Revision code
Before Width: | Height: | Size: 11 KiB After Width: | Height: | Size: 11 KiB |
Before Width: | Height: | Size: 9.2 KiB After Width: | Height: | Size: 9.2 KiB |
Before Width: | Height: | Size: 13 KiB After Width: | Height: | Size: 13 KiB |
Before Width: | Height: | Size: 374 KiB After Width: | Height: | Size: 374 KiB |
Before Width: | Height: | Size: 8.7 KiB After Width: | Height: | Size: 8.7 KiB |
333
main.lua
@ -1,9 +1,173 @@
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-- LOAD
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function love.load()
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-- Configuration
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math.randomseed(os.time())
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window = { width = 1280, height = 720 }
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love.window.setMode(window.width, window.height, {resizable=false})
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font = love.graphics.newFont(40) -- Font
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love.graphics.setFont(font)
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camera = { x = 0, y = 0, width = window.width, height = window.height }
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debug = true
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play = true
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win = false
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fullscreen = false
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love.window.setFullscreen(fullscreen)
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love.window.setTitle('Alunizaje')
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background = { x = 0, y = 0, img = love.graphics.newImage('assets/img/background.jpg') }
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canvas = { width = 1280, height = 2880 }
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gravity = 2
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moon_margin = 100
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-- Physics
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love.physics.setMeter(64) -- Height earth in meters
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world = love.physics.newWorld(0, gravity * 64, true) -- Make earth
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-- Ship
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ship = { x = canvas.width / 2, y = 0 , power = 100 }
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ship.body = love.physics.newBody(world, ship.x, ship.y, "dynamic")
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ship.shape = love.physics.newCircleShape(20)
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ship.fixture = love.physics.newFixture(ship.body, ship.shape, 1)
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ship.fixture:setRestitution(0.9)
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ship.img = love.graphics.newImage('assets/img/ship.png')
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-- Generates initial asteroids
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num_asteroids = 50
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max_speed_asteroids = 5
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img_asteroide = {
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love.graphics.newImage('assets/img/asteroid1.png'),
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love.graphics.newImage('assets/img/asteroid2.png'),
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love.graphics.newImage('assets/img/asteroid3.png')
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}
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asteroids = {}
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for i=1, num_asteroids do
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temp_img = img_asteroide[math.random(1, table_length(img_asteroide))]
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asteroids[i] = { x = math.random(0, canvas.width - temp_img:getWidth()),
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y = math.random(200, canvas.height - temp_img:getHeight()),
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speed = math.random(1, max_speed_asteroids),
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img = temp_img,
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angle = math.random(0, 90)}
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end
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end
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-- UPDATE
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function love.update(dt)
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if play then
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-- Phytics world
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world:update(dt)
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-- Controls
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if love.keyboard.isDown('escape') or love.keyboard.isDown('q') then
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love.event.push('quit')
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end
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if love.keyboard.isDown("right") then
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ship.body:applyForce(ship.power, 0)
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elseif love.keyboard.isDown("left") then
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ship.body:applyForce(-ship.power, 0)
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end
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if love.keyboard.isDown("up") then
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ship.body:applyForce(0, -ship.power)
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elseif love.keyboard.isDown("down") then
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ship.body:applyForce(0, ship.power)
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end
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-- Rotate asteroids
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for key, value in pairs(asteroids) do
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-- Rota
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value.angle = asteroids[key].angle + (dt * math.pi / 10)
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value.x = asteroids[key].x - asteroids[key].speed
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end
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-- Destroy asteroids
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for key, value in pairs(asteroids) do
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if value.x + asteroids[key].img:getWidth() < 0 then
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table.remove(asteroids, key)
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end
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end
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-- Create asteroids
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if table_length(asteroids) < num_asteroids then
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temp_img = img_asteroide[math.random(1, table_length(img_asteroide))]
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asteroids[table_length(asteroids) + 1] = {
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x = canvas.width + temp_img:getWidth(),
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y = math.random(0, canvas.height - temp_img:getHeight()),
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speed = math.random(1, max_speed_asteroids),
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img = temp_img,
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angle = math.random(0, 90)}
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end
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-- Camera
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camera.y = 0
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if camera.height / 2 <= ship.body:getY() then -- Top
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camera.y = -ship.body:getY() + (camera.height / 2)
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end
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if canvas.height - camera.height / 2 < ship.body:getY() then -- Down
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camera.y = -canvas.height + camera.height
