add spaceship

This commit is contained in:
Andros Fenollosa 2016-11-12 13:49:24 +01:00
parent 892d89c7f1
commit 5fb3cd8d47
32 changed files with 1061 additions and 438 deletions

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest package="love.to.android1104181206"
<manifest package="love.to.android1112134304"
android:versionCode="15"
android:versionName="0.9.2"
android:installLocation="auto" xmlns:android="http://schemas.android.com/apk/res/android">
@ -12,13 +12,13 @@
<application
android:allowBackup="true"
android:icon="@drawable/ic_launcher"
android:label="Game 1104181206"
android:label="Game 1112134304"
android:theme="@android:style/Theme.NoTitleBar.Fullscreen" >
<service android:name=".DownloadService" />
<activity
android:name="LtaActivity"
android:configChanges="orientation|screenSize"
android:label="Game 1104181206"
android:label="Game 1112134304"
android:launchMode="singleTop"
android:screenOrientation="landscape" >
<intent-filter>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest package="love.to.android1104181206"
<manifest package="love.to.android1112134304"
android:versionCode="15"
android:versionName="0.9.2"
android:installLocation="auto" xmlns:android="http://schemas.android.com/apk/res/android">
@ -12,13 +12,13 @@
<application
android:allowBackup="true"
android:icon="@drawable/ic_launcher"
android:label="Game 1104181206"
android:label="Game 1112134304"
android:theme="@android:style/Theme.NoTitleBar.Fullscreen" >
<service android:name=".DownloadService" />
<activity
android:name="LtaActivity"
android:configChanges="orientation|screenSize"
android:label="Game 1104181206"
android:label="Game 1112134304"
android:launchMode="singleTop"
android:screenOrientation="landscape" >
<intent-filter>

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/Users/androsfenollosa/www/alunizaje/StartGamedev-160604-osx/tools/love-android-sdl2/bin/AndroidManifest.xml : \
/Users/androsfenollosa/www/alunizaje/StartGamedev-160604-osx/tools/love-android-sdl2/AndroidManifest.xml \
/Users/androsfenollosa/www/alunizaje/android/tools/love-android-sdl2/bin/AndroidManifest.xml : \
/Users/androsfenollosa/www/alunizaje/android/tools/love-android-sdl2/AndroidManifest.xml \

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@ -1,5 +1,5 @@
#Last build type
#Fri, 04 Nov 2016 18:12:11 +0100
#Sat, 12 Nov 2016 13:43:10 +0100
build.last.target=debug

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/Users/androsfenollosa/www/alunizaje/StartGamedev-160604-osx/tools/love-android-sdl2/bin/classes/org/libsdl/app/SDLActivity.class \
/Users/androsfenollosa/www/alunizaje/StartGamedev-160604-osx/tools/love-android-sdl2/bin/classes/org/libsdl/app/SDLGenericMotionListener_API12.class \
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/Users/androsfenollosa/www/alunizaje/StartGamedev-160604-osx/tools/love-android-sdl2/bin/classes/org/love2d/android/DownloadService.class \
/Users/androsfenollosa/www/alunizaje/StartGamedev-160604-osx/tools/love-android-sdl2/bin/classes/org/love2d/android/GameActivity$1.class \
/Users/androsfenollosa/www/alunizaje/StartGamedev-160604-osx/tools/love-android-sdl2/bin/classes/org/love2d/android/GameActivity.class \
/Users/androsfenollosa/www/alunizaje/android/tools/love-android-sdl2/bin/classes.dex : \
/Users/androsfenollosa/www/alunizaje/android/tools/love-android-sdl2/bin/classes/love/to/android1112134304/BuildConfig.class \
/Users/androsfenollosa/www/alunizaje/android/tools/love-android-sdl2/bin/classes/love/to/android1112134304/LtaActivity.class \
/Users/androsfenollosa/www/alunizaje/android/tools/love-android-sdl2/bin/classes/love/to/android1112134304/R$attr.class \
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/Users/androsfenollosa/www/alunizaje/android/tools/love-android-sdl2/bin/classes/org/libsdl/app/SDLActivity$2.class \
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/Users/androsfenollosa/www/alunizaje/android/tools/love-android-sdl2/bin/classes/org/libsdl/app/SDLGenericMotionListener_API12.class \
/Users/androsfenollosa/www/alunizaje/android/tools/love-android-sdl2/bin/classes/org/libsdl/app/SDLInputConnection.class \
/Users/androsfenollosa/www/alunizaje/android/tools/love-android-sdl2/bin/classes/org/libsdl/app/SDLJoystickHandler.class \
/Users/androsfenollosa/www/alunizaje/android/tools/love-android-sdl2/bin/classes/org/libsdl/app/SDLJoystickHandler_API12$RangeComparator.class \
/Users/androsfenollosa/www/alunizaje/android/tools/love-android-sdl2/bin/classes/org/libsdl/app/SDLJoystickHandler_API12$SDLJoystick.class \
/Users/androsfenollosa/www/alunizaje/android/tools/love-android-sdl2/bin/classes/org/libsdl/app/SDLJoystickHandler_API12.class \
/Users/androsfenollosa/www/alunizaje/android/tools/love-android-sdl2/bin/classes/org/libsdl/app/SDLMain.class \
/Users/androsfenollosa/www/alunizaje/android/tools/love-android-sdl2/bin/classes/org/libsdl/app/SDLSurface$1.class \
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/Users/androsfenollosa/www/alunizaje/android/tools/love-android-sdl2/bin/classes/org/love2d/android/DownloadActivity.class \
/Users/androsfenollosa/www/alunizaje/android/tools/love-android-sdl2/bin/classes/org/love2d/android/DownloadRequestSettings_API11.class \
/Users/androsfenollosa/www/alunizaje/android/tools/love-android-sdl2/bin/classes/org/love2d/android/DownloadService$1.class \
/Users/androsfenollosa/www/alunizaje/android/tools/love-android-sdl2/bin/classes/org/love2d/android/DownloadService.class \
/Users/androsfenollosa/www/alunizaje/android/tools/love-android-sdl2/bin/classes/org/love2d/android/GameActivity$1.class \
/Users/androsfenollosa/www/alunizaje/android/tools/love-android-sdl2/bin/classes/org/love2d/android/GameActivity.class \

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/Users/androsfenollosa/www/alunizaje/StartGamedev-160604-osx/tools/love-android-sdl2/bin/love_android_sdl2-debug-unaligned.apk : \
/Users/androsfenollosa/www/alunizaje/StartGamedev-160604-osx/tools/love-android-sdl2/bin/love_android_sdl2.ap_ \
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/Users/androsfenollosa/www/alunizaje/StartGamedev-160604-osx/tools/love-android-sdl2/libs/armeabi/libmpg123.so \
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@ -1,5 +1,5 @@
/Users/androsfenollosa/www/alunizaje/StartGamedev-160604-osx/tools/love-android-sdl2/bin/love_android_sdl2.ap_ \
: /Users/androsfenollosa/www/alunizaje/StartGamedev-160604-osx/tools/love-android-sdl2/res/drawable-xxhdpi/ic_launcher.png \
/Users/androsfenollosa/www/alunizaje/StartGamedev-160604-osx/tools/love-android-sdl2/bin/res/drawable-xxhdpi/ic_launcher.png \
/Users/androsfenollosa/www/alunizaje/StartGamedev-160604-osx/tools/love-android-sdl2/assets/game.love \
/Users/androsfenollosa/www/alunizaje/StartGamedev-160604-osx/tools/love-android-sdl2/bin/AndroidManifest.xml \
/Users/androsfenollosa/www/alunizaje/android/tools/love-android-sdl2/bin/love_android_sdl2.ap_ \
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/Users/androsfenollosa/www/alunizaje/android/tools/love-android-sdl2/bin/res/drawable-xxhdpi/ic_launcher.png \
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/Users/androsfenollosa/www/alunizaje/android/tools/love-android-sdl2/bin/AndroidManifest.xml \

