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tags/v0.0.6_dev
Niro 2 anni fa
commit
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18 ha cambiato i file con 1066 aggiunte e 0 eliminazioni
  1. +33
    -0
      README.md
  2. +40
    -0
      data/controls.lua
  3. +9
    -0
      data/info.lua
  4. +10
    -0
      data/planetdata.lua
  5. +21
    -0
      import.lua
  6. +216
    -0
      lib/camera.lua
  7. +98
    -0
      lib/class.lua
  8. +133
    -0
      lib/color.lua
  9. +6
    -0
      libraries.lua
  10. +126
    -0
      main.lua
  11. +3
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      play.sh
  12. +40
    -0
      src/calc.lua
  13. +62
    -0
      src/class/Gui.lua
  14. +5
    -0
      src/class/Menubutton.lua
  15. +33
    -0
      src/class/Planet.lua
  16. +227
    -0
      src/class/Player.lua
  17. +1
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      src/font.lua
  18. +3
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      textures/textures.lua

+ 33
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README.md Vedi File

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# 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.

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 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.


### Installing Lua
Arch Linux:
`sudo pacman -S lua`

Windows:
https://www.lua.org/download.html

### Installing Love
Arch Linux:
`sudo pacman -S love`

Windows:
https://love2d.org


## What's new?
*here will come changelogs in future*

+ 40
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data/controls.lua Vedi File

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controls = {
-- Player Flight Controls:
flight = {
-- Respawn on Starting Location:
reset = "r",

-- Change Throttle:
throttle = {
up = "lshift",
down = "lctrl",

full = "y",
none = "x"
},

-- Directional Thrust:
thrust = {
up = "w",
down = "s",
left = "a",
right = "d"
},

-- Time Warp Controls:
warp = {
reset = "-",
down = ",",
up = "."
}
},
-- Player Camera Controls:
camera = {
zoom = {
reset = 3 -- (Middle Mouse Button)
}
}
}

return controls

+ 9
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data/info.lua Vedi File

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info = {}

info.name = "Questionable Örbital Mechanics"
info.version = "0.0.2_dev"
info.authors = {
"NiroUwU"
}

return info

+ 10
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data/planetdata.lua Vedi File

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planetdata = {
{
x = 0, y = 50000,
r = 12000, m = 5e14,
name = "Testos",
colour = {42, 04, 20}
}
}

return planetdata

+ 21
- 0
import.lua Vedi File

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-- List of all dependancies to import to main file

-- Libraries:
require "libraries"

-- General Data:
info = require "data/info"
controls = require "data/controls"
texture = require "textures/textures"

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

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

-- Game Data:
planetdata = require "data/planetdata"

+ 216
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lib/camera.lua Vedi File

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--[[
Copyright (c) 2010-2015 Matthias Richter

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.

Except as contained in this notice, the name(s) of the above copyright holders
shall not be used in advertising or otherwise to promote the sale, use or
other dealings in this Software without prior written authorization.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
]]--

local _PATH = (...):match('^(.*[%./])[^%.%/]+$') or ''
local cos, sin = math.cos, math.sin

local camera = {}
camera.__index = camera

-- Movement interpolators (for camera locking/windowing)
camera.smooth = {}

function camera.smooth.none()
return function(dx,dy) return dx,dy end
end

function camera.smooth.linear(speed)
assert(type(speed) == "number", "Invalid parameter: speed = "..tostring(speed))
return function(dx,dy, s)
-- normalize direction
local d = math.sqrt(dx*dx+dy*dy)
local dts = math.min((s or speed) * love.timer.getDelta(), d) -- prevent overshooting the goal
if d > 0 then
dx,dy = dx/d, dy/d
end

return dx*dts, dy*dts
end
end

function camera.smooth.damped(stiffness)
assert(type(stiffness) == "number", "Invalid parameter: stiffness = "..tostring(stiffness))
return function(dx,dy, s)
local dts = love.timer.getDelta() * (s or stiffness)
return dx*dts, dy*dts
end
end


local function new(x,y, zoom, rot, smoother)
x,y = x or love.graphics.getWidth()/2, y or love.graphics.getHeight()/2
zoom = zoom or 1
rot = rot or 0
smoother = smoother or camera.smooth.none() -- for locking, see below
return setmetatable({x = x, y = y, scale = zoom, rot = rot, smoother = smoother}, camera)
end

