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assets/img/asteroide1.png
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assets/img/asteroide1.png
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assets/img/asteroide2.png
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assets/img/asteroide2.png
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assets/img/asteroide3.png
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assets/img/asteroide3.png
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assets/img/fondo.jpg
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assets/img/fondo.jpg
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assets/img/nave.png
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assets/img/nave.png
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main.lua
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main.lua
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@ -0,0 +1,119 @@
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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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function love.load(arg)
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-- Configuración
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math.randomseed(os.time())
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love.window.setMode(1280, 720, {resizable=false})
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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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-- 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(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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end
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function love.update(dt)
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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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end
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function love.draw()
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-- Camara
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camara_y = -nave.body:getY() + (game_height / 8) - nave.img:getHeight()
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if (game_height / 8) - nave.img:getHeight() <= nave.body:getY() then
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love.graphics.translate(0, camara_y)
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end
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if game_height - (game_height / 6) < nave.body:getY() then
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love.graphics.translate(0, -game_height)
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end
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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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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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end
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