love2d-tutorial-runner/main.lua

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Lua
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2018-05-13 19:42:08 +02:00
function love.load()
math.randomseed(os.time())
game = {}
game.width = 800
game.height = 480
game.play = true
game.score = 0
game.time_restart = 2
love.window.setMode(game.width, game.height)
score = { x = 500, y = 40 }
-- Background
background = {}
background.img = love.graphics.newImage('assets/sprites/background.jpg')
background.x = 0
background.y = 0
-- Spaceship
spaceship = {}
spaceship.img = love.graphics.newImage('assets/sprites/spaceship.png')
spaceship.x = game.height / 8
spaceship.num_frames = 4
spaceship.pos_frame = 1
spaceship.frame_width = spaceship.img:getWidth() / spaceship.num_frames
spaceship.y = {
(game.height / 4) - (spaceship.img:getHeight() / 2),
2 * (game.height / 4) - (spaceship.img:getHeight() / 2),
3 * (game.height / 4) - (spaceship.img:getHeight() / 2),
}
spaceship.pos = 2
spaceship.frames = {
love.graphics.newQuad(spaceship.frame_width * 0, 0, spaceship.frame_width, spaceship.img:getHeight(), spaceship.img:getWidth(), spaceship.img:getHeight()),
love.graphics.newQuad(spaceship.frame_width * 1, 0, spaceship.frame_width, spaceship.img:getHeight(), spaceship.img:getWidth(), spaceship.img:getHeight()),
love.graphics.newQuad(spaceship.frame_width * 2, 0, spaceship.frame_width, spaceship.img:getHeight(), spaceship.img:getWidth(), spaceship.img:getHeight()),
love.graphics.newQuad(spaceship.frame_width * 3, 0, spaceship.frame_width, spaceship.img:getHeight(), spaceship.img:getWidth(), spaceship.img:getHeight())
}
-- Asteroids
num_asteroids = 3
asteroids = {}
for i = 1, num_asteroids do
asteroid = {}
asteroid.img = love.graphics.newImage('assets/sprites/asteroid_' .. tostring(math.random(1, 2)) .. '.png')
asteroid.x = game.width
asteroid.y = {
(game.height / 4) - (asteroid.img:getHeight() / 2),
2 * (game.height / 4) - (asteroid.img:getHeight() / 2),
3 * (game.height / 4) - (asteroid.img:getHeight() / 2),
}
asteroid.pos = 2
asteroid.speed = 800
asteroids[i] = asteroid
end
-- Sounds
sounds = {}
sounds.die = love.audio.newSource('assets/sounds/die.wav', 'static')
sounds.ambient = love.audio.newSource('assets/sounds/ambient.wav', 'static')
sounds.ambient:play()
sounds.ambient:setLooping(true)
end
local my_time_restart = 0
function love.update(dt)
if not game.play then
my_time_restart = my_time_restart + dt
if my_time_restart > game.time_restart then
game.play = true
game.score = 0
my_time_restart = 0
end
end
-- Score
if game.play then
game.score = game.score + dt * 100
end
-- Sprite spaceship
if spaceship.pos_frame ~= spaceship.num_frames then
spaceship.pos_frame = spaceship.pos_frame + 1
else
spaceship.pos_frame = 1
end
-- Asteroids
for key, asteroid in pairs(asteroids) do
asteroid.x = asteroid.x - (dt * asteroid.speed)
if asteroid.x < -asteroid.img:getWidth() then
asteroid.x = game.width + math.random(0, game.width)
asteroid.pos = math.random(1, 3)
end
-- Colision
if checkCollision(spaceship.x + spaceship.img:getWidth() / spaceship.num_frames / 2, spaceship.y[spaceship.pos], spaceship.img:getWidth() / spaceship.num_frames / 2, spaceship.img:getHeight(), asteroid.x, asteroid.y[asteroid.pos], asteroid.img:getWidth(), asteroid.img:getHeight()) then
game.play = false
sounds.die:play()
end
end
end
function love.draw()
-- Background
love.graphics.draw(background.img, background.x, background.y)
-- Spaceship
if game.play then
love.graphics.draw(spaceship.img, spaceship.frames[spaceship.pos_frame], spaceship.x, spaceship.y[spaceship.pos])
end
-- Asteroids
for key, asteroid in pairs(asteroids) do
love.graphics.draw(asteroid.img, asteroid.x, asteroid.y[asteroid.pos])
end
-- Score
love.graphics.print('Score: ' .. math.ceil(game.score), score.x , score.y)
if not game.play then
love.graphics.print('Game over', game.width / 2, game.height / 2)
end
end
-- Controls
function love.keypressed(key, scancode, isrepeat)
if key == 'escape' then
love.event.push('quit')
end
if key == 'up' and spaceship.pos > 1 then
spaceship.pos = spaceship.pos - 1
elseif key == 'down' and spaceship.pos < 3 then
spaceship.pos = spaceship.pos + 1
end
end
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