function camera:lookAt(x,y)
self.x, self.y = x, y
return self
end

function camera:move(dx,dy)
self.x, self.y = self.x + dx, self.y + dy
return self
end

function camera:position()
return self.x, self.y
end

function camera:rotate(phi)
self.rot = self.rot + phi
return self
end

function camera:rotateTo(phi)
self.rot = phi
return self
end

function camera:zoom(mul)
self.scale = self.scale * mul
return self
end

function camera:zoomTo(zoom)
self.scale = zoom
return self
end

function camera:attach(x,y,w,h, noclip)
x,y = x or 0, y or 0
w,h = w or love.graphics.getWidth(), h or love.graphics.getHeight()

self._sx,self._sy,self._sw,self._sh = love.graphics.getScissor()
if not noclip then
love.graphics.setScissor(x,y,w,h)
end

local cx,cy = x+w/2, y+h/2
love.graphics.push()
love.graphics.translate(cx, cy)
love.graphics.scale(self.scale)
love.graphics.rotate(self.rot)
love.graphics.translate(-self.x, -self.y)
end

function camera:detach()
love.graphics.pop()
love.graphics.setScissor(self._sx,self._sy,self._sw,self._sh)
end

function camera:draw(...)
local x,y,w,h,noclip,func
local nargs = select("#", ...)
if nargs == 1 then
func = ...
elseif nargs == 5 then
x,y,w,h,func = ...
elseif nargs == 6 then
x,y,w,h,noclip,func = ...
else
error("Invalid arguments to camera:draw()")
end

self:attach(x,y,w,h,noclip)
func()
self:detach()
end

-- world coordinates to camera coordinates
function camera:cameraCoords(x,y, ox,oy,w,h)
ox, oy = ox or 0, oy or 0
w,h = w or love.graphics.getWidth(), h or love.graphics.getHeight()

-- x,y = ((x,y) - (self.x, self.y)):rotated(self.rot) * self.scale + center
local c,s = cos(self.rot), sin(self.rot)
x,y = x - self.x, y - self.y
x,y = c*x - s*y, s*x + c*y
return x*self.scale + w/2 + ox, y*self.scale + h/2 + oy
end

-- camera coordinates to world coordinates
function camera:worldCoords(x,y, ox,oy,w,h)
ox, oy = ox or 0, oy or 0
w,h = w or love.graphics.getWidth(), h or love.graphics.getHeight()

-- x,y = (((x,y) - center) / self.scale):rotated(-self.rot) + (self.x,self.y)
local c,s = cos(-self.rot), sin(-self.rot)
x,y = (x - w/2 - ox) / self.scale, (y - h/2 - oy) / self.scale
x,y = c*x - s*y, s*x + c*y
return x+self.x, y+self.y
end

function camera:mousePosition(ox,oy,w,h)
local mx,my = love.mouse.getPosition()
return self:worldCoords(mx,my, ox,oy,w,h)
end

-- camera scrolling utilities
function camera:lockX(x, smoother, ...)
local dx, dy = (smoother or self.smoother)(x - self.x, self.y, ...)
self.x = self.x + dx
return self
end

function camera:lockY(y, smoother, ...)
local dx, dy = (smoother or self.smoother)(self.x, y - self.y, ...)
self.y = self.y + dy
return self
end

function camera:lockPosition(x,y, smoother, ...)
return self:move((smoother or self.smoother)(x - self.x, y - self.y, ...))
end

function camera:lockWindow(x, y, x_min, x_max, y_min, y_max, smoother, ...)
-- figure out displacement in camera coordinates
x,y = self:cameraCoords(x,y)
local dx, dy = 0,0
if x < x_min then
dx = x - x_min
elseif x > x_max then
dx = x - x_max
end
if y < y_min then
dy = y - y_min
elseif y > y_max then
dy = y - y_max
end

-- transform displacement to movement in world coordinates
local c,s = cos(-self.rot), sin(-self.rot)
dx,dy = (c*dx - s*dy) / self.scale, (s*dx + c*dy) / self.scale

-- move
self:move((smoother or self.smoother)(dx,dy,...))
end

-- the module
return setmetatable({new = new, smooth = camera.smooth},
{__call = function(_, ...) return new(...) end})

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lib/class.lua Vedi File

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--[[
Copyright (c) 2010-2013 Matthias Richter

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.

