alunizaje/assets/scripts/spaceship.lua
Andros Fenollosa bc036967fb k:w
2016-12-03 22:49:20 +01:00

107 lines
3.6 KiB
Lua

local anim8 = require 'assets/scripts/vendor/anim8'
local spaceship = {}
local collision_debug = true
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.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('2-5', 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[1] = {x=66, y=35, width=28, height=5, name={name='spaceship_1'}}
body.collision[2] = {x=56, y=40, width=48, height=5, name={name='spaceship_2'}}
body.collision[3] = {x=54, y=45, width=54, height=10, name={name='spaceship_3'}}
body.collision[4] = {x=50, y=55, width=60, height=10, name={name='spaceship_4'}}
body.collision[5] = {x=46, y=65, width=66, height=10, name={name='spaceship_5'}}
body.collision[6] = {x=44, y=75, width=70, height=10, name={name='spaceship_6'}}
body.collision[7] = {x=40, y=85, width=78, height=20, name={name='spaceship_7'}}
body.collision[8] = {x=53, y=105, width=50, height=4, name={name='spaceship_8'}}
for key, value in pairs(body.collision) do
game.collisions:add(
body.collision[key].name,
body.body:getX() + body.collision[key].x,
body.body:getY() + body.collision[key].y,
body.collision[key].width,
body.collision[key].height
)
end
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
for key, value in pairs(body.collision) do
game.collisions:move(
body.collision[key].name,
body.body:getX() + body.collision[key].x,
body.body:getY() + body.collision[key].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
if collision_debug then
for key, value in pairs(body.collision) do
love.graphics.rectangle(
'fill',
body.body:getX() + body.collision[key].x,
body.body:getY() + body.collision[key].y,
body.collision[key].width,
body.collision[key].height
)
end
end
end
return spaceship