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@ -1,9 +1,9 @@
# view AndroidManifest.xml #generated:45
-keep class love.to.android1104181206.DownloadActivity { <init>(...); }
-keep class love.to.android1112134304.DownloadActivity { <init>(...); }
# view AndroidManifest.xml #generated:17
-keep class love.to.android1104181206.DownloadService { <init>(...); }
-keep class love.to.android1112134304.DownloadService { <init>(...); }
# view AndroidManifest.xml #generated:18
-keep class love.to.android1104181206.LtaActivity { <init>(...); }
-keep class love.to.android1112134304.LtaActivity { <init>(...); }

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@ -1,3 +1,3 @@
/Users/androsfenollosa/www/alunizaje/StartGamedev-160604-osx/tools/love-android-sdl2/gen/love/to/android1104181206/R.java \
: /Users/androsfenollosa/www/alunizaje/StartGamedev-160604-osx/tools/love-android-sdl2/res/drawable-xxhdpi/ic_launcher.png \
/Users/androsfenollosa/www/alunizaje/StartGamedev-160604-osx/tools/love-android-sdl2/bin/AndroidManifest.xml \
/Users/androsfenollosa/www/alunizaje/android/tools/love-android-sdl2/gen/love/to/android1112134304/R.java \
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/Users/androsfenollosa/www/alunizaje/android/tools/love-android-sdl2/bin/AndroidManifest.xml \

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@ -1,5 +1,5 @@
/** Automatically generated file. DO NOT MODIFY */
package love.to.android1104181206;
package love.to.android1112134304;
public final class BuildConfig {
public final static boolean DEBUG = true;

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@ -5,7 +5,7 @@
* should not be modified by hand.
*/
package love.to.android1104181206;
package love.to.android1112134304;
public final class R {
public static final class attr {

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@ -1,4 +1,4 @@
package love.to.android1104181206;
package love.to.android1112134304;
import org.love2d.android.GameActivity;
public class LtaActivity extends GameActivity {}

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@ -0,0 +1,2 @@
local cam = gamera.new(0,0,2000,2000)
cam:setWorld(0,0,2000,2000)

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@ -0,0 +1,33 @@
local controls = {}
function controls.update(dt)
control_up, control_right, control_left, control_quit = false, false, false, false
-- Keyboard
if love.keyboard.isDown('escape') or love.keyboard.isDown('q') then
control_quit = true
end
if love.keyboard.isDown('right') then
control_right = true
elseif love.keyboard.isDown('left') then
control_left = true
end
if love.keyboard.isDown('up') then
control_up = true
end
-- Mouse
if love.mouse.isDown(1) then
local x, y = love.mouse.getPosition()
-- Up
if x > button_up.x and x < button_up.x + button.img:getWidth() and y > button_up.y + camera.y and y < button_up.y + button.img:getHeight() + camera.y then
control_up = true
end
-- Right
if x > button_right.x and x < button_right.x + button.img:getWidth() and y > button_right.y + camera.y and y < button_right.y + button.img:getHeight() + camera.y then
control_right = true
elseif x > button_left.x and x < button_left.x + button.img:getWidth() and y > button_left.y + camera.y and y < button_left.y + button.img:getHeight() + camera.y then
control_left = true
end
end
end
return controls

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@ -0,0 +1,39 @@
local anim8 = require 'assets/scripts/vendor/anim8'
local spaceship = {}
function spaceship.load(world)
local canvas = {}
canvas.width = 500
-- power origin 1000
spaceship = { x = canvas.width / 2, y = 0 , power = 400 , size_collition = 28, polygons_collition = 8 }
spaceship.img = love.graphics.newImage('assets/sprites/spaceship/body.png')
spaceship.body = love.physics.newBody(world, (canvas.width / 2) - (spaceship.img:getWidth() / 2) , spaceship.y, 'dynamic')
spaceship.shape = love.physics.newCircleShape(20)
spaceship.fixture = love.physics.newFixture(spaceship.body, spaceship.shape, 1)
spaceship.fixture:setRestitution(0.9)
local g = anim8.newGrid(98, 93, spaceship.img:getWidth(), spaceship.img:getHeight())
spaceship.animation = anim8.newAnimation(g('1-1', 1), 0.1)
end
function spaceship.update(dt)
spaceship.animation:update(dt)
-- Controls
if control_up then
spaceship.body:applyForce(0, -spaceship.power)
end
if control_right then
spaceship.body:applyForce(spaceship.power, 0)
elseif control_left then
spaceship.body:applyForce(-spaceship.power, 0)
end
if control_quit then
love.event.push('quit')
end
end
function spaceship.draw()
spaceship.animation:draw(spaceship.img, spaceship.body:getX(), spaceship.body:getY())
end
return spaceship