Except as contained in this notice, the name(s) of the above copyright holders
shall not be used in advertising or otherwise to promote the sale, use or
other dealings in this Software without prior written authorization.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
]]--

local function include_helper(to, from, seen)
if from == nil then
return to
elseif type(from) ~= 'table' then
return from
elseif seen[from] then
return seen[from]
end

seen[from] = to
for k,v in pairs(from) do
k = include_helper({}, k, seen) -- keys might also be tables
if to[k] == nil then
to[k] = include_helper({}, v, seen)
end
end
return to
end

-- deeply copies `other' into `class'. keys in `other' that are already
-- defined in `class' are omitted
local function include(class, other)
return include_helper(class, other, {})
end

-- returns a deep copy of `other'
local function clone(other)
return setmetatable(include({}, other), getmetatable(other))
end

local function new(class)
-- mixins
class = class or {} -- class can be nil
local inc = class.__includes or {}
if getmetatable(inc) then inc = {inc} end

for _, other in ipairs(inc) do
if type(other) == "string" then
other = _G[other]
end
include(class, other)
end

-- class implementation
class.__index = class
class.init = class.init or class[1] or function() end
class.include = class.include or include
class.clone = class.clone or clone

-- constructor call
return setmetatable(class, {__call = function(c, ...)
local o = setmetatable({}, c)
o:init(...)
return o
end})
end

-- interface for cross class-system compatibility (see https://github.com/bartbes/Class-Commons).
if class_commons ~= false and not common then
common = {}
function common.class(name, prototype, parent)
return new{__includes = {prototype, parent}}
end
function common.instance(class, ...)
return class(...)
end
end


-- the module
return setmetatable({new = new, include = include, clone = clone},
{__call = function(_,...) return new(...) end})

+ 133
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lib/color.lua Vedi File

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-- color.lua

--------------------------------------------------------------------------------

-- A super-simple way to make colored text output in Lua.
-- To use, simply print out things from this module, then print out some text.
--
-- Example:
-- print(color.bg.green .. color.fg.RED .. "This is bright red on green")
-- print(color.invert .. "This is inverted..." .. color.reset .. " And this isn't.")
-- print(color.fg(0xDE) .. color.bg(0xEE) .. "You can use xterm-256 colors too!" .. color.reset)
-- print("And also " .. color.bold .. "BOLD" .. color.normal .. " if you want.")
-- print(color.bold .. color.fg.BLUE .. color.bg.blue .. "Miss your " .. color.fg.RED .. "C-64" .. color.fg.BLUE .. "?" .. color.reset)
--
-- You can see all these examples in action by calling color.test()
--
-- Can't pick a good color scheme? Look at a handy chart:
-- print(color.chart())
--
-- If you want to add anything to this, check out the Wikipedia page on ANSI control codes:
-- http://en.wikipedia.org/wiki/ANSI_escape_code

--------------------------------------------------------------------------------

-- Copyright (C) 2012 Ross Andrews
--
-- This program is free software: you can redistribute it and/or modify
-- it under the terms of the GNU Lesser General Public License as published by
-- the Free Software Foundation, either version 3 of the License, or
-- (at your option) any later version.
--
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-- GNU General Public License for more details.
--
-- You should have received a copy of the GNU Lesser General Public License
-- along with this program. If not, see <http://www.gnu.org/licenses/lgpl.txt>.

--------------------------------------------------------------------------------

-- A note about licensing:
--
-- The LGPL isn't really intended to be used with non-compiled libraries. The way
-- I interpret derivative works of this library is this: if you don't modify this
-- file, and the program it's embedded in doesn't modify the Lua table it defines,
-- then you can distribute it with a program under any license. If you do either
-- of those things, then you've created a derivative work of this library and you
-- have to release the modifications you made under this same license.

local color = { _NAME = "color" }
local _M = color

local esc = string.char(27, 91)

local names = {'black', 'red', 'green', 'yellow', 'blue', 'pink', 'cyan', 'white'}
local hi_names = {'BLACK', 'RED', 'GREEN', 'YELLOW', 'BLUE', 'PINK', 'CYAN', 'WHITE'}

color.fg, color.bg = {}, {}

for i, name in ipairs(names) do
color.fg[name] = esc .. tostring(30+i-1) .. 'm'
_M[name] = color.fg[name]
color.bg[name] = esc .. tostring(40+i-1) .. 'm'
end

