392 lines
15 KiB
Lua
392 lines
15 KiB
Lua
-- LOAD
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function love.load()
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-- Configuration
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math.randomseed(os.time())
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width, height = love.window.getDesktopDimensions( display )
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window = { width = width , height = height }
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fullscreen = false
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love.window.setMode(window.width, window.height, {resizable=true})
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font_main = love.graphics.newFont('assets/font/main.ttf', 80) -- Font
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love.graphics.setFont(font_main)
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text_restart = { text = 'You die' }
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text_restart.size = font_main:getWidth(text_restart.text)
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text_good = { text = 'Good' }
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text_good.size = font_main:getWidth(text_good.text)
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camera = { x = 0, y = 0, width = window.width, height = window.height }
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debug = false
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play = true
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win = false
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level = { num = 1, x = 50, y = 50, max = 20 }
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love.window.setFullscreen(fullscreen, 'exclusive')
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love.window.setTitle('Alunizaje')
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background = { x = 0, y = 0, img = love.graphics.newImage('assets/img/background.png') }
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canvas = { width = width, height = 2880 }
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gravity = 2
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moon_margin = 100
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-- Physics
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love.physics.setMeter(64) -- Height earth in meters
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world = love.physics.newWorld(0, gravity * 64, true) -- Make earth
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-- Ship
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ship = { x = canvas.width / 2, y = 0 , power = 1000 , size_collition = 28, polygons_collition = 8 }
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ship.img = love.graphics.newImage('assets/img/ship.png')
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ship.body = love.physics.newBody(world, (canvas.width / 2) - (ship.img:getWidth() / 2) , ship.y, 'dynamic')
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ship.shape = love.physics.newCircleShape(20)
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ship.fixture = love.physics.newFixture(ship.body, ship.shape, 1)
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ship.fixture:setRestitution(0.9)
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ship.time_start = 1
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start_time = 0
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-- Fire
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fire = {}
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fire.img = love.graphics.newImage('assets/sprite/fire.png')
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fire.num_frames = 4
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fire.pos_frame = 0
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fire.visible = false
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fire.distance_ship = 10
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fire.frame_width = fire.img:getWidth() / fire.num_frames
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fire.frames = {
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love.graphics.newQuad(fire.frame_width * 0, 0, fire.frame_width, fire.frame_width, fire.img:getWidth(), fire.img:getHeight()),
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love.graphics.newQuad(fire.frame_width * 1, 0, fire.frame_width, fire.frame_width, fire.img:getWidth(), fire.img:getHeight()),
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love.graphics.newQuad(fire.frame_width * 2, 0, fire.frame_width, fire.frame_width, fire.img:getWidth(), fire.img:getHeight()),
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love.graphics.newQuad(fire.frame_width * 3, 0, fire.frame_width, fire.frame_width, fire.img:getWidth(), fire.img:getHeight())
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}
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-- Explosion
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explosion = {}
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explosion.img = love.graphics.newImage('assets/sprite/explosion.png')
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explosion.num_frames = 11
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explosion.pos_frame = 1
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explosion.active = false
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explosion.finish = false
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explosion.time = 0
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explosion.speed = 0.05
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explosion.frame_width = explosion.img:getWidth() / explosion.num_frames
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explosion.frame_height = explosion.img:getHeight()
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explosion.frames = {
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love.graphics.newQuad(explosion.frame_width * 0, 0, explosion.frame_width, explosion.frame_height, explosion.img:getWidth(), explosion.img:getHeight()),
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love.graphics.newQuad(explosion.frame_width * 1, 0, explosion.frame_width, explosion.frame_height, explosion.img:getWidth(), explosion.img:getHeight()),
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love.graphics.newQuad(explosion.frame_width * 2, 0, explosion.frame_width, explosion.frame_height, explosion.img:getWidth(), explosion.img:getHeight()),
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love.graphics.newQuad(explosion.frame_width * 3, 0, explosion.frame_width, explosion.frame_height, explosion.img:getWidth(), explosion.img:getHeight()),
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love.graphics.newQuad(explosion.frame_width * 4, 0, explosion.frame_width, explosion.frame_height, explosion.img:getWidth(), explosion.img:getHeight()),
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love.graphics.newQuad(explosion.frame_width * 5, 0, explosion.frame_width, explosion.frame_height, explosion.img:getWidth(), explosion.img:getHeight()),
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love.graphics.newQuad(explosion.frame_width * 6, 0, explosion.frame_width, explosion.frame_height, explosion.img:getWidth(), explosion.img:getHeight()),
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love.graphics.newQuad(explosion.frame_width * 7, 0, explosion.frame_width, explosion.frame_height, explosion.img:getWidth(), explosion.img:getHeight()),
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love.graphics.newQuad(explosion.frame_width * 8, 0, explosion.frame_width, explosion.frame_height, explosion.img:getWidth(), explosion.img:getHeight()),
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love.graphics.newQuad(explosion.frame_width * 9, 0, explosion.frame_width, explosion.frame_height, explosion.img:getWidth(), explosion.img:getHeight()),
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love.graphics.newQuad(explosion.frame_width * 10, 0, explosion.frame_width, explosion.frame_height, explosion.img:getWidth(), explosion.img:getHeight())
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}
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-- Button
