local anim8 = require 'assets/scripts/vendor/anim8' local HC = require 'assets/scripts/vendor/HC' local spaceship = {} local collision_debug = false spaceship.y = 0 local press_button = false function spaceship.load(game) -- power origin 1000 body = { x = game.canvas.width / 2, y = 0 , power = 400 , size_collition = 28, polygons_collition = 8 } body.width = 156 body.height = 143 body.img = love.graphics.newImage('assets/sprites/spaceship/body.png') body.num_frames = 5 body.body = love.physics.newBody(game.world, (game.canvas.width / 2) - (body.img:getWidth() / 2) , body.y, 'dynamic') body.shape = love.physics.newCircleShape(20) body.fixture = love.physics.newFixture(body.body, body.shape, 1) body.fixture:setRestitution(0.9) local g = anim8.newGrid(body.width, body.height, body.img:getWidth(), body.img:getHeight()) body.animation_stop = anim8.newAnimation(g('1-1', 1), 0.1) body.animation_fire = anim8.newAnimation(g('2-' .. body.num_frames, 1), 0.01) -- Light light = { img = love.graphics.newImage('assets/sprites/spaceship/light.png'), y = body.y } light.x = body.x + (body.img:getWidth() / 2) + (light.img:getWidth() / 2) light.num_frames = 11 light.width = 74 light.height = 66 g = anim8.newGrid(light.width, light.height, light.img:getWidth(), light.img:getHeight()) light.animation = anim8.newAnimation(g('1-' .. light.num_frames, 1), 0.05) -- Collision body.collision = {} body.collision.claim = 79 body.collision.vertices = { 104, 40, 55, 40, 35, 100, 78, 110, 119, 100 } body.collision.hc = HC.polygon( body.collision.vertices[1], body.collision.vertices[2], body.collision.vertices[3], body.collision.vertices[4], body.collision.vertices[5], body.collision.vertices[6], body.collision.vertices[7], body.collision.vertices[8], body.collision.vertices[9], body.collision.vertices[10] ) end function spaceship.update(dt, game) -- Spaceship body.animation_fire:update(dt) press_button = false spaceship.y = body.body:getY() -- Light light.animation:update(dt) light.x = body.body:getX() + 43 light.y = body.body:getY() - 15 -- Controls if control_up then body.body:applyForce(0, -body.power) press_button = true end if control_right then body.body:applyForce(body.power, 0) press_button = true elseif control_left then body.body:applyForce(-body.power, 0) press_button = true end if control_quit then love.event.push('quit') end -- Collision -- Move polygon body.collision.hc:moveTo(body.body:getX() + body.collision.claim, body.body:getY() + body.collision.claim) -- Check for collisions for shape, delta in pairs(HC.collisions(body.collision.hc)) do end -- Check game limits if body.body:getY() <= 0 then -- Top game x, y = body.body:getLinearVelocity() body.body:setLinearVelocity(x, -y) end if body.body:getX() + (body.img:getWidth() / body.num_frames) - (body.collision.claim / 2) > game.canvas.width then -- Right game x, y = body.body:getLinearVelocity() body.body:setLinearVelocity(-x, y) end if body.body:getX() + (body.collision.claim / 2) < 0 then -- Left game x, y = body.body:getLinearVelocity() body.body:setLinearVelocity(-x, y) end end function spaceship.draw() light.animation:draw(light.img, light.x, light.y) if press_button then body.animation_fire:draw(body.img, body.body:getX(), body.body:getY()) else body.animation_stop:draw(body.img, body.body:getX(), body.body:getY()) end -- Collision if collision_debug then body.collision.hc:draw('fill') end end return spaceship