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end
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-- Collision
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if ship.body:getY() <= 0 then -- Top game
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x, y = ship.body:getLinearVelocity()
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ship.body:setLinearVelocity(x, -y)
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end
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if ship.body:getX() + ship.img:getWidth() > canvas.width then -- Right game
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x, y = ship.body:getLinearVelocity()
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ship.body:setLinearVelocity(-x, y)
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end
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if ship.body:getX() < 0 then -- Left game
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x, y = ship.body:getLinearVelocity()
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ship.body:setLinearVelocity(-x, y)
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end
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if ship.body:getY() + ship.img:getHeight() + moon_margin >= canvas.height then -- Down game
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ship.body:setLinearVelocity(0, 0)
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win = true
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play = false
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end
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for key, value in pairs(asteroids) do -- Asteroids
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if CheckCollision(asteroids[key].x - (asteroids[key].img:getWidth() / 2), asteroids[key].y - (asteroids[key].img:getHeight() / 2), asteroids[key].img:getWidth(), asteroids[key].img:getHeight(), ship.body:getX(), ship.body:getY(), ship.img:getWidth(), ship.img:getHeight()) then
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play = false
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end
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end
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else
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sleep(2)
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love.load()
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end
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end
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-- DRAW
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function love.draw()
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-- Camera
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love.graphics.translate(0, camera.y)
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-- Background
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love.graphics.draw(background.img, background.x, background.y)
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-- Asteroids
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for key, value in pairs(asteroids) do
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love.graphics.draw(value.img, value.x, value.y, value.angle, 1, 1, value.img:getWidth() / 2, value.img:getHeight() / 2)
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if debug then
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love.graphics.rectangle("line", value.x - (value.img:getWidth() / 2), value.y - (value.img:getHeight() / 2), value.img:getWidth(), value.img:getHeight())
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end
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end
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-- Ship
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love.graphics.draw(ship.img, ship.body:getX(), ship.body:getY())
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if debug then
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love.graphics.rectangle("line", ship.body:getX(), ship.body:getY(), ship.img:getWidth(), ship.img:getHeight())
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end
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-- Texts
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if not play and not win then -- Game over
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love.graphics.print('Game over', (camera.width / 2), -camera.y + (camera.height / 2))
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end
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if not play and win then -- Win
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love.graphics.print('You win!', (camera.width / 2), -camera.y + (camera.height / 2))
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end
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end
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--------------------------------- Functions
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-- Get Table length
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function table_length(T)
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local count = 0
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for _ in pairs(T) do count = count + 1 end
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return count
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end
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-- Pause system n seconds
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local clock = os.clock
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function sleep(n) -- seconds
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local t0 = clock()
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@ -20,172 +184,3 @@ function CheckCollision(x1,y1,w1,h1, x2,y2,w2,h2)
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y1 < y2+h2 and
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y2 < y1+h1
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end
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function love.load()
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-- Configuración
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math.randomseed(os.time())
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camara_width = 1280
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camara_height = 720
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debug = false
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play = true
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win = false
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font = love.graphics.newFont(40)
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love.graphics.setFont(font)
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love.window.setMode(camara_width, camara_height, {resizable=false})
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-- love.window.setFullscreen(true)
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love.window.setTitle('Alunizaje')
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fondo = { x = 0, y = 0, img = love.graphics.newImage('assets/img/fondo.jpg') }
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game_height = 2880
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game_width = 1280
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gravedad = 2
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distancia_luna = 100
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-- Fisicas
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love.physics.setMeter(64) -- Altura del mundo en metros
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world = love.physics.newWorld(0, gravedad * 64, true) -- Crea el mundo físico
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-- Nave fisicas
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nave = {}
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nave_x = game_width / 2
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nave_y = 0
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nave.body = love.physics.newBody(world, nave_x, nave_y, "dynamic") --place the body in the center of the world and make it dynamic, so it can move around
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nave.shape = love.physics.newCircleShape(20) --the ball's shape has a radius of 20
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nave.fixture = love.physics.newFixture(nave.body, nave.shape, 1) -- Attach fixture to body and give it a density of 1.