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control_up, control_right, control_left, control_quit = false, false, false, false
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button = {}
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button.img = love.graphics.newImage('assets/sprite/button.png')
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button.num_frames = 2
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button.frame_width = button.img:getWidth() / button.num_frames
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button.frame_height = button.img:getHeight()
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button.frames = {
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love.graphics.newQuad(button.frame_width * 0, 0, button.frame_width, button.frame_height, button.img:getWidth(), button.img:getHeight()),
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love.graphics.newQuad(button.frame_width * 1, 0, button.frame_width, button.frame_height, button.img:getWidth(), button.img:getHeight())
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}
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button_up = {}
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button_up.x = window.width - (button.img:getWidth() / button.num_frames) - (button.img:getWidth() / (2 * button.num_frames))
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button_up.y = level.y + (camera.height / 4) + -camera.y
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button_right = {}
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button_right.x = button_up.x
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button_right.y = button_up.y + (button.img:getHeight() / 3)
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button_left = {}
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button_left.x = button.img:getWidth() / (2 * button.num_frames)
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button_left.y = button_right.y
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-- Generates initial asteroids
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asteroids_collision = 40
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asteroids_collision_polygon = 8
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max_speed_asteroids = 5
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img_asteroide = {
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love.graphics.newImage('assets/img/asteroid1.png'),
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love.graphics.newImage('assets/img/asteroid2.png'),
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love.graphics.newImage('assets/img/asteroid3.png')
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}
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-- Audios
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sounds = {}
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sounds.die = love.audio.newSource('assets/audio/sound/die.wav', 'static')
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sounds.explosion = love.audio.newSource('assets/audio/sound/explosion_bit.wav', 'static')
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sounds.ambient_1 = love.audio.newSource('assets/audio/sound/ambient_1.wav')
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sounds.complete = love.audio.newSource('assets/audio/sound/complete.wav')
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sounds.fire = love.audio.newSource('assets/audio/sound/fire.wav', 'static')
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sounds.ambient_1:setLooping(true)
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sounds.ambient_1:play()
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restart(level.num)
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end
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-- UPDATE
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function love.update(dt)
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start_time = dt + start_time
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-- Sprite
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if not explosion.finish and explosion.active then -- Explosion
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explosion.time = explosion.time + dt
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if explosion.time > explosion.speed then
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explosion.pos_frame = explosion.pos_frame + 1
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explosion.time = 0
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end
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if explosion.pos_frame > explosion.num_frames then
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sleep(1)
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restart(level.num)
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end
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end
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-- Restart
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if not explosion.active and not play then
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sleep(3)
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restart(level.num)
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end
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if play then
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-- Phytics world
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world:update(dt)
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-- Sprite
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fire.visible = false
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if fire.pos_frame < fire.num_frames then -- Fire
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fire.pos_frame = fire.pos_frame + 1
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else
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fire.pos_frame = 1
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end
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-- Controls
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if start_time > ship.time_start then
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control_up, control_right, control_left, control_quit = false, false, false, false
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-- Keyboard
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if love.keyboard.isDown('escape') or love.keyboard.isDown('q') then
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control_quit = true
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end
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if love.keyboard.isDown('right') then
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control_right = true
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elseif love.keyboard.isDown('left') then
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control_left = true
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end
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if love.keyboard.isDown('up') then
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control_up = true
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end
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-- Mouse
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if love.mouse.isDown(1) then
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local x, y = love.mouse.getPosition()
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-- Up
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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
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control_up = true
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end
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-- Right
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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
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control_right = true
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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
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control_left = true
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end
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end
