-- 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/font/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/img/background.png') } canvas = { width = width, height = 2880 } gravity = 2 moon_margin = 100 -- Physics love.physics.setMeter(64) -- Height earth in meters world = love.physics.newWorld(0, gravity * 64, 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/img/ship.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) -- Fire fire = {} fire.img = love.graphics.newImage('assets/sprite/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/sprite/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/sprite/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/img/asteroid1.png'), love.graphics.newImage('assets/img/asteroid2.png'), love.graphics.newImage('assets/img/asteroid3.png') } -- Audios sounds = {} sounds.die = love.audio.newSource('assets/audio/sound/die.wav', 'static') sounds.explosion = love.audio.newSource('assets/audio/sound/explosion_bit.wav', 'static') sounds.ambient_1 = love.audio.newSource('assets/audio/sound/ambient_1.wav') sounds.complete = love.audio.newSource('assets/audio/sound/complete.wav') sounds.fire = love.audio.newSource('assets/audio/sound/fire.wav', 'static') sounds.ambient_1:setLooping(true) sounds.ambient_1:play() restart(level.num) end -- UPDATE function love.update(dt) -- 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 function restart(level_arg) 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(200, canvas.height - temp_img:getHeight()), speed = math.random(1, max_speed_asteroids), img = temp_img, angle = math.random(0, 90) } end -- Set ship position ship.body = love.physics.newBody(world, (canvas.width / 2) - (ship.img:getWidth() / 2) , ship.y, 'dynamic') win = false play = true end -- Controls function love.keyreleased(key) sounds.fire:stop() end function love.mousereleased(key) sounds.fire:stop() end