alunizaje/main.lua
2016-10-18 13:19:22 +02:00

188 lines
6.0 KiB
Lua

-- LOAD
function love.load()
-- Configuration
math.randomseed(os.time())
window = { width = 1280, height = 720 }
love.window.setMode(window.width, window.height, {resizable=false})
font = love.graphics.newFont(40) -- Font
love.graphics.setFont(font)
camera = { x = 0, y = 0, width = window.width, height = window.height }
debug = true
play = true
win = false
level = { num = 1, x = 50, y = 50 }
fullscreen = false
love.window.setFullscreen(fullscreen)
love.window.setTitle('Alunizaje')
background = { x = 0, y = 0, img = love.graphics.newImage('assets/img/background.jpg') }
canvas = { width = 1280, 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 = 100 }
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)
-- Generates initial asteroids
num_asteroids = 50
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')
}
asteroids = {}
for i=1, num_asteroids do
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
end
-- UPDATE
function love.update(dt)
if play then
-- Phytics world
world:update(dt)
-- 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)
elseif love.keyboard.isDown("left") then
ship.body:applyForce(-ship.power, 0)
end
if love.keyboard.isDown("up") then
ship.body:applyForce(0, -ship.power)
elseif love.keyboard.isDown("down") then
ship.body:applyForce(0, ship.power)
end
-- Rotate asteroids
for key, value in pairs(asteroids) do
-- Rota
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
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(0, 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 / 2 <= ship.body:getY() then -- Top
camera.y = -ship.body:getY() + (camera.height / 2)
end
if canvas.height - camera.height / 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
end
for key, value in pairs(asteroids) do -- Asteroids
if CheckCollision(asteroids[key].x - (asteroids[key].img:getWidth() / 2), asteroids[key].y - (asteroids[key].img:getHeight() / 2), asteroids[key].img:getWidth(), asteroids[key].img:getHeight(), ship.body:getX(), ship.body:getY(), ship.img:getWidth(), ship.img:getHeight()) then
play = false
end
end
else
sleep(2)
love.load()
end
end
-- DRAW
function love.draw()
-- Camera
love.graphics.translate(0, camera.y)
-- Background
love.graphics.draw(background.img, background.x, background.y)
-- 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.rectangle("line", value.x - (value.img:getWidth() / 2), value.y - (value.img:getHeight() / 2), value.img:getWidth(), value.img:getHeight())
end
end
-- Ship
love.graphics.draw(ship.img, ship.body:getX(), ship.body:getY())
if debug then
love.graphics.rectangle("line", ship.body:getX(), ship.body:getY(), ship.img:getWidth(), ship.img:getHeight())
end
-- Texts
if not play and not win then -- Game over
love.graphics.print('Game over', (camera.width / 2), -camera.y + (camera.height / 2))
end
if not play and win then -- Win
love.graphics.print('You win!', (camera.width / 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.
-- Returns true if two boxes overlap, false if they don't
-- x1,y1 are the left-top coords of the first box, while w1,h1 are its width and height
-- x2,y2,w2 & h2 are the same, but for the second box
function CheckCollision(x1,y1,w1,h1, x2,y2,w2,h2)
return x1 < x2+w2 and
x2 < x1+w1 and
y1 < y2+h2 and
y2 < y1+h1
end