alunizaje/main.lua
2016-11-03 00:05:36 +01:00

300 lines
12 KiB
Lua

-- 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())
}
-- 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
if love.keyboard.isDown('escape') or love.keyboard.isDown('q') then
love.event.push('quit')
end
if love.keyboard.isDown('right') then
ship.body:applyForce(ship.power, 0)
fire.visible = true
sounds.fire:play()
elseif love.keyboard.isDown('left') then
ship.body:applyForce(-ship.power, 0)
fire.visible = true
sounds.fire:play()
end
if love.keyboard.isDown('up') then
ship.body:applyForce(0, -ship.power)
fire.visible = true
sounds.fire:play()
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 / 2, 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
-- 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)
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