookAt(player.x, player.y)
cameraControls()
--debug(player.x .. " " .. player.y)
end
menubuttonUpdate()
end

function love.draw()
@@ -205,25 +246,22 @@ function love.draw()
love.graphics.setFont(font.gametitle)
love.graphics.printf(info.title, 20, 20, width, "left")

-- Buttons:
menubutton.menu.startGame:draw()
menubutton.menu.quitGame:draw()

elseif GAMESTATE == gamestate.game then
cam:attach()
-- Game Objects:
drawPlanets()
drawEffects()
player:draw()

-- Camera Zoom Player Location Indicator: OVERWORK SOON PLS KAY; IT UGLY
if zoomlevel < 0.3 then
love.graphics.setColor(1, 1, 1, 0.2)
love.graphics.circle("fill", player.x, player.y, (1/zoomlevel)*10)
end
cam:detach()

-- Gui:
player:drawPositionIndicator()
gui:draw()

if button.tutorial.isActive then
textbox.tutorial:draw()
end
button.tutorial:draw()
end
menubuttonDraw()
end

+ 9
- 0
src/calc.lua Ver arquivo

@@ -4,6 +4,7 @@ calc = {}
-- G-Constant
calc.G = 6.67e-11 -- TWEAKABLE FOR LATER DEPENDING ON SCALE!!!!!!!!!!!
calc.pi = 3.14

-- Development debugging/logging thing
function calc.debug(text)
if calc.isDebug then
@@ -50,5 +51,13 @@ function calc.closestObj(target)
return minPlanet
end

-- Loops through a table and concatenate all stings (for textboxes)
function calc.getText(stringTable)
local string = ""
for i, s in ipairs(stringTable) do
string = string .. s
end
return string
end

return calc

+ 80
- 0
src/class/Button.lua Ver arquivo

@@ -0,0 +1,80 @@
Button = Class {}

function Button:init(tempX, tempY, tempW, tempH, tempText, tempTC, tempBC, tempActive)
-- Position and Dimensions:
self.x = tempX
self.y = tempY
self.w = tempW
self.h = tempH

-- Status:
self.isActive = tempActive

-- Text and Colours:
self.text = tempText
self.colour = {
text = calc.colour(tempTC[1], tempTC[2], tempTC[3]),
background = calc.colour(tempBC[1], tempBC[2], tempBC[3])
}

-- Click Cooldown:
self.cooldownLimit = 30
self.cooldown = 0
end


-- FUNCTIONS

function Button:hover()
local hover = false
local x,y = love.mouse.getPosition()
if x > self.x and x < self.x + self.w and y > self.y and y < self.y + self.h then
hover = true
end
return hover
end

function Button:click()
local click = false
if self:hover() and love.mouse.isDown(1) then
click = true
end
return click
end


-- MAIN

function Button:update(dt)
if self:click() and self.cooldown <= 0 then
self.isActive = not self.isActive
self.cooldown = self.cooldownLimit
end
self.cooldown = self.cooldown - 1
end

function Button:draw()
local x, y, w, h = self.x, self.y, self.w, self.h
local bg, tx = self.colour.background, self.colour.text

-- Hover Effects
if self:hover() and self.cooldown <= 0 then
--[[ Slight Colour Lightup -- broken and idk why qwq
for i = 1, #bg do
bg[i] = bg[i]*1.1
end]]

-- Slight pop up effect (purly visual)
local pop = 1
x, y, w, h = x-pop, y-pop, w+pop*2, h+pop*2
end

-- Draw Background
love.graphics.setColor(bg[1], bg[2], bg[3])
love.graphics.rectangle("fill", x, y, w, h)

-- Draw Text
love.graphics.setFont(font.default)
love.graphics.setColor(tx[1], tx[2], tx[3])
love.graphics.printf(self.text, x, y, w, "center")
end

+ 60
- 25
src/class/Player.lua Ver arquivo

@@ -9,6 +9,7 @@ function Player:init(tempX, tempY, tempT)
self.xStart = tempX
self.yStart = tempY