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end
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-- Ship move
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if control_up then
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ship.body:applyForce(0, -ship.power)
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fire.visible = true
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sounds.fire:play()
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end
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if control_right then
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ship.body:applyForce(ship.power, 0)
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fire.visible = true
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sounds.fire:play()
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elseif control_left then
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ship.body:applyForce(-ship.power, 0)
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fire.visible = true
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sounds.fire:play()
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end
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if control_quit then
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love.event.push('quit')
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end
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-- Rotate asteroids
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for key, value in pairs(asteroids) do
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value.angle = asteroids[key].angle + (dt * math.pi / 10)
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value.x = asteroids[key].x - asteroids[key].speed
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end
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-- Destroy asteroids
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for key, value in pairs(asteroids) do
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if value.x + asteroids[key].img:getWidth() < 0 then
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table.remove(asteroids, key)
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end
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end
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-- Create asteroids
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if table_length(asteroids) < num_asteroids then
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local temp_img = img_asteroide[math.random(1, table_length(img_asteroide))]
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asteroids[table_length(asteroids) + 1] = {
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x = canvas.width + temp_img:getWidth(),
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y = math.random(window.height, canvas.height - temp_img:getHeight()),
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speed = math.random(1, max_speed_asteroids),
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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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-- Camera
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camera.y = 0
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if camera.height / 3 <= ship.body:getY() then -- Top
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camera.y = -ship.body:getY() + (camera.height / 3)
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end
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if canvas.height - ((camera.height / 3) * 2) < ship.body:getY() then -- Down
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camera.y = -canvas.height + camera.height
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end
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-- Collision
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if ship.body:getY() <= 0 then -- Top game
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x, y = ship.body:getLinearVelocity()
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ship.body:setLinearVelocity(x, -y)
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end
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if ship.body:getX() + ship.img:getWidth() > canvas.width then -- Right game
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x, y = ship.body:getLinearVelocity()
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ship.body:setLinearVelocity(-x, y)
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end
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if ship.body:getX() < 0 then -- Left game
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x, y = ship.body:getLinearVelocity()
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ship.body:setLinearVelocity(-x, y)
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end
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if ship.body:getY() + ship.img:getHeight() + moon_margin >= canvas.height then -- Down game
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ship.body:setLinearVelocity(0, 0)
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win = true
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play = false
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level.num = level.num + 1
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sounds.complete:play()
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end
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for key, value in pairs(asteroids) do -- Asteroids
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local asteroid_temp = {
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x = asteroids[key].x,
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y = asteroids[key].y,
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radius = asteroids_collision
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}
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local ship_temp = {
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x = ship.body:getX() + (ship.img:getWidth() / 2),
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y = ship.body:getY() + (ship.img:getHeight() / 2),
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radius = ship.size_collition
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}
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if checkCircleCollision(asteroid_temp, ship_temp) then
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play = false
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sounds.die:play()
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sounds.explosion:play()
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explosion.active = true
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end
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end
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end
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end
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-- DRAW
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function love.draw()
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-- Camera
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love.graphics.translate(0, camera.y)
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-- Background
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love.graphics.draw(background.img, background.x, background.y, 0, 2, 1)
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-- Ship
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if not explosion.active then
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love.graphics.draw(ship.img, ship.body:getX(), ship.body:getY())
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if debug then
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love.graphics.circle('line', ship.body:getX() + (ship.img:getWidth() / 2), ship.body:getY() + (ship.img:getHeight() / 2), ship.size_collition, ship.polygons_collition)
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end
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end
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-- Fire
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if fire.visible and not explosion.active then
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love.graphics.draw(fire.img, fire.frames[fire.pos_frame], ship.body:getX(), ship.body:getY() + ship.img:getHeight() + fire.distance_ship)