302
assets/scripts/vendor/anim8.lua vendored Normal file
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@ -0,0 +1,302 @@
local anim8 = {
_VERSION = 'anim8 v2.3.0',
_DESCRIPTION = 'An animation library for LÖVE',
_URL = 'https://github.com/kikito/anim8',
_LICENSE = [[
MIT LICENSE
Copyright (c) 2011 Enrique García Cota
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.
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 Grid = {}
local _frames = {}
local function assertPositiveInteger(value, name)
if type(value) ~= 'number' then error(("%s should be a number, was %q"):format(name, tostring(value))) end
if value < 1 then error(("%s should be a positive number, was %d"):format(name, value)) end
if value ~= math.floor(value) then error(("%s should be an integer, was %d"):format(name, value)) end
end
local function createFrame(self, x, y)
local fw, fh = self.frameWidth, self.frameHeight
return love.graphics.newQuad(
self.left + (x-1) * fw + x * self.border,
self.top + (y-1) * fh + y * self.border,
fw,
fh,
self.imageWidth,
self.imageHeight
)
end
local function getGridKey(...)
return table.concat( {...} ,'-' )
end
local function getOrCreateFrame(self, x, y)
if x < 1 or x > self.width or y < 1 or y > self.height then
error(("There is no frame for x=%d, y=%d"):format(x, y))
end
local key = self._key
_frames[key] = _frames[key] or {}
_frames[key][x] = _frames[key][x] or {}
_frames[key][x][y] = _frames[key][x][y] or createFrame(self, x, y)
return _frames[key][x][y]
end
local function parseInterval(str)
if type(str) == "number" then return str,str,1 end
str = str:gsub('%s', '') -- remove spaces
local min, max = str:match("^(%d+)-(%d+)$")
assert(min and max, ("Could not parse interval from %q"):format(str))
min, max = tonumber(min), tonumber(max)
local step = min <= max and 1 or -1
return min, max, step
end
function Grid:getFrames(...)
local result, args = {}, {...}
local minx, maxx, stepx, miny, maxy, stepy
for i=1, #args, 2 do
minx, maxx, stepx = parseInterval(args[i])
miny, maxy, stepy = parseInterval(args[i+1])
for y = miny, maxy, stepy do
for x = minx, maxx, stepx do
result[#result+1] = getOrCreateFrame(self,x,y)
end
end
end
return result
end
local Gridmt = {
__index = Grid,
__call = Grid.getFrames
}
local function newGrid(frameWidth, frameHeight, imageWidth, imageHeight, left, top, border)
assertPositiveInteger(frameWidth, "frameWidth")
assertPositiveInteger(frameHeight, "frameHeight")
assertPositiveInteger(imageWidth, "imageWidth")
assertPositiveInteger(imageHeight, "imageHeight")
left = left or 0
top = top or 0
border = border or 0
local key = getGridKey(frameWidth, frameHeight, imageWidth, imageHeight, left, top, border)
local grid = setmetatable(
{ frameWidth = frameWidth,
frameHeight = frameHeight,
imageWidth = imageWidth,
imageHeight = imageHeight,
left = left,
top = top,
border = border,
width = math.floor(imageWidth/frameWidth),
height = math.floor(imageHeight/frameHeight),
_key = key
},
Gridmt
)
return grid
end
-----------------------------------------------------------
local Animation = {}
local function cloneArray(arr)
local result = {}
for i=1,#arr do result[i] = arr[i] end
return result
end
local function parseDurations(durations, frameCount)
local result = {}
if type(durations) == 'number' then
for i=1,frameCount do result[i] = durations end
else
local min, max, step
for key,duration in pairs(durations) do
assert(type(duration) == 'number', "The value [" .. tostring(duration) .. "] should be a number")
min, max, step = parseInterval(key)
for i = min,max,step do result[i] = duration end
end
end
if #result < frameCount then
error("The durations table has length of " .. tostring(#result) .. ", but it should be >= " .. tostring(frameCount))
end
return result
end
local function parseIntervals(durations)
local result, time = {0},0
for i=1,#durations do
time = time + durations[i]
result[i+1] = time
end
return result, time
end
local Animationmt = { __index = Animation }
local nop = function() end
local function newAnimation(frames, durations, onLoop)
local td = type(durations);
if (td ~= 'number' or durations <= 0) and td ~= 'table' then
error("durations must be a positive number. Was " .. tostring(durations) )
end
onLoop = onLoop or nop
durations = parseDurations(durations, #frames)
local intervals, totalDuration = parseIntervals(durations)
return setmetatable({
frames = cloneArray(frames),
durations = durations,
intervals = intervals,
totalDuration = totalDuration,
onLoop = onLoop,
timer = 0,
position = 1,
status = "playing",
flippedH = false,
flippedV = false
},
Animationmt
)
end
function Animation:clone()
local newAnim = newAnimation(self.frames, self.durations, self.onLoop)
newAnim.flippedH, newAnim.flippedV = self.flippedH, self.flippedV
return newAnim
end
function Animation:flipH()
self.flippedH = not self.flippedH
return self
end
function Animation:flipV()
self.flippedV = not self.flippedV
return self
end
local function seekFrameIndex(intervals, timer)
local high, low, i = #intervals-1, 1, 1
while(low <= high) do
i = math.floor((low + high) / 2)
if timer > intervals[i+1] then low = i + 1
elseif timer <= intervals[i] then high = i - 1
else
return i
end
end
return i
end
function Animation:update(dt)
if self.status ~= "playing" then return end
self.timer = self.timer + dt
local loops = math.floor(self.timer / self.totalDuration)
if loops ~= 0 then
self.timer = self.timer - self.totalDuration * loops
local f = type(self.onLoop) == 'function' and self.onLoop or self[self.onLoop]
f(self, loops)
end
self.position = seekFrameIndex(self.intervals, self.timer)
end
function Animation:pause()
self.status = "paused"
end
function Animation:gotoFrame(position)
self.position = position
self.timer = self.intervals[self.position]
end
function Animation:pauseAtEnd()
self.position = #self.frames
self.timer = self.totalDuration
self:pause()
end
function Animation:pauseAtStart()
self.position = 1
self.timer = 0
self:pause()
end
function Animation:resume()
self.status = "playing"
end
function Animation:draw(image, x, y, r, sx, sy, ox, oy, kx, ky)
love.graphics.draw(image, self:getFrameInfo(x, y, r, sx, sy, ox, oy, kx, ky))
end
function Animation:getFrameInfo(x, y, r, sx, sy, ox, oy, kx, ky)
local frame = self.frames[self.position]
if self.flippedH or self.flippedV then
r,sx,sy,ox,oy,kx,ky = r or 0, sx or 1, sy or 1, ox or 0, oy or 0, kx or 0, ky or 0
local _,_,w,h = frame:getViewport()
if self.flippedH then
sx = sx * -1
ox = w - ox
kx = kx * -1
ky = ky * -1
end
if self.flippedV then
sy = sy * -1
oy = h - oy
kx = kx * -1
ky = ky * -1
end
end
return frame, x, y, r, sx, sy, ox, oy, kx, ky
end
function Animation:getDimensions()
local _,_,w,h = self.frames[self.position]:getViewport()
return w,h
end
-----------------------------------------------------------
anim8.newGrid = newGrid
anim8.newAnimation = newAnimation
return anim8