-- Speed of Parent:
self.orbitalX = 0
self.orbitalY = 0

@@ -32,19 +33,26 @@ function Player:init(tempX, tempY, tempT)
self.angle = calc.pi/2

-- Status:
self.isAccelerating = false
self.exploding = false
self.inRange = nil

--TEXTURE HERE?
self.texture = love.graphics.newImage(starshipTypes[tempT].texture)
self.width = self.texture:getWidth()
self.height = self.texture:getHeight()
-- Spacecraft Textures:
self.texture = {
ship = starshipTypes[tempT].textures.ship,
fullThrust = starshipTypes[tempT].textures.fullThrust,
lowThrust = starshipTypes[tempT].textures.lowThrust
}
self.width = self.texture.ship:getWidth()
self.height = self.texture.ship:getHeight()
end



-- FUNCTIONS

-- Player Controls:

function Player:throttleControls()
local change = 0.01
local max, min = 1, 0
@@ -129,9 +137,11 @@ function Player:flightControls()
if (calc.distance(closestPla.x, closestPla.y, self.x, self.y) > calc.distance(closestPla.x, closestPla.y, self.x+self.xSpeed + math.cos(self.angle) * speedChange*2, self.y+self.ySpeed - math.sin(self.angle) * speedChange*2) and self:isLanded()) then --Holy moly this is long
debug("Flying into a planet!")
else
self.xSpeed = self.xSpeed + math.cos(self.angle) * speedChange*2
self.xSpeed = self.xSpeed + math.cos(self.angle) * speedChange*10
--debug("Ship thrusters X: " .. math.cos(self.angle) .. " " .. math.sin(self.angle) .. " " .. self.angle)
self.ySpeed = self.ySpeed - math.sin(self.angle) * speedChange*2
self.ySpeed = self.ySpeed - math.sin(self.angle) * speedChange*10

self.isAccelerating = true
end
end
if love.keyboard.isDown(controls.flight.thrust.rotleft) then
@@ -148,6 +158,9 @@ function Player:flightControls()
end
end


-- Get Player Data:

function Player:getSpeed() -- absolute speed
return math.abs(self.xSpeed) + math.abs(self.ySpeed) + math.abs(self.orbitalY) + math.abs(self.orbitalX)
end
@@ -176,7 +189,7 @@ function Player:isLanded()
if self:getOrbitHeight(p) <= 1 then
landed = true
self.landedOn = p
debug("Player touched down on: "..p.name)
--debug("Player touched down on: "..p.name)
end
end
-- Save Landing Speed:
@@ -185,12 +198,15 @@ function Player:isLanded()
local planet = math.abs(self.landedOn:getSpeed())

self.landingspeed = math.abs(player-planet)
debug("Landing speed: "..self.landingspeed)
--debug("Landing speed: "..self.landingspeed)
end
self:hasCrashed()
return landed
end


-- Player Calculations:

function Player:gravity()
if self:isLanded() then
-- Player is landed:
@@ -220,21 +236,33 @@ function Player:updatePosition()
self.y = self.y + self.ySpeed + self.orbitalY
end

function Player:drawTexture(x, y, r)

-- Graphics / Drawing:

function Player:drawTexture(x, y, r, s, texture)
-- Texture offset and size
local t = {s = 50}
local w, h = texture:getWidth(), texture:getHeight()

-- Draw Texture
love.graphics.setColor(1, 1, 1)
love.graphics.draw(self.texture, self.x, self.y, -(self.angle-calc.pi/2), 1, 1, self.width/2, self.height/2)
love.graphics.draw(texture, x, y, -(self.angle-calc.pi/2), s, s, w/2, h/2)
--debug("Angle: "..self.angle)
end

function Player:drawPositionIndicator(x, y)
-- Directional Arrow (when zoomed out)
if zoomlevel < settings.zoom.arrowAppear then
local s = 0.03
self:drawTexture(width/2, height/2, calc.pi/2 - self.angle, s, texture.ui.arrow.red)
end
end