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end
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-- Asteroids
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for key, value in pairs(asteroids) 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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if debug then
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love.graphics.circle('line', value.x, value.y, asteroids_collision, ship.polygons_collition)
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end
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end
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-- Explosion
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if explosion.active then
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love.graphics.draw(explosion.img, explosion.frames[explosion.pos_frame], ship.body:getX(), ship.body:getY() + ship.img:getHeight() / 2)
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end
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-- Controls
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if start_time > ship.time_start then
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-- Up
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button_up.y = level.y + (camera.height / 4) + -camera.y
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local button_frame_up = button.frames[1]
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if control_up then
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button_frame_up = button.frames[2]
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end
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love.graphics.draw(button.img, button_frame_up, button_up.x, button_up.y)
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if debug then
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love.graphics.rectangle('fill', button_up.x, button_up.y, button.img:getWidth(), button.img:getHeight())
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end
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-- Right
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button_right.y = button_up.y + (button.img:getHeight() + (button.img:getHeight() / 3))
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local button_frame_right = button.frames[1]
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if control_right then
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button_frame_right = button.frames[2]
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end
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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)
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if debug then
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love.graphics.rectangle('fill', button_right.x, button_right.y, button.img:getWidth(), button.img:getHeight())
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end
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-- Left
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button_left.y = button_right.y
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local button_frame_left = button.frames[1]
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if control_left then
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button_frame_left = button.frames[2]
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end
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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)
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if debug then
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love.graphics.rectangle('fill', button_left.x, button_left.y, button.img:getWidth(), button.img:getHeight())
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end
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end
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-- Texts
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if not play and not win then -- Game over
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love.graphics.print(text_restart.text, (camera.width / 2) - (text_restart.size / 2), -camera.y + (camera.height / 2))
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end
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if not play and win then -- Win
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love.graphics.print(text_good, (camera.width / 2) - (text_good.size / 2), -camera.y + (camera.height / 2))
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end
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love.graphics.print('Level ' .. level.num, level.x, level.y + -camera.y) -- Score
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end
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--------------------------------- Functions
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-- Get Table length
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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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-- Pause system n seconds
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local clock = os.clock
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function sleep(n) -- seconds
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local t0 = clock()
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while clock() - t0 <= n do end
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end
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-- Collision detection function.
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function checkCircleCollision(circle1, circle2)
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local distance = math.sqrt((circle1.x - circle2.x) ^ 2 + (circle1.y - circle2.y) ^ 2)
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return distance <= circle1.radius + circle2.radius
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end
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function restart(level_arg)
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num_asteroids = level_arg * 5
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explosion.pos_frame = 1
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explosion.active = false
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-- Generate asteroids
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asteroids = {}
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for i=1, num_asteroids do
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local temp_img = img_asteroide[math.random(1, table_length(img_asteroide))]
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asteroids[i] = {
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x = math.random(0, canvas.width - temp_img:getWidth()),
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y = math.random(window.height / 2, canvas.height - temp_img:getHeight()),
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speed = math.random(1, max_speed_asteroids),
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img = temp_img,
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angle = math.random(0, 90)
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}
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end
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-- Set ship position
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ship.body = love.physics.newBody(world, (canvas.width / 2) - (ship.img:getWidth() / 2) , ship.y, 'dynamic')
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win = false
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play = true
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start_time = 0
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end
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-- Controls
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function love.keyreleased(key)
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sounds.fire:stop()
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end
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function love.mousereleased(key)
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sounds.fire:stop()
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end |