for i, name in ipairs(hi_names) do
color.fg[name] = esc .. tostring(90+i-1) .. 'm'
_M[name] = color.fg[name]
color.bg[name] = esc .. tostring(100+i-1) .. 'm'
end

local function fg256(_,n)
return esc .. "38;5;" .. n .. 'm'
end

local function bg256(_,n)
return esc .. "48;5;" .. n .. 'm'
end

setmetatable(color.fg, {__call = fg256})
setmetatable(color.bg, {__call = bg256})

color.reset = esc .. '0m'
color.clear = esc .. '2J'

color.bold = esc .. '1m'
color.faint = esc .. '2m'
color.normal = esc .. '22m'
color.invert = esc .. '7m'
color.underline = esc .. '4m'

color.hide = esc .. '?25l'
color.show = esc .. '?25h'

function color.move(x, y)
return esc .. y .. ';' .. x .. 'H'
end

color.home = color.move(1, 1)

--------------------------------------------------

function color.chart(ch,col)
local cols = '0123456789abcdef'

ch = ch or ' '
col = col or color.fg.black
local str = color.reset .. color.bg.WHITE .. col

for y = 0, 15 do
for x = 0, 15 do
local lbl = cols:sub(x+1, x+1)
if x == 0 then lbl = cols:sub(y+1, y+1) end

str = str .. color.bg.black .. color.fg.WHITE .. lbl
str = str .. color.bg(x+y*16) .. col .. ch
end
str = str .. color.reset .. "\n"
end
return str .. color.reset
end

function color.test()
print(color.reset .. color.bg.green .. color.fg.RED .. "This is bright red on green" .. color.reset)
print(color.invert .. "This is inverted..." .. color.reset .. " And this isn't.")
print(color.fg(0xDE) .. color.bg(0xEE) .. "You can use xterm-256 colors too!" .. color.reset)
print("And also " .. color.bold .. "BOLD" .. color.normal .. " if you want.")
print(color.bold .. color.fg.BLUE .. color.bg.blue .. "Miss your " .. color.fg.RED .. "C-64" .. color.fg.BLUE .. "?" .. color.reset)
print("Try printing " .. color.underline .. _M._NAME .. ".chart()" .. color.reset)
end

return color

+ 6
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libraries.lua Vedi File

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-- Credit: https://github.com/randrews/color
clr = require "lib/color"

-- Credit: https://github.com/vrld/hump/
Class = require "lib/class"
Camera = require "lib/camera"

+ 126
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main.lua Vedi File

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require "import"
-- Debugging / Logging:
debug = calc.debug
calc.isDebug = true

function love.load()
-- Declaration:
love.window.setTitle(info.name.." - v"..info.version)
width, height = love.graphics.getDimensions()
cam = Camera()
zoomlevel = 1

-- Loading:
planet = {}
loadPlanets()

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


-- Planets:

function loadPlanets()
debug("Planets in planet table: "..#planetdata)
for i=1, #planetdata do
local p = planetdata[i]
debug(p.name.." is loading")
table.insert(planet, i,
Planet(
-- Planet Data Assignment:
p.x, p.y,
p.r, p.m,
p.name,
p.colour
)
)
debug(p.name.." is loaded")
end
debug("Planets loaded: "..#planet)
end

function updatePlanets()
for i=1, #planet do
planet[i]:update()
end
end

function drawPlanets()
for i=1, #planet do
planet[i]:draw()
end
end




-- Camera



function cameraControls()
local zooming = 0.01

function love.wheelmoved(x, y)
if y > 0 then
-- Zoom in:
zoomlevel = zoomlevel + zooming
elseif y < 0 then
-- Zoom out:
zoomlevel = zoomlevel - zooming
end
end

-- Reset Zoom:
if love.mouse.isDown(3) then
zoomlevel = 1
end

-- Zoom Limit:
local max = 4
local min = 0.001
if zoomlevel < min then
zoomlevel = min
end
if zoomlevel > max then
zoomlevel = max
end
--debug(zoomlevel)
cam:zoomTo(zoomlevel)
end



-- MAIN

function love.update(dt)
-- Game Objects:
updatePlanets()
player:update(dt)

-- Gui:
gui:update(dt)

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

function love.draw()
cam:attach()
-- Game Objects:
drawPlanets()
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:
gui:draw()
end

+ 3
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play.sh Vedi File

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#!/bin/bash
chmod +x -R ./
love $( pwd )

+ 40
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src/calc.lua Vedi File

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calc = {}


-- G-Constant
calc.G = 6.67e-11 -- TWEAKABLE FOR LATER DEPENDING ON SCALE!!!!!!!!!!!