-- MAIN

function Player:update(dt)
self.isAccelerating = false
if self.angle > calc.pi*2 then
self.angle = 0
elseif self.angle < 0 then
@@ -248,22 +276,29 @@ function Player:update(dt)
end

function Player:draw()
local x, y = self.x, self.y
local x, y, scale = self.x, self.y, 1
local dist = 10

if not self.exploding then
self:drawTexture(x, y, calc.pi/2 - self.angle)
end


local shake = 0
-- Shake (to textures):
if self.isAccelerating then
shake = math.random(0, 1) * self.throttle
x, y = x + shake, y + shake
end
-- Draw Spacecraft:
if not self.exploding then
if calc.isDebug then
-- Debugging Draw of actual Player Position
love.graphics.setColor(1, 0, 0)
love.graphics.circle("fill", x, y, 5, 20)
-- Draw Thrust Exhaust:
if self.isAccelerating and self.throttle ~= 0 then
local limit = 0.5
if self.throttle < limit then
self:drawTexture(x, y, calc.pi/2 - self.angle, scale, self.texture.lowThrust)
else
self:drawTexture(x, y, calc.pi/2 - self.angle, scale, self.texture.fullThrust)
end
end

-- Directional Circle (temporary until actual rotatable ship texture is made)
love.graphics.circle("fill", x+dist*(1/zoomlevel*2)*math.cos(self.angle), y-dist*(1/zoomlevel*2)*math.sin(self.angle), 1/zoomlevel*2)
end
-- Ship Texture Drawing:
self:drawTexture(x, y, calc.pi/2 - self.angle, scale, self.texture.ship)
end
end

+ 45
- 0
src/class/Textbox.lua Ver arquivo

@@ -0,0 +1,45 @@
Textbox = Class {}

function Textbox:init(tempX, tempY, tempW, tempH, tempText, tempAlign, tempTC, tempBC)
-- Dimensions:
self.x = tempX
self.y = tempY
self.w = tempW
self.h = tempH

-- Text:
self.text = calc.getText(tempText)
self.align = tempAlign

-- Colours:
self.colour = {
text = calc.colour(tempTC[1], tempTC[2], tempTC[3]),
background = calc.colour(tempBC[1], tempBC[2], tempBC[3])
}
end


-- FUNCTIONS

function Textbox:drawBox()
local c = self.colour.background
love.graphics.setColor(c[1], c[2], c[3], 0.7)
love.graphics.rectangle("fill", self.x, self.y, self.w, self.h)
end

function Textbox:drawText()
local border = 3
local c = self.colour.text
love.graphics.setFont(font.default)
love.graphics.setColor(c[1], c[2], c[3])
love.graphics.printf(self.text, self.x + border, self.y + border, self.w + border*2, self.align)
end



-- MAIN

function Textbox:draw()
self:drawBox()
self:drawText()
end

BIN
textures/player/orbiter.png Ver arquivo

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textures/player/orbiter/fullThrust.png Ver arquivo

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textures/player/orbiter/lowThrust.png Ver arquivo

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textures/player/orbiter/orbiter.png Ver arquivo

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+ 18
- 4
textures/textures.lua Ver arquivo

@@ -1,10 +1,24 @@
texture = {
-- (G)UI Textures:
ui = {
arrow = {
grey = love.graphics.newImage("textures/ui/arrow_grey.png"),
red = love.graphics.newImage("textures/ui/arrow_red.png")
}
},

-- Player/Spacecraft Textures:
player = {
orbiter = "textures/player/orbiter.png"
-- Orbiter Spacecraft:
orbiter = {
ship = love.graphics.newImage("textures/player/orbiter/orbiter.png"),
lowThrust = love.graphics.newImage("textures/player/orbiter/lowThrust.png"),
fullThrust = love.graphics.newImage("textures/player/orbiter/fullThrust.png")
}
},
planet = {
-- here will go planet textures in future
}
-- Planet Textures:
planet = {}
}

return texture

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textures/ui/arrow_grey.png Ver arquivo

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textures/ui/arrow_red.png Ver arquivo

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