208
assets/scripts/vendor/gamera.lua vendored Normal file
View File

@ -0,0 +1,208 @@
-- gamera.lua v1.0.1
-- Copyright (c) 2012 Enrique García Cota
-- 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.
-- 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.
-- Based on YaciCode, from Julien Patte and LuaObject, from Sebastien Rocca-Serra
local gamera = {}
-- Private attributes and methods
local gameraMt = {__index = gamera}
local abs, min, max = math.abs, math.min, math.max
local function clamp(x, minX, maxX)
return x < minX and minX or (x>maxX and maxX or x)
end
local function checkNumber(value, name)
if type(value) ~= 'number' then
error(name .. " must be a number (was: " .. tostring(value) .. ")")
end
end
local function checkPositiveNumber(value, name)
if type(value) ~= 'number' or value <=0 then
error(name .. " must be a positive number (was: " .. tostring(value) ..")")
end
end
local function checkAABB(l,t,w,h)
checkNumber(l, "l")
checkNumber(t, "t")
checkPositiveNumber(w, "w")
checkPositiveNumber(h, "h")
end
local function getVisibleArea(self, scale)
scale = scale or self.scale
local sin, cos = abs(self.sin), abs(self.cos)
local w,h = self.w / scale, self.h / scale
w,h = cos*w + sin*h, sin*w + cos*h
return min(w,self.ww), min(h, self.wh)
end
local function cornerTransform(self, x,y)
local scale, sin, cos = self.scale, self.sin, self.cos
x,y = x - self.x, y - self.y
x,y = -cos*x + sin*y, -sin*x - cos*y
return self.x - (x/scale + self.l), self.y - (y/scale + self.t)
end
local function adjustPosition(self)
local wl,wt,ww,wh = self.wl, self.wt, self.ww, self.wh
local w,h = getVisibleArea(self)
local w2,h2 = w*0.5, h*0.5
local left, right = wl + w2, wl + ww - w2
local top, bottom = wt + h2, wt + wh - h2
self.x, self.y = clamp(self.x, left, right), clamp(self.y, top, bottom)
end
local function adjustScale(self)
local w,h,ww,wh = self.w, self.h, self.ww, self.wh
local rw,rh = getVisibleArea(self, 1) -- rotated frame: area around the window, rotated without scaling
local sx,sy = rw/ww, rh/wh -- vert/horiz scale: minimun scales that the window needs to occupy the world
local rscale = max(sx,sy)
self.scale = max(self.scale, rscale)
end
-- Public interface
function gamera.new(l,t,w,h)
local sw,sh = love.graphics.getWidth(), love.graphics.getHeight()
local cam = setmetatable({
x=0, y=0,
scale=1,
angle=0, sin=math.sin(0), cos=math.cos(0),
l=0, t=0, w=sw, h=sh, w2=sw*0.5, h2=sh*0.5
}, gameraMt)
cam:setWorld(l,t,w,h)
return cam
end
function gamera:setWorld(l,t,w,h)
checkAABB(l,t,w,h)
self.wl, self.wt, self.ww, self.wh = l,t,w,h
adjustPosition(self)
end
function gamera:setWindow(l,t,w,h)
checkAABB(l,t,w,h)
self.l, self.t, self.w, self.h, self.w2, self.h2 = l,t,w,h, w*0.5, h*0.5
adjustPosition(self)
end
function gamera:setPosition(x,y)
checkNumber(x, "x")
checkNumber(y, "y")
self.x, self.y = x,y
adjustPosition(self)
end
function gamera:setScale(scale)
checkNumber(scale, "scale")
self.scale = scale
adjustScale(self)
adjustPosition(self)
end
function gamera:setAngle(angle)
checkNumber(angle, "angle")
self.angle = angle
self.cos, self.sin = math.cos(angle), math.sin(angle)
adjustScale(self)
adjustPosition(self)
end
function gamera:getWorld()
return self.wl, self.wt, self.ww, self.wh
end
function gamera:getWindow()
return self.l, self.t, self.w, self.h
end
function gamera:getPosition()
return self.x, self.y
end
function gamera:getScale()
return self.scale
end
function gamera:getAngle()
return self.angle
end
function gamera:getVisible()
local w,h = getVisibleArea(self)
return self.x - w*0.5, self.y - h*0.5, w, h
end
function gamera:getVisibleCorners()
local x,y,w2,h2 = self.x, self.y, self.w2, self.h2
local x1,y1 = cornerTransform(self, x-w2,y-h2)
local x2,y2 = cornerTransform(self, x+w2,y-h2)
local x3,y3 = cornerTransform(self, x+w2,y+h2)
local x4,y4 = cornerTransform(self, x-w2,y+h2)
return x1,y1,x2,y2,x3,y3,x4,y4
end
function gamera:draw(f)
love.graphics.setScissor(self:getWindow())
love.graphics.push()
local scale = self.scale
love.graphics.scale(scale)
love.graphics.translate((self.w2 + self.l) / scale, (self.h2+self.t) / scale)
love.graphics.rotate(-self.angle)
love.graphics.translate(-self.x, -self.y)
f(self:getVisible())
love.graphics.pop()
love.graphics.setScissor()
end
function gamera:toWorld(x,y)
local scale, sin, cos = self.scale, self.sin, self.cos
x,y = (x - self.w2 - self.l) / scale, (y - self.h2 - self.t) / scale
x,y = cos*x - sin*y, sin*x + cos*y
return x + self.x, y + self.y
end
function gamera:toScreen(x,y)
local scale, sin, cos = self.scale, self.sin, self.cos
x,y = x - self.x, y - self.y
x,y = cos*x + sin*y, -sin*x + cos*y
return scale * x + self.w2 + self.l, scale * y + self.h2 + self.t
end
return gamera