-- Development debugging/logging thing
function calc.debug(text)
if calc.isDebug then
local cDev = clr.fg.RED
local cText = clr.fg.YELLOW
local cReset = clr.reset
print(cDev.."DEV: "..cText..text..cReset)
end
end

-- 0-255 colour to 0-1 colour (returns a table)
function calc.colour(r, g, b)
return { r/255, g/255, b/255 }
end

-- 0-255 colour value to 0-1 colour value
function calc.c(value)
return value/255
end

-- Distance Formula:
function calc.distance(x1, y1, x2, y2)
return math.sqrt( (x2 - x1)^2 + (y2 - y1)^2 )
end

-- Calculates the gravitational pull between two objects:
function calc.gPull(obj1, obj2)
local dist = calc.distance(obj1.x, obj1.y, obj2.x, obj2.y)
local grav = calc.G * (obj1.m * obj2.m) / dist^2
return grav
end


return calc

+ 62
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src/class/Gui.lua Vedi File

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Gui = Class {}

function Gui:init(tempScale)
self.scale = tempScale
end


-- FUNCTIONS

function Gui:drawSpeed()
local speed = player:getSpeed()

-- Drawing
love.graphics.setColor(1, 1, 1)
love.graphics.printf(speed, 5, 45, width, "left")
end

function Gui:drawWarp()
local warp = player.warpspeed
love.graphics.setColor(1, 1, 1)
love.graphics.printf("Warp Speed: x"..warp, 5, 5, width, "left")
end

function Gui:drawThrottle()
local offset = 15
local border = 10
local w,h = 60, 140
local x, y = 0, height-h

x, y = x+offset, y-offset

-- Draw Border:
local BDcol = 0.1
love.graphics.setColor(BDcol, BDcol, BDcol)
love.graphics.rectangle("fill", x, y, w, h)

x, y = x+border, y+border
w, h = w-border*2, h-border*2

-- Draw Background:
local BGcol = 0.4
love.graphics.setColor(BGcol, BGcol, BGcol)
love.graphics.rectangle("fill", x, y, w, h)

-- Draw Throttle:
love.graphics.setColor(1, 1, 1)
local change = h*player.throttle
love.graphics.rectangle("fill", x, (y+h)-change, w, change)
end



-- MAIN

function Gui:update(dt)
end

function Gui:draw()
self:drawThrottle()
self:drawWarp()
self:drawSpeed()
end

+ 5
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src/class/Menubutton.lua Vedi File

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Menubutton = Class {}

function Menubutton:init(tempX, tempY, tempW, tempH)
end

+ 33
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src/class/Planet.lua Vedi File

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Planet = Class {}

function Planet:init(tempX, tempY, tempR, tempM, tempName, tempC)
-- Planet Position
self.x = tempX
self.y = tempY

-- Planet Radius and Mass
self.r = tempR
self.m = tempM

-- Planet Data:
self.name = tempName
self.colour = tempC
end



-- FUNCTIONS




-- MAIN

function Planet:update(dt)
end

function Planet:draw()
local col = self.colour
love.graphics.setColor(calc.c(col[1]), calc.c(col[2]), calc.c(col[3]))
love.graphics.circle("fill", self.x, self.y, self.r)
end

+ 227
- 0
src/class/Player.lua Vedi File

@@ -0,0 +1,227 @@
Player = Class {}

function Player:init(tempX, tempY)
-- Position: (variable)
self.x = tempX
self.y = tempY

-- Starting Position: (constant)
self.xStart = tempX
self.yStart = tempY

-- Speed:
self.xSpeed = 0
self.ySpeed = 0

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

-- Time Warping:
self.warpspeed = 1
self.warpLimit = 10
-- Cooldown Between Clicking:
self.warpCoolDown = 30
self.coolDown = 0

-- Landings:
self.impacttolerance = 0.5
self.landingspeed = 0

-- Mass:
self.m = 1
end



-- FUNCTIONS

function Player:throttleControls()
local change = 0.01
local max, min = 1, 0
-- Throttle up
if love.keyboard.isDown(controls.flight.throttle.up) then
self.throttle = self.throttle + change
end
-- Throttle down
if love.keyboard.isDown(controls.flight.throttle.down) then
self.throttle = self.throttle - change
end

