alunizaje/assets/scripts/spaceship.lua

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local anim8 = require 'assets/scripts/vendor/anim8'
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local HC = require 'assets/scripts/vendor/HC'
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local spaceship = {}
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local collision_debug = false
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spaceship.y = 0
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local press_button = false
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function spaceship.load(game)
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body = {
x = 0,
y = 0,
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power = 200,
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size_collition = 28,
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polygons_collition = 8,
visible = true,
blink = {
active = false,
num_repeat = 5,
duration = 0.05,
num_count = 0,
time = 0
}
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}
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body.width = 156
body.height = 143
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body.pos_center_x = (game.canvas.width / 2) - (body.width / 2)
body.x = body.pos_center_x
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body.img = love.graphics.newImage('assets/sprites/spaceship/body.png')
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body.num_frames = 5
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body.body = love.physics.newBody(game.world, body.x , body.y, 'dynamic')
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body.shape = love.physics.newCircleShape(20)
body.fixture = love.physics.newFixture(body.body, body.shape, 1)
body.fixture:setRestitution(0.9)
local g = anim8.newGrid(body.width, body.height, body.img:getWidth(), body.img:getHeight())
body.animation_stop = anim8.newAnimation(g('1-1', 1), 0.1)
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body.animation_fire = anim8.newAnimation(g('2-' .. body.num_frames, 1), 0.01)
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-- Light
light = {
img = love.graphics.newImage('assets/sprites/spaceship/light.png'),
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y = body.y
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}
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light.x = body.x + (body.img:getWidth() / 2) + (light.img:getWidth() / 2)
light.num_frames = 11
light.width = 74
light.height = 66
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g = anim8.newGrid(light.width, light.height, light.img:getWidth(), light.img:getHeight())
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light.animation = anim8.newAnimation(g('1-' .. light.num_frames, 1), 0.05)
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-- Explosion
explosion = {
img = love.graphics.newImage('assets/sprites/spaceship/explosion.png'),
num_frames = 10,
speed = 0.05,
x = -game.canvas.width,
y = -game.canvas.height
}
g = anim8.newGrid(explosion.img:getWidth() / explosion.num_frames, explosion.img:getHeight(), explosion.img:getWidth(), explosion.img:getHeight())
explosion.animation = anim8.newAnimation(g('1-' .. explosion.num_frames, 1), explosion.speed, 'pauseAtEnd')
explosion.animation:pause()
explosion.claim_x = 45
explosion.claim_y = 40
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-- Collision
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body.collision = {}
body.collision.claim = 79
body.collision.vertices = {
104, 40,
55, 40,
35, 100,
78, 110,
119, 100
}
body.collision.hc = HC.polygon(
body.collision.vertices[1],
body.collision.vertices[2],
body.collision.vertices[3],
body.collision.vertices[4],
body.collision.vertices[5],
body.collision.vertices[6],
body.collision.vertices[7],
body.collision.vertices[8],
body.collision.vertices[9],
body.collision.vertices[10]
)
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end
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function spaceship.update(dt, game)
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-- Spaceship
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body.animation_fire:update(dt)
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press_button = false
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spaceship.y = body.body:getY()
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-- Light
light.animation:update(dt)
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light.x = body.body:getX() + 43
light.y = body.body:getY() - 15
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-- Explosion
explosion.animation:update(dt)
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-- Controls
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if CONTROL_UP then
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body.body:applyForce(0, -body.power)
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press_button = true
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end
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if CONTROL_RIGHT then
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body.body:applyForce(body.power, 0)
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press_button = true
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elseif CONTROL_LEFT then
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body.body:applyForce(-body.power, 0)
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press_button = true
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end
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if CONTROL_QUIT then
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love.event.push('quit')
end
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-- Collision
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-- Move polygon
body.collision.hc:moveTo(body.body:getX() + body.collision.claim, body.body:getY() + body.collision.claim)
-- Check for collisions
for shape, delta in pairs(HC.collisions(body.collision.hc)) do
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if game.die == false then
-- Lose life
if game.lifes > 1 then
game.lifes = game.lifes - 1
end
-- Die
game.die = true
game.play = false
explosion.x, explosion.y, explosion.enable = body.body:getX() - explosion.claim_x, body.body:getY() - explosion.claim_y, true
explosion.animation:resume()
end
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end
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if not game.play then
body.body:setLinearVelocity(0, 0)
end
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-- Check game limits
if body.body:getY() <= 0 then -- Top game
x, y = body.body:getLinearVelocity()
body.body:setLinearVelocity(x, -y)
end
if body.body:getX() + (body.img:getWidth() / body.num_frames) - (body.collision.claim / 2) > game.canvas.width then -- Right game
x, y = body.body:getLinearVelocity()
body.body:setLinearVelocity(-x, y)
end
if body.body:getX() + (body.collision.claim / 2) < 0 then -- Left game
x, y = body.body:getLinearVelocity()
body.body:setLinearVelocity(-x, y)
end
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-- Blink
if body.blink.active then
body.blink.time = body.blink.time + dt
if body.blink.time >= body.blink.duration then
body.blink.time = 0
if body.visible then
body.visible = false
if body.blink.num_count < body.blink.num_repeat then
body.blink.num_count = body.blink.num_count + 1
else
body.blink.num_count = 0
body.blink.active = false
body.visible = true
end
else
body.visible = true
end
end
end
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-- Check if this ingame
local x, y = body.body:getPosition()
if y < 0 then
body.body:setPosition(x, 0)
end
if y > game.canvas.height then
game.play = false
end
-- Restart position
if not game.play then
body.body:setLinearVelocity(0, -1000)
if y <= 0 then
local y = 0
body.body:setLinearVelocity(0, 0)
body.body:setPosition(body.pos_center_x, y)
game.play = true
game.die = false
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body.blink.active = true
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end
end
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end
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function spaceship.draw(game)
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if game.play and body.visible then
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-- Lignt
light.animation:draw(light.img, light.x, light.y)
-- Spaceship
if press_button then
body.animation_fire:draw(body.img, body.body:getX(), body.body:getY())
else
body.animation_stop:draw(body.img, body.body:getX(), body.body:getY())
end
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end
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-- Explosion
explosion.animation:draw(explosion.img, explosion.x, explosion.y)
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-- Collision
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if collision_debug then
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body.collision.hc:draw('fill')
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end
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end
return spaceship