107 lines
3.6 KiB
Lua
107 lines
3.6 KiB
Lua
local anim8 = require 'assets/scripts/vendor/anim8'
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local spaceship = {}
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local collision_debug = true
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spaceship.y = 0
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local press_button = false
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function spaceship.load(game)
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-- power origin 1000
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body = { x = game.canvas.width / 2, y = 0 , power = 400 , size_collition = 28, polygons_collition = 8 }
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body.width = 156
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body.height = 143
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body.img = love.graphics.newImage('assets/sprites/spaceship/body.png')
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body.body = love.physics.newBody(game.world, (game.canvas.width / 2) - (body.img:getWidth() / 2) , body.y, 'dynamic')
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body.shape = love.physics.newCircleShape(20)
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body.fixture = love.physics.newFixture(body.body, body.shape, 1)
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body.fixture:setRestitution(0.9)
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local g = anim8.newGrid(body.width, body.height, body.img:getWidth(), body.img:getHeight())
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body.animation_stop = anim8.newAnimation(g('1-1', 1), 0.1)
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body.animation_fire = anim8.newAnimation(g('2-5', 1), 0.01)
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-- Light
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light = {
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img = love.graphics.newImage('assets/sprites/spaceship/light.png'),
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y = body.y
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}
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light.x = body.x + (body.img:getWidth() / 2) + (light.img:getWidth() / 2)
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light.num_frames = 11
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light.width = 74
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light.height = 66
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g = anim8.newGrid(light.width, light.height, light.img:getWidth(), light.img:getHeight())
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light.animation = anim8.newAnimation(g('1-' .. light.num_frames, 1), 0.05)
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-- Collision
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body.collision = {}
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body.collision[1] = {x=66, y=35, width=28, height=5, name={name='spaceship_1'}}
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body.collision[2] = {x=56, y=40, width=48, height=5, name={name='spaceship_2'}}
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body.collision[3] = {x=54, y=45, width=54, height=10, name={name='spaceship_3'}}
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body.collision[4] = {x=50, y=55, width=60, height=10, name={name='spaceship_4'}}
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body.collision[5] = {x=46, y=65, width=66, height=10, name={name='spaceship_5'}}
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body.collision[6] = {x=44, y=75, width=70, height=10, name={name='spaceship_6'}}
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body.collision[7] = {x=40, y=85, width=78, height=20, name={name='spaceship_7'}}
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body.collision[8] = {x=53, y=105, width=50, height=4, name={name='spaceship_8'}}
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for key, value in pairs(body.collision) do
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game.collisions:add(
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body.collision[key].name,
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body.body:getX() + body.collision[key].x,
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body.body:getY() + body.collision[key].y,
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body.collision[key].width,
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body.collision[key].height
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)
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end
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end
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function spaceship.update(dt, game)
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-- Spaceship
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body.animation_fire:update(dt)
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press_button = false
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spaceship.y = body.body:getY()
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-- Light
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light.animation:update(dt)
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light.x = body.body:getX() + 43
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light.y = body.body:getY() - 15
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-- Controls
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if control_up then
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body.body:applyForce(0, -body.power)
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press_button = true
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end
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if control_right then
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body.body:applyForce(body.power, 0)
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press_button = true
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elseif control_left then
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body.body:applyForce(-body.power, 0)
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press_button = true
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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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-- Collision
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for key, value in pairs(body.collision) do
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game.collisions:move(
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body.collision[key].name,
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body.body:getX() + body.collision[key].x,
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body.body:getY() + body.collision[key].y
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)
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end
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end
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function spaceship.draw()
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light.animation:draw(light.img, light.x, light.y)
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if press_button then
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body.animation_fire:draw(body.img, body.body:getX(), body.body:getY())
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else
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body.animation_stop:draw(body.img, body.body:getX(), body.body:getY())
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end
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if collision_debug then
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for key, value in pairs(body.collision) do
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love.graphics.rectangle(
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'fill',
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body.body:getX() + body.collision[key].x,
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body.body:getY() + body.collision[key].y,
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body.collision[key].width,
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body.collision[key].height
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)
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end
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end
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end
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return spaceship |