animation indicator
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815069d293
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@ -11,6 +11,7 @@ function game.load()
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love.window.setMode(game.window.width, game.window.height)
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game.level = 1
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game.play = true
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game.die = false
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-- Physics
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DEBUG = true
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local world_meter = 64
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@ -19,4 +20,11 @@ function game.load()
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game.world = love.physics.newWorld(0, gravity * world_meter, true) -- Make earth
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end
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function game.update(dt)
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if game.die then
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game.lifes = game.lifes - 1
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game.die = false
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end
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end
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return game
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@ -31,17 +31,37 @@ function life.load(game)
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width = 10,
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color = {0, 0, 0},
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angle = 230,
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move_up = false
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move_up = false,
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vel = 1
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}
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life.indicator.radius = tools.distance(life.indicator.x_shaft, life.indicator.y_shaft, life.indicator.x_target, life.indicator.y_target)
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love.graphics.setLineWidth(life.indicator.width)
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life.indicator.limits = {}
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life.indicator.limits[2] = {
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min = 260,
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max = 270
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}
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life.indicator.limits[3] = {
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min = 230,
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max = 240
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}
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end
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function life.update(dt, game)
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life.top.animation:update(dt)
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-- 1 230 240
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if game.life == 3 then
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end
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-- Direction
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if life.indicator.limits[game.lifes].max < life.indicator.angle then
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life.indicator.move_up = false
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elseif life.indicator.limits[game.lifes].min > life.indicator.angle then
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life.indicator.move_up = true
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end
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-- Increment
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if life.indicator.move_up then
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life.indicator.angle = life.indicator.angle + life.indicator.vel
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else
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life.indicator.angle = life.indicator.angle - life.indicator.vel
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end
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-- Calculate pos indicator
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life.indicator.x_target, life.indicator.y_target = tools.circle_position(life.indicator.angle, life.indicator.radius, life.indicator.x_shaft, life.indicator.y_shaft)
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end
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@ -100,6 +100,7 @@ function spaceship.update(dt, game)
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-- Check for collisions
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for shape, delta in pairs(HC.collisions(body.collision.hc)) do
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game.play = false
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game.die = true
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explosion.x, explosion.y, explosion.enable = body.body:getX() - explosion.claim_x, body.body:getY() - explosion.claim_y, true
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explosion.animation:resume()
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end
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