7 Commit

21 ha cambiato i file con 464 aggiunte e 80 eliminazioni
  1. +5
    -2
      README.md
  2. +6
    -0
      data/font.lua
  3. +2
    -1
      data/info.lua
  4. +3
    -2
      data/settings.lua
  5. +4
    -4
      data/starshipTypes.lua
  6. +28
    -0
      data/textbox.lua
  7. +6
    -4
      import.lua
  8. +116
    -35
      main.lua
  9. +9
    -0
      src/calc.lua
  10. +80
    -0
      src/class/Button.lua
  11. +82
    -2
      src/class/Menubutton.lua
  12. +60
    -25
      src/class/Player.lua
  13. +45
    -0
      src/class/Textbox.lua
  14. +0
    -1
      src/font.lua
  15. BIN
      textures/player/orbiter.png
  16. BIN
      textures/player/orbiter/fullThrust.png
  17. BIN
      textures/player/orbiter/lowThrust.png
  18. BIN
      textures/player/orbiter/orbiter.png
  19. +18
    -4
      textures/textures.lua
  20. BIN
      textures/ui/arrow_grey.png
  21. BIN
      textures/ui/arrow_red.png

+ 5
- 2
README.md Vedi File

@@ -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



+ 6
- 0
data/font.lua Vedi File

@@ -0,0 +1,6 @@
font = {
default = love.graphics.setNewFont(20),
gametitle = love.graphics.setNewFont(40)
}

return font

+ 2
- 1
data/info.lua Vedi File

@@ -1,7 +1,8 @@
info = {}

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


+ 3
- 2
data/settings.lua Vedi File

@@ -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 Vedi File

@@ -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 = 9999,
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 Vedi File

@@ -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

+ 6
- 4
import.lua Vedi File

@@ -4,19 +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"
font = require "src/font"



-- 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"


+ 116
- 35
main.lua Vedi File

@@ -1,14 +1,43 @@
require "import"
debug = calc.debug
calc.isDebug = true

function love.load()
require "import"
-- Debugging / Logging:
debug = calc.debug
calc.isDebug = true

-- Declaration:
love.window.setTitle(info.name.." - v"..info.version)
--love.graphics.setDefaultFilter("nearest", "nearest")
width, height = love.graphics.getDimensions()

-- Gamestate:
gamestate = {
quit = "stateQUIT",
menu = "stateMENU",
game = "stateGAME"
}
GAMESTATE = gamestate.menu

-- Menubuttons:
menubutton = {
menu = {
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, getText(text.tutorial), "center", {255, 255, 255}, {0, 0, 0})
}


-- Camera:
cam = Camera()
zoomlevel = settings.zoom.reset
@@ -64,6 +93,9 @@ function drawPlanets()
end
end


-- Effects

function drawEffects()
for i=1, #effects do
effects[i]:draw()
@@ -78,8 +110,6 @@ end

-- Camera



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

@@ -99,8 +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
@@ -111,6 +140,9 @@ function cameraControls()
cam:zoomTo(zoomlevel)
end


-- Time Warp

function timewarpControls()
-- Time Warp Toggle Cooldowns:
local maxCooldown = settings.warp.cooldown
@@ -148,41 +180,88 @@ 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

function love.update(dt)
-- Game Objects:
for i=1, timewarpControls() do
-- Physics go in here:
updatePlanets()
player:update(dt)
end
player:throttleControls()
end

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

-- Camera:
cam:lookAt(player.x, player.y)
cameraControls()
--debug(player.x .. " " .. player.y)
elseif GAMESTATE == gamestate.game then
for i, button in ipairs(menubutton.game) do
button:draw()
end
end
end

function love.draw()
cam:attach()

-- MAIN

function love.update(dt)
if GAMESTATE == gamestate.quit then
debug("Game has been quit, goodbye :)")
love.event.quit(0)

elseif GAMESTATE == gamestate.menu then

elseif GAMESTATE == gamestate.game then
-- 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)
for i=1, timewarpControls() do
-- Physics go in here:
updatePlanets()
player:update(dt)
end
cam:detach()
player:throttleControls()

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

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

-- Gui:
gui:draw()
function love.draw()
if GAMESTATE == gamestate.menu then
-- Game Title:
love.graphics.setColor(1, 1, 0.6)
love.graphics.setFont(font.gametitle)
love.graphics.printf(info.title, 20, 20, width, "left")

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

@@ -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 Vedi File

@@ -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

+ 82
- 2
src/class/Menubutton.lua Vedi File

@@ -1,5 +1,85 @@
Menubutton = Class {}

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

-- State to jump to:
self.toState = tempState

-- Formatting:
self.format = tempFormat
if self.format == "center" or self.format == "centre" then
self.x = self.x - self.w
self.y = self.y - self.h
end

-- Text and Colours:
self.text = tempText
self.colour = {
text = tempTC,
background = tempBC
}
end



-- FUNCTIONS

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



-- MAIN

function Menubutton:update(dt)
if self:click() then
-- Here is room for calling effects or something... looking at you madi qwq xD
GAMESTATE = self.toState
end
end

function Menubutton:draw()
local x, y, w, h = self.x, self.y, self.w, self.h
local bg, tx = self.colour.background, self.colour.text
bg, tx = calc.colour(bg[1], bg[2], bg[3]), calc.colour(tx[1], tx[2], tx[3])

-- Hover Effects
if self:hover() then
-- Slight Colour Lightup
for i = 1, #bg do
bg[i] = bg[i]*1.1
end

-- Slight pop up effect (purly visual)
local pop = 3
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 Vedi File

@@ -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 Vedi File

@@ -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 = 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

+ 0
- 1
src/font.lua Vedi File

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

BIN
textures/player/orbiter.png Vedi File

Prima Dopo
Larghezza: 326  |  Altezza: 381  |  Dimensione: 52 KiB

BIN
textures/player/orbiter/fullThrust.png Vedi File

Prima Dopo
Larghezza: 324  |  Altezza: 379  |  Dimensione: 8.0 KiB

BIN
textures/player/orbiter/lowThrust.png Vedi File

Prima Dopo
Larghezza: 324  |  Altezza: 379  |  Dimensione: 4.7 KiB

BIN
textures/player/orbiter/orbiter.png Vedi File

Prima Dopo
Larghezza: 324  |  Altezza: 379  |  Dimensione: 39 KiB

+ 18
- 4
textures/textures.lua Vedi File

@@ -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

BIN
textures/ui/arrow_grey.png Vedi File

Prima Dopo
Larghezza: 1000  |  Altezza: 1000  |  Dimensione: 56 KiB

BIN
textures/ui/arrow_red.png Vedi File

Prima Dopo
Larghezza: 1000  |  Altezza: 1000  |  Dimensione: 57 KiB

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