386
main.lua
View File

@ -1,397 +1,39 @@
local start_time = 0
local spaceship = require 'assets/scripts/spaceship'
local controls = require 'assets/scripts/controls'
-- LOAD
function love.load()
-- Configuration
math.randomseed(os.time())
width, height = love.window.getDesktopDimensions( display )
local width, height = love.window.getDesktopDimensions( display )
window = { width = width , height = height }
fullscreen = false
love.window.setMode(window.width, window.height, {resizable=true})
font_main = love.graphics.newFont('assets/fonts/main.ttf', 80) -- Font
love.graphics.setFont(font_main)
text_restart = { text = 'You die' }
text_restart.size = font_main:getWidth(text_restart.text)
text_good = { text = 'Good' }
text_good.size = font_main:getWidth(text_good.text)
camera = { x = 0, y = 0, width = window.width, height = window.height }
debug = false
play = true
win = false
level = { num = 1, x = 50, y = 50, max = 20 }
love.window.setFullscreen(fullscreen, 'exclusive')
love.window.setTitle('Alunizaje')
background = { x = 0, y = 0, img = love.graphics.newImage('assets/sprites/background/background.png') }
canvas = { width = width, height = 2880 }
moon_margin = 100
love.window.setMode(window.width, window.height)
-- Physics
world_meter = 64
gravity = 2
love.physics.setMeter(world_meter) -- Height earth in meters
world = love.physics.newWorld(0, gravity * world_meter, true) -- Make earth
-- Ship
ship = { x = canvas.width / 2, y = 0 , power = 1000 , size_collition = 28, polygons_collition = 8 }
ship.img = love.graphics.newImage('assets/sprites/spaceship/body.png')
ship.body = love.physics.newBody(world, (canvas.width / 2) - (ship.img:getWidth() / 2) , ship.y, 'dynamic')
ship.shape = love.physics.newCircleShape(20)
ship.fixture = love.physics.newFixture(ship.body, ship.shape, 1)
ship.fixture:setRestitution(0.9)
ship.time_start = 1
start_time = 0
-- Fire
fire = {}
fire.img = love.graphics.newImage('assets/sprites/spaceship/fire.png')
fire.num_frames = 4
fire.pos_frame = 0
fire.visible = false
fire.distance_ship = 10
fire.frame_width = fire.img:getWidth() / fire.num_frames
fire.frames = {
love.graphics.newQuad(fire.frame_width * 0, 0, fire.frame_width, fire.frame_width, fire.img:getWidth(), fire.img:getHeight()),
love.graphics.newQuad(fire.frame_width * 1, 0, fire.frame_width, fire.frame_width, fire.img:getWidth(), fire.img:getHeight()),
love.graphics.newQuad(fire.frame_width * 2, 0, fire.frame_width, fire.frame_width, fire.img:getWidth(), fire.img:getHeight()),
love.graphics.newQuad(fire.frame_width * 3, 0, fire.frame_width, fire.frame_width, fire.img:getWidth(), fire.img:getHeight())
}
-- Explosion
explosion = {}
explosion.img = love.graphics.newImage('assets/sprites/spaceship/explosion.png')
explosion.num_frames = 11
explosion.pos_frame = 1
explosion.active = false
explosion.finish = false
explosion.time = 0
explosion.speed = 0.05
explosion.frame_width = explosion.img:getWidth() / explosion.num_frames
explosion.frame_height = explosion.img:getHeight()
explosion.frames = {
love.graphics.newQuad(explosion.frame_width * 0, 0, explosion.frame_width, explosion.frame_height, explosion.img:getWidth(), explosion.img:getHeight()),
love.graphics.newQuad(explosion.frame_width * 1, 0, explosion.frame_width, explosion.frame_height, explosion.img:getWidth(), explosion.img:getHeight()),
love.graphics.newQuad(explosion.frame_width * 2, 0, explosion.frame_width, explosion.frame_height, explosion.img:getWidth(), explosion.img:getHeight()),
love.graphics.newQuad(explosion.frame_width * 3, 0, explosion.frame_width, explosion.frame_height, explosion.img:getWidth(), explosion.img:getHeight()),
love.graphics.newQuad(explosion.frame_width * 4, 0, explosion.frame_width, explosion.frame_height, explosion.img:getWidth(), explosion.img:getHeight()),
love.graphics.newQuad(explosion.frame_width * 5, 0, explosion.frame_width, explosion.frame_height, explosion.img:getWidth(), explosion.img:getHeight()),
love.graphics.newQuad(explosion.frame_width * 6, 0, explosion.frame_width, explosion.frame_height, explosion.img:getWidth(), explosion.img:getHeight()),
love.graphics.newQuad(explosion.frame_width * 7, 0, explosion.frame_width, explosion.frame_height, explosion.img:getWidth(), explosion.img:getHeight()),
love.graphics.newQuad(explosion.frame_width * 8, 0, explosion.frame_width, explosion.frame_height, explosion.img:getWidth(), explosion.img:getHeight()),
love.graphics.newQuad(explosion.frame_width * 9, 0, explosion.frame_width, explosion.frame_height, explosion.img:getWidth(), explosion.img:getHeight()),
love.graphics.newQuad(explosion.frame_width * 10, 0, explosion.frame_width, explosion.frame_height, explosion.img:getWidth(), explosion.img:getHeight())
}
-- Button
control_up, control_right, control_left, control_quit = false, false, false, false
button = {}
button.img = love.graphics.newImage('assets/sprites/hui/button.png')
button.num_frames = 2
button.frame_width = button.img:getWidth() / button.num_frames
button.frame_height = button.img:getHeight()
button.frames = {
love.graphics.newQuad(button.frame_width * 0, 0, button.frame_width, button.frame_height, button.img:getWidth(), button.img:getHeight()),
love.graphics.newQuad(button.frame_width * 1, 0, button.frame_width, button.frame_height, button.img:getWidth(), button.img:getHeight())
}
button_up = {}
button_up.x = window.width - (button.img:getWidth() / button.num_frames) - (button.img:getWidth() / (2 * button.num_frames))
button_up.y = level.y + (camera.height / 4) + -camera.y
button_right = {}
button_right.x = button_up.x
button_right.y = button_up.y + (button.img:getHeight() / 3)
button_left = {}
button_left.x = button.img:getWidth() / (2 * button.num_frames)
button_left.y = button_right.y
-- Generates initial asteroids
asteroids_collision = 40
asteroids_collision_polygon = 8
max_speed_asteroids = 5
img_asteroide = {
love.graphics.newImage('assets/sprites/asteroids/1.png'),
love.graphics.newImage('assets/sprites/asteroids/2.png'),
love.graphics.newImage('assets/sprites/asteroids/3.png')
}
-- Audios
sounds = {}
sounds.die = love.audio.newSource('assets/audios/sound/die.wav', 'static')
sounds.explosion = love.audio.newSource('assets/audios/sound/explosion_bit.wav', 'static')
sounds.ambient_1 = love.audio.newSource('assets/audios/sound/ambient_1.wav')
sounds.complete = love.audio.newSource('assets/audios/sound/complete.wav')
sounds.fire = love.audio.newSource('assets/audios/sound/fire.wav', 'static')
sounds.ambient_1:setLooping(true)
sounds.ambient_1:play()
restart(level.num)
-- Spaceship
spaceship.load(world)
end
-- UPDATE
function love.update(dt)
-- Fix position ship
if ship.y < 0 then
ship.y = 0
end
-- Count time
start_time = dt + start_time
-- Sprite
if not explosion.finish and explosion.active then -- Explosion
explosion.time = explosion.time + dt
if explosion.time > explosion.speed then
explosion.pos_frame = explosion.pos_frame + 1
explosion.time = 0
end
if explosion.pos_frame > explosion.num_frames then
sleep(1)
restart(level.num)
end
end
-- Restart
if not explosion.active and not play then
sleep(3)
restart(level.num)
end
if play then
-- Phytics world
world:update(dt)
-- Sprite
fire.visible = false
if fire.pos_frame < fire.num_frames then -- Fire
fire.pos_frame = fire.pos_frame + 1
else
fire.pos_frame = 1
end
-- Controls
control_up, control_right, control_left, control_quit = false, false, false, false
-- Keyboard
if love.keyboard.isDown('escape') or love.keyboard.isDown('q') then
control_quit = true
end
if love.keyboard.isDown('right') then
control_right = true
elseif love.keyboard.isDown('left') then