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nave.fixture:setRestitution(0.9) --let the ball bounce
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nave.power = 100
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nave.img = love.graphics.newImage('assets/img/nave.png')
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-- Genera los asteroides
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num_asteroides = 50
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max_speed = 5
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img_asteroide = {
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love.graphics.newImage('assets/img/asteroide1.png'),
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love.graphics.newImage('assets/img/asteroide2.png'),
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love.graphics.newImage('assets/img/asteroide3.png')
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}
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asteroides = {}
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for i=1, num_asteroides do
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temp_img = img_asteroide[math.random(1, table_length(img_asteroide))]
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asteroides[i] = { x = math.random(0, game_width - temp_img:getWidth()),
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y = math.random(200, game_height - temp_img:getHeight()),
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speed = math.random(1, max_speed),
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img = temp_img,
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angle = math.random(0, 90)}
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end
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end
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function love.update(dt)
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if play then
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-- Fisicas del mundo
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world:update(dt)
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-- Controles
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if love.keyboard.isDown('escape') then
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love.event.push('quit')
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end
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if love.keyboard.isDown("right") then
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nave.body:applyForce(nave.power, 0)
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elseif love.keyboard.isDown("left") then
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nave.body:applyForce(-nave.power, 0)
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end
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if love.keyboard.isDown("up") then
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nave.body:applyForce(0, -nave.power)
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elseif love.keyboard.isDown("down") then
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nave.body:applyForce(0, nave.power)
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end
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-- Asteroides rotar
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for key, value in pairs(asteroides) do
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-- Rota
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value.angle = asteroides[key].angle + (dt * math.pi / 10)
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value.x = asteroides[key].x - asteroides[key].speed
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end
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-- Asteroides destruir
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for key, value in pairs(asteroides) do
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-- Destruye los que salen de pantalla
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if value.x + asteroides[key].img:getWidth() < 0 then
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table.remove(asteroides, key)
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end
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end
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-- Asteroides crear
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if table_length(asteroides) < num_asteroides then
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temp_img = img_asteroide[math.random(1, table_length(img_asteroide))]
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asteroides[table_length(asteroides) + 1] = {
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x = game_width + temp_img:getWidth(),
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y = math.random(0, game_height - temp_img:getHeight()),
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speed = math.random(1, max_speed),
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img = temp_img,
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angle = math.random(0, 90)}
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end
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-- Camara
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camara_y = 0
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if camara_height / 2 <= nave.body:getY() then -- Superior
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camara_y = -nave.body:getY() + (camara_height / 2)
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end
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if game_height - camara_height / 2 < nave.body:getY() then --Inferior
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camara_y = -game_height + camara_height
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end
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-- Colision
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if nave.body:getY() <= 0 then -- Arriba del juego
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x, y = nave.body:getLinearVelocity()
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nave.body:setLinearVelocity(x, -y)
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end
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if nave.body:getX() + nave.img:getWidth() > game_width then -- Derecha del juego
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x, y = nave.body:getLinearVelocity()
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nave.body:setLinearVelocity(-x, y)
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end
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if nave.body:getX() < 0 then -- Izquierda del juego
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x, y = nave.body:getLinearVelocity()
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nave.body:setLinearVelocity(-x, y)
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end
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if nave.body:getY() + nave.img:getHeight() + distancia_luna >= game_height then -- Abajo del juego
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nave.body:setLinearVelocity(0, 0)
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win = true
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play = false
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end
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for key, value in pairs(asteroides) do -- Con asteroides
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if CheckCollision(asteroides[key].x - (asteroides[key].img:getWidth() / 2), asteroides[key].y - (asteroides[key].img:getHeight() / 2), asteroides[key].img:getWidth(), asteroides[key].img:getHeight(), nave.body:getX(), nave.body:getY(), nave.img:getWidth(), nave.img:getHeight()) then
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play = false
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end
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end
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else
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sleep(2)
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love.load()
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end
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end
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function love.draw()
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-- Camara
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love.graphics.translate(0, camara_y)
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-- Fondo
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love.graphics.draw(fondo.img, fondo.x, fondo.y)
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-- Asteroides
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for key, value in pairs(asteroides) do
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love.graphics.draw(value.img, value.x, value.y, value.angle, 1, 1, value.img:getWidth() / 2, value.img:getHeight() / 2)
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if debug then
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love.graphics.rectangle("line", value.x - (value.img:getWidth() / 2), value.y - (value.img:getHeight() / 2), value.img:getWidth(), value.img:getHeight())
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end
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end
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-- Nave
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love.graphics.draw(nave.img, nave.body:getX(), nave.body:getY())
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if debug then
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love.graphics.rectangle("line", nave.body:getX(), nave.body:getY(), nave.img:getWidth(), nave.img:getHeight())
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end
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-- Textos
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if not play and not win then
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love.graphics.print('Game over', (camara_width / 2), -camara_y + (camara_height / 2))
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end
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if not play and win then
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love.graphics.print('You win!', (camara_width / 2), -camara_y + (camara_height / 2))
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end
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end
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