-- Throttle max
if love.keyboard.isDown(controls.flight.throttle.full) then
self.throttle = max
end
-- Throttle None
if love.keyboard.isDown(controls.flight.throttle.none) then
self.throttle = min
end

-- Throttle Limiter:
if self.throttle < 0 then
self.throttle = 0
elseif self.throttle > 1 then
self.throttle = 1
end
end

function Player:reset()
self.x = self.xStart
self.y = self.yStart

self.xSpeed = 0
self.ySpeed = 0
end

function Player:flightControls()
-- Movement:
local speedChange = self.speed * self.throttle

-- Directional Thrust:
if love.keyboard.isDown(controls.flight.thrust.up)then
self.ySpeed = self.ySpeed - speedChange
debug("Player control: up")
end

if love.keyboard.isDown(controls.flight.thrust.down) then
self.ySpeed = self.ySpeed + speedChange
debug("Player control: down")
end

if love.keyboard.isDown(controls.flight.thrust.left) then
self.xSpeed = self.xSpeed - speedChange
debug("Player control: left")
end

if love.keyboard.isDown(controls.flight.thrust.right) then
self.xSpeed = self.xSpeed + speedChange
debug("Player control: right")
end

-- Reset:
if love.keyboard.isDown(controls.flight.reset) then
self:reset()
debug("Player control: reset")
end
end

function Player:getSpeed()
local x, y = self.xSpeed, self.ySpeed
if x < 0 then
x = -x
end
if y < 0 then
y = -y
end
return x+y
end

function Player:isLanded()
local landed = false
for i=1, #planet do
local pla = planet[i]
if calc.distance(self.x, self.y, pla.x, pla.y) <= pla.r then
landed = true
end
end
-- Save Landing Speed:
if landed then
self.landingspeed = self:getSpeed()
--debug("Landing speed: "..self.landingspeed)
end

return landed
end

function Player:gravity()
if self:isLanded() then
-- Player is landed:
self.xSpeed, self.ySpeed = 0, 0
else
-- Player is not landed:
for i=1, #planet do
local pla = planet[i]
local grav = calc.gPull(self, pla)
local dist = calc.distance(self.x, self.y, pla.x, pla.y)
local pull = 20/dist * grav

self.xSpeed = self.xSpeed + (pla.x - self.x)*pull
self.ySpeed = self.ySpeed + (pla.y - self.y)*pull
end
end
end

function Player:timewarp()
local step = 1
-- Time Warp Limits:
local min = 1
local max = self.warpLimit

-- Decrease Warp
if love.keyboard.isDown(controls.flight.warp.down) and self.coolDown <= 0 then
self.warpspeed = self.warpspeed - step
self.coolDown = self.warpCoolDown
end
-- Increase Warp
if love.keyboard.isDown(controls.flight.warp.up) and self.coolDown <= 0 then
self.warpspeed = self.warpspeed + step
self.coolDown = self.warpCoolDown
end
-- Reset Warp
if love.keyboard.isDown(controls.flight.warp.reset) then
self.warpspeed = min
end

-- Value Correction
if self.warpspeed < min then
self.warpspeed = min
elseif self.warpspeed > max then
self.warpspeed = max
end

return self.warpspeed
end

function Player:updatePosition()
self.x = self.x + self.xSpeed
self.y = self.y + self.ySpeed
end



-- MAIN

function Player:update(dt)
--debug(self.warpspeed)
self:timewarp()
for i=1, self.warpspeed do
self:gravity()
self:flightControls()
self:updatePosition()
end
self:throttleControls()
self.coolDown = self.coolDown - 1
end

function Player:draw()
local x, y = self.x, self.y
local dist = 10
-- Funky arrow type form
local vertices = {
-- Top
x, y-dist,
-- Left Bottom
x-dist, y+dist,
-- Middle Down
x, y+dist/2,
-- Right Bottom
x+dist, y+dist
}

love.graphics.setColor(0.5, 0.5, 0.7)
love.graphics.polygon("fill", vertices)

love.graphics.setColor(1, 0, 0)
love.graphics.circle("fill", x, y, 5, 20)
end

+ 1
- 0
src/font.lua Vedi File

@@ -0,0 +1 @@
default = love.graphics.setNewFont(20)

+ 3
- 0
textures/textures.lua Vedi File

@@ -0,0 +1,3 @@
texture = {}

return texture

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