control_left = true
end
if love.keyboard.isDown('up') then
control_up = true
end
-- Mouse
if love.mouse.isDown(1) then
local x, y = love.mouse.getPosition()
-- Up
if x > button_up.x and x < button_up.x + button.img:getWidth() and y > button_up.y + camera.y and y < button_up.y + button.img:getHeight() + camera.y then
control_up = true
end
-- Right
if x > button_right.x and x < button_right.x + button.img:getWidth() and y > button_right.y + camera.y and y < button_right.y + button.img:getHeight() + camera.y then
control_right = true
elseif x > button_left.x and x < button_left.x + button.img:getWidth() and y > button_left.y + camera.y and y < button_left.y + button.img:getHeight() + camera.y then
control_left = true
end
end
-- Ship move
if control_up then
ship.body:applyForce(0, -ship.power)
fire.visible = true
sounds.fire:play()
end
if control_right then
ship.body:applyForce(ship.power, 0)
fire.visible = true
sounds.fire:play()
elseif control_left then
ship.body:applyForce(-ship.power, 0)
fire.visible = true
sounds.fire:play()
end
if control_quit then
love.event.push('quit')
end
-- Rotate asteroids
for key, value in pairs(asteroids) do
value.angle = asteroids[key].angle + (dt * math.pi / 10)
value.x = asteroids[key].x - asteroids[key].speed
end
-- Destroy asteroids
for key, value in pairs(asteroids) do
if value.x + asteroids[key].img:getWidth() < 0 then
table.remove(asteroids, key)
end
end
-- Create asteroids
if table_length(asteroids) < num_asteroids then
local temp_img = img_asteroide[math.random(1, table_length(img_asteroide))]
asteroids[table_length(asteroids) + 1] = {
x = canvas.width + temp_img:getWidth(),
y = math.random(window.height, canvas.height - temp_img:getHeight()),
speed = math.random(1, max_speed_asteroids),
img = temp_img,
angle = math.random(0, 90)}
end
-- Camera
camera.y = 0
if camera.height / 3 <= ship.body:getY() then -- Top
camera.y = -ship.body:getY() + (camera.height / 3)
end
if canvas.height - ((camera.height / 3) * 2) < ship.body:getY() then -- Down
camera.y = -canvas.height + camera.height
end
-- Collision
if ship.body:getY() <= 0 then -- Top game
x, y = ship.body:getLinearVelocity()
ship.body:setLinearVelocity(x, -y)
end
if ship.body:getX() + ship.img:getWidth() > canvas.width then -- Right game
x, y = ship.body:getLinearVelocity()
ship.body:setLinearVelocity(-x, y)
end
if ship.body:getX() < 0 then -- Left game
x, y = ship.body:getLinearVelocity()
ship.body:setLinearVelocity(-x, y)
end
if ship.body:getY() + ship.img:getHeight() + moon_margin >= canvas.height then -- Down game
ship.body:setLinearVelocity(0, 0)
win = true
play = false
level.num = level.num + 1
sounds.complete:play()
end
for key, value in pairs(asteroids) do -- Asteroids
local asteroid_temp = {
x = asteroids[key].x,
y = asteroids[key].y,
radius = asteroids_collision
}
local ship_temp = {
x = ship.body:getX() + (ship.img:getWidth() / 2),
y = ship.body:getY() + (ship.img:getHeight() / 2),
radius = ship.size_collition
}
if checkCircleCollision(asteroid_temp, ship_temp) then
play = false
sounds.die:play()
sounds.explosion:play()
explosion.active = true
end
end
end
controls.update(dt)
spaceship.update(dt)
end
-- DRAW
function love.draw()
-- Camera
love.graphics.translate(0, camera.y)
-- Background
love.graphics.draw(background.img, background.x, background.y, 0, 2, 1)
-- Ship
if not explosion.active then
love.graphics.draw(ship.img, ship.body:getX(), ship.body:getY())
if debug then
love.graphics.circle('line', ship.body:getX() + (ship.img:getWidth() / 2), ship.body:getY() + (ship.img:getHeight() / 2), ship.size_collition, ship.polygons_collition)
end
end
-- Fire
if fire.visible and not explosion.active then
love.graphics.draw(fire.img, fire.frames[fire.pos_frame], ship.body:getX(), ship.body:getY() + ship.img:getHeight() + fire.distance_ship)
end
-- Asteroids
for key, value in pairs(asteroids) do
love.graphics.draw(value.img, value.x, value.y, value.angle, 1, 1, value.img:getWidth() / 2, value.img:getHeight() / 2)
if debug then
love.graphics.circle('line', value.x, value.y, asteroids_collision, ship.polygons_collition)
end
end
-- Explosion
if explosion.active then
love.graphics.draw(explosion.img, explosion.frames[explosion.pos_frame], ship.body:getX(), ship.body:getY() + ship.img:getHeight() / 2)
end
-- Controls
-- Up
button_up.y = level.y + (camera.height / 4) + -camera.y
local button_frame_up = button.frames[1]
if control_up then
button_frame_up = button.frames[2]
end
love.graphics.draw(button.img, button_frame_up, button_up.x, button_up.y)
if debug then
love.graphics.rectangle('fill', button_up.x, button_up.y, button.img:getWidth(), button.img:getHeight())
end
-- Right
button_right.y = button_up.y + (button.img:getHeight() + (button.img:getHeight() / 3))
local button_frame_right = button.frames[1]
if control_right then
button_frame_right = button.frames[2]
end
love.graphics.draw(button.img, button_frame_right, button_right.x + (button.img:getWidth() / (2 * button.num_frames)), button_right.y + button.img:getHeight(), 90 * math.pi / 180, 1, 1, button.img:getWidth() / 2, button.img:getHeight() / 2)
if debug then
love.graphics.rectangle('fill', button_right.x, button_right.y, button.img:getWidth(), button.img:getHeight())
end
-- Left
button_left.y = button_right.y
local button_frame_left = button.frames[1]
if control_left then
button_frame_left = button.frames[2]
end
love.graphics.draw(button.img, button_frame_left, button_left.x + (button.img:getWidth() / (2 * button.num_frames)), button_left.y, 270 * math.pi / 180, 1, 1, button.img:getWidth() / 2, button.img:getHeight() / 2)
if debug then
love.graphics.rectangle('fill', button_left.x, button_left.y, button.img:getWidth(), button.img:getHeight())
end
-- Texts
if not play and not win then -- Game over
love.graphics.print(text_restart.text, (camera.width / 2) - (text_restart.size / 2), -camera.y + (camera.height / 2))
end
if not play and win then -- Win
love.graphics.print(text_good, (camera.width / 2) - (text_good.size / 2), -camera.y + (camera.height / 2))
end
love.graphics.print('Level ' .. level.num, level.x, level.y + -camera.y) -- Score
spaceship.draw()
end
--------------------------------- Functions
-- Get Table length
function table_length(T)
local count = 0
for _ in pairs(T) do count = count + 1 end
return count
end
-- Pause system n seconds
local clock = os.clock
function sleep(n) -- seconds
local t0 = clock()
while clock() - t0 <= n do end
end
-- Collision detection function.
function checkCircleCollision(circle1, circle2)
local distance = math.sqrt((circle1.x - circle2.x) ^ 2 + (circle1.y - circle2.y) ^ 2)
return distance <= circle1.radius + circle2.radius
end
-- Restart level
function restart(level_arg)
sounds.fire:stop()
ship.body = love.physics.newBody(world, (canvas.width / 2) - (ship.img:getWidth() / 2) , ship.img:getHeight(), 'dynamic')
num_asteroids = level_arg * 5
explosion.pos_frame = 1
explosion.active = false
-- Generate asteroids
asteroids = {}
for i=1, num_asteroids do
local temp_img = img_asteroide[math.random(1, table_length(img_asteroide))]
asteroids[i] = {
x = math.random(0, canvas.width - temp_img:getWidth()),
y = math.random(window.height / 2, canvas.height - temp_img:getHeight()),
speed = math.random(1, max_speed_asteroids),
img = temp_img,
angle = math.random(0, 90)
}
end
-- Set ship position
win = false
play = true
start_time = 0
end
-- Controls
-- CONTROLS
function love.keyreleased(key)
sounds.fire:stop()
-- sounds.keyreleased(key)
end
function love.mousereleased(key)
sounds.fire:stop()
end,
-- sounds.mousereleased(key)
end

397
main_old.lua Normal file
View File

@ -0,0 +1,397 @@
local start_time = 0
-- LOAD
function love.load()
-- Configuration
math.randomseed(os.time())
width, height = love.window.getDesktopDimensions( display )
window = { width = width , height = height }
fullscreen = false
love.window.setMode(window.width, window.height, {resizable=true})
font_main = love.graphics.newFont('assets/fonts/main.ttf', 80) -- Font
love.graphics.setFont(font_main)
text_restart = { text = 'You die' }
text_restart.size = font_main:getWidth(text_restart.text)
text_good = { text = 'Good' }
text_good.size = font_main:getWidth(text_good.text)
camera = { x = 0, y = 0, width = window.width, height = window.height }
debug = false
play = true
win = false
level = { num = 1, x = 50, y = 50, max = 20 }
love.window.setFullscreen(fullscreen, 'exclusive')
love.window.setTitle('Alunizaje')
background = { x = 0, y = 0, img = love.graphics.newImage('assets/sprites/background/background.png') }
canvas = { width = width, height = 2880 }
moon_margin = 100
-- Physics
world_meter = 64
gravity = 2
love.physics.setMeter(world_meter) -- Height earth in meters
world = love.physics.newWorld(0, gravity * world_meter, true) -- Make earth
-- Ship
ship = { x = canvas.width / 2, y = 0 , power = 1000 , size_collition = 28, polygons_collition = 8 }
ship.img = love.graphics.newImage('assets/sprites/spaceship/body.png')
ship.body = love.physics.newBody(world, (canvas.width / 2) - (ship.img:getWidth() / 2) , ship.y, 'dynamic')
ship.shape = love.physics.newCircleShape(20)
ship.fixture = love.physics.newFixture(ship.body, ship.shape, 1)
ship.fixture:setRestitution(0.9)
ship.time_start = 1
start_time = 0
-- Fire
fire = {}
fire.img = love.graphics.newImage('assets/sprites/spaceship/fire.png')
fire.num_frames = 4
fire.pos_frame = 0
fire.visible = false
fire.distance_ship = 10
fire.frame_width = fire.img:getWidth() / fire.num_frames
fire.frames = {
love.graphics.newQuad(fire.frame_width * 0, 0, fire.frame_width, fire.frame_width, fire.img:getWidth(), fire.img:getHeight()),
love.graphics.newQuad(fire.frame_width * 1, 0, fire.frame_width, fire.frame_width, fire.img:getWidth(), fire.img:getHeight()),
love.graphics.newQuad(fire.frame_width * 2, 0, fire.frame_width, fire.frame_width, fire.img:getWidth(), fire.img:getHeight()),
love.graphics.newQuad(fire.frame_width * 3, 0, fire.frame_width, fire.frame_width, fire.img:getWidth(), fire.img:getHeight())
}
-- Explosion
explosion = {}
explosion.img = love.graphics.newImage('assets/sprites/spaceship/explosion.png')
explosion.num_frames = 11
explosion.pos_frame = 1
explosion.active = false
explosion.finish = false
explosion.time = 0
explosion.speed = 0.05
explosion.frame_width = explosion.img:getWidth() / explosion.num_frames
explosion.frame_height = explosion.img:getHeight()
explosion.frames = {
love.graphics.newQuad(explosion.frame_width * 0, 0, explosion.frame_width, explosion.frame_height, explosion.img:getWidth(), explosion.img:getHeight()),
love.graphics.newQuad(explosion.frame_width * 1, 0, explosion.frame_width, explosion.frame_height, explosion.img:getWidth(), explosion.img:getHeight()),
love.graphics.newQuad(explosion.frame_width * 2, 0, explosion.frame_width, explosion.frame_height, explosion.img:getWidth(), explosion.img:getHeight()),
love.graphics.newQuad(explosion.frame_width * 3, 0, explosion.frame_width, explosion.frame_height, explosion.img:getWidth(), explosion.img:getHeight()),
love.graphics.newQuad(explosion.frame_width * 4, 0, explosion.frame_width, explosion.frame_height, explosion.img:getWidth(), explosion.img:getHeight()),
love.graphics.newQuad(explosion.frame_width * 5, 0, explosion.frame_width, explosion.frame_height, explosion.img:getWidth(), explosion.img:getHeight()),
love.graphics.newQuad(explosion.frame_width * 6, 0, explosion.frame_width, explosion.frame_height, explosion.img:getWidth(), explosion.img:getHeight()),
love.graphics.newQuad(explosion.frame_width * 7, 0, explosion.frame_width, explosion.frame_height, explosion.img:getWidth(), explosion.img:getHeight()),
love.graphics.newQuad(explosion.frame_width * 8, 0, explosion.frame_width, explosion.frame_height, explosion.img:getWidth(), explosion.img:getHeight()),
love.graphics.newQuad(explosion.frame_width * 9, 0, explosion.frame_width, explosion.frame_height, explosion.img:getWidth(), explosion.img:getHeight()),
love.graphics.newQuad(explosion.frame_width * 10, 0, explosion.frame_width, explosion.frame_height, explosion.img:getWidth(), explosion.img:getHeight())
}
-- Button
control_up, control_right, control_left, control_quit = false, false, false, false
button = {}
button.img = love.graphics.newImage('assets/sprites/hui/button.png')
button.num_frames = 2
button.frame_width = button.img:getWidth() / button.num_frames
button.frame_height = button.img:getHeight()
button.frames = {
love.graphics.newQuad(button.frame_width * 0, 0, button.frame_width, button.frame_height, button.img:getWidth(), button.img:getHeight()),
love.graphics.newQuad(button.frame_width * 1, 0, button.frame_width, button.frame_height, button.img:getWidth(), button.img:getHeight())
}
button_up = {}
button_up.x = window.width - (button.img:getWidth() / button.num_frames) - (button.img:getWidth() / (2 * button.num_frames))
button_up.y = level.y + (camera.height / 4) + -camera.y
button_right = {}
button_right.x = button_up.x
button_right.y = button_up.y + (button.img:getHeight() / 3)
button_left = {}
button_left.x = button.img:getWidth() / (2 * button.num_frames)
button_left.y = button_right.y
-- Generates initial asteroids
asteroids_collision = 40
asteroids_collision_polygon = 8
max_speed_asteroids = 5
img_asteroide = {
love.graphics.newImage('assets/sprites/asteroids/1.png'),
love.graphics.newImage('assets/sprites/asteroids/2.png'),
love.graphics.newImage('assets/sprites/asteroids/3.png')
}
-- Audios
sounds = {}
sounds.die = love.audio.newSource('assets/audios/sound/die.wav', 'static')
sounds.explosion = love.audio.newSource('assets/audios/sound/explosion_bit.wav', 'static')
sounds.ambient_1 = love.audio.newSource('assets/audios/sound/ambient_1.wav')
sounds.complete = love.audio.newSource('assets/audios/sound/complete.wav')
sounds.fire = love.audio.newSource('assets/audios/sound/fire.wav', 'static')
sounds.ambient_1:setLooping(true)
sounds.ambient_1:play()
restart(level.num)
end
-- UPDATE
function love.update(dt)
-- Fix position ship
if ship.y < 0 then
ship.y = 0
end
-- Count time
start_time = dt + start_time
-- Sprite
if not explosion.finish and explosion.active then -- Explosion
explosion.time = explosion.time + dt
if explosion.time > explosion.speed then
explosion.pos_frame = explosion.pos_frame + 1
explosion.time = 0
end
if explosion.pos_frame > explosion.num_frames then
sleep(1)
restart(level.num)
end
end
-- Restart
if not explosion.active and not play then
sleep(3)
restart(level.num)
end
if play then
-- Phytics world
world:update(dt)
-- Sprite
fire.visible = false
if fire.pos_frame < fire.num_frames then -- Fire
fire.pos_frame = fire.pos_frame + 1
else
fire.pos_frame = 1
end
-- Controls
control_up, control_right, control_left, control_quit = false, false, false, false
-- Keyboard
if love.keyboard.isDown('escape') or love.keyboard.isDown('q') then
control_quit = true
end
if love.keyboard.isDown('right') then
control_right = true
elseif love.keyboard.isDown('left') then
control_left = true
end
if love.keyboard.isDown('up') then
control_up = true
end
-- Mouse
if love.mouse.isDown(1) then
local x, y = love.mouse.getPosition()
-- Up
if x > button_up.x and x < button_up.x + button.img:getWidth() and y > button_up.y + camera.y and y < button_up.y + button.img:getHeight() + camera.y then
control_up = true
end
-- Right
if x > button_right.x and x < button_right.x + button.img:getWidth() and y > button_right.y + camera.y and y < button_right.y + button.img:getHeight() + camera.y then
control_right = true
elseif x > button_left.x and x < button_left.x + button.img:getWidth() and y > button_left.y + camera.y and y < button_left.y + button.img:getHeight() + camera.y then
control_left = true
end
end
-- Ship move
if control_up then
ship.body:applyForce(0, -ship.power)
fire.visible = true
sounds.fire:play()
end
if control_right then
ship.body:applyForce(ship.power, 0)
fire.visible = true
sounds.fire:play()
elseif control_left then
ship.body:applyForce(-ship.power, 0)
fire.visible = true
sounds.fire:play()
end
if control_quit then
love.event.push('quit')
end
-- Rotate asteroids
for key, value in pairs(asteroids) do
value.angle = asteroids[key].angle + (dt * math.pi / 10)
value.x = asteroids[key].x - asteroids[key].speed
end
-- Destroy asteroids
for key, value in pairs(asteroids) do
if value.x + asteroids[key].img:getWidth() < 0 then
table.remove(asteroids, key)
end
end
-- Create asteroids
if table_length(asteroids) < num_asteroids then
local temp_img = img_asteroide[math.random(1, table_length(img_asteroide))]
asteroids[table_length(asteroids) + 1] = {
x = canvas.width + temp_img:getWidth(),
y = math.random(window.height, canvas.height - temp_img:getHeight()),
speed = math.random(1, max_speed_asteroids),
img = temp_img,
angle = math.random(0, 90)}
end
-- Camera
camera.y = 0
if camera.height / 3 <= ship.body:getY() then -- Top
camera.y = -ship.body:getY() + (camera.height / 3)
end
if canvas.height - ((camera.height / 3) * 2) < ship.body:getY() then -- Down
camera.y = -canvas.height + camera.height
end
-- Collision
if ship.body:getY() <= 0 then -- Top game
x, y = ship.body:getLinearVelocity()
ship.body:setLinearVelocity(x, -y)
end
if ship.body:getX() + ship.img:getWidth() > canvas.width then -- Right game
x, y = ship.body:getLinearVelocity()
ship.body:setLinearVelocity(-x, y)
end
if ship.body:getX() < 0 then -- Left game
x, y = ship.body:getLinearVelocity()
ship.body:setLinearVelocity(-x, y)
end
if ship.body:getY() + ship.img:getHeight() + moon_margin >= canvas.height then -- Down game
ship.body:setLinearVelocity(0, 0)
win = true
play = false
level.num = level.num + 1
sounds.complete:play()
end
for key, value in pairs(asteroids) do -- Asteroids
local asteroid_temp = {
x = asteroids[key].x,
y = asteroids[key].y,
radius = asteroids_collision
}
local ship_temp = {
x = ship.body:getX() + (ship.img:getWidth() / 2),
y = ship.body:getY() + (ship.img:getHeight() / 2),
radius = ship.size_collition
}
if checkCircleCollision(asteroid_temp, ship_temp) then
play = false
sounds.die:play()
sounds.explosion:play()
explosion.active = true
end
end
end
end
-- DRAW
function love.draw()
-- Camera
love.graphics.translate(0, camera.y)
-- Background
love.graphics.draw(background.img, background.x, background.y, 0, 2, 1)
-- Ship
if not explosion.active then
love.graphics.draw(ship.img, ship.body:getX(), ship.body:getY())
if debug then
love.graphics.circle('line', ship.body:getX() + (ship.img:getWidth() / 2), ship.body:getY() + (ship.img:getHeight() / 2), ship.size_collition, ship.polygons_collition)
end
end
-- Fire
if fire.visible and not explosion.active then
love.graphics.draw(fire.img, fire.frames[fire.pos_frame], ship.body:getX(), ship.body:getY() + ship.img:getHeight() + fire.distance_ship)
end
-- Asteroids
for key, value in pairs(asteroids) do
love.graphics.draw(value.img, value.x, value.y, value.angle, 1, 1, value.img:getWidth() / 2, value.img:getHeight() / 2)
if debug then
love.graphics.circle('line', value.x, value.y, asteroids_collision, ship.polygons_collition)
end
end
-- Explosion
if explosion.active then
love.graphics.draw(explosion.img, explosion.frames[explosion.pos_frame], ship.body:getX(), ship.body:getY() + ship.img:getHeight() / 2)
end
-- Controls
-- Up
button_up.y = level.y + (camera.height / 4) + -camera.y
local button_frame_up = button.frames[1]
if control_up then
button_frame_up = button.frames[2]
end
love.graphics.draw(button.img, button_frame_up, button_up.x, button_up.y)
if debug then
love.graphics.rectangle('fill', button_up.x, button_up.y, button.img:getWidth(), button.img:getHeight())
end
-- Right
button_right.y = button_up.y + (button.img:getHeight() + (button.img:getHeight() / 3))
local button_frame_right = button.frames[1]
if control_right then
button_frame_right = button.frames[2]
end
love.graphics.draw(button.img, button_frame_right, button_right.x + (button.img:getWidth() / (2 * button.num_frames)), button_right.y + button.img:getHeight(), 90 * math.pi / 180, 1, 1, button.img:getWidth() / 2, button.img:getHeight() / 2)
if debug then
love.graphics.rectangle('fill', button_right.x, button_right.y, button.img:getWidth(), button.img:getHeight())
end
-- Left
button_left.y = button_right.y
local button_frame_left = button.frames[1]
if control_left then
button_frame_left = button.frames[2]
end
love.graphics.draw(button.img, button_frame_left, button_left.x + (button.img:getWidth() / (2 * button.num_frames)), button_left.y, 270 * math.pi / 180, 1, 1, button.img:getWidth() / 2, button.img:getHeight() / 2)
if debug then
love.graphics.rectangle('fill', button_left.x, button_left.y, button.img:getWidth(), button.img:getHeight())
end
-- Texts
if not play and not win then -- Game over
love.graphics.print(text_restart.text, (camera.width / 2) - (text_restart.size / 2), -camera.y + (camera.height / 2))
end
if not play and win then -- Win
love.graphics.print(text_good, (camera.width / 2) - (text_good.size / 2), -camera.y + (camera.height / 2))
end
love.graphics.print('Level ' .. level.num, level.x, level.y + -camera.y) -- Score
end
--------------------------------- Functions
-- Get Table length
function table_length(T)
local count = 0
for _ in pairs(T) do count = count + 1 end
return count
end
-- Pause system n seconds
local clock = os.clock
function sleep(n) -- seconds
local t0 = clock()
while clock() - t0 <= n do end
end
-- Collision detection function.
function checkCircleCollision(circle1, circle2)
local distance = math.sqrt((circle1.x - circle2.x) ^ 2 + (circle1.y - circle2.y) ^ 2)
return distance <= circle1.radius + circle2.radius
end
-- Restart level
function restart(level_arg)
sounds.fire:stop()
ship.body = love.physics.newBody(world, (canvas.width / 2) - (ship.img:getWidth() / 2) , ship.img:getHeight(), 'dynamic')
num_asteroids = level_arg * 5
explosion.pos_frame = 1
explosion.active = false
-- Generate asteroids
asteroids = {}
for i=1, num_asteroids do
local temp_img = img_asteroide[math.random(1, table_length(img_asteroide))]
asteroids[i] = {
x = math.random(0, canvas.width - temp_img:getWidth()),
y = math.random(window.height / 2, canvas.height - temp_img:getHeight()),
speed = math.random(1, max_speed_asteroids),
img = temp_img,
angle = math.random(0, 90)
}
end
-- Set ship position
win = false
play = true
start_time = 0
end
-- Controls
function love.keyreleased(key)
sounds.fire:stop()
end
function love.mousereleased(key)
sounds.fire:stop()
end