Add news steps

This commit is contained in:
Andros Fenollosa 2018-05-20 18:43:25 +02:00
parent 2e976a3948
commit b1847c91de
45 changed files with 349 additions and 3 deletions

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@ -12,8 +12,8 @@ function love.load()
-- Spaceship
spaceship = {}
spaceship.img = love.graphics.newImage('assets/sprites/spaceship.png')
spaceship.x = game.height / 8
spaceship.y = (game.height / 4) - (spaceship.img:getHeight() / 2)
spaceship.x = 200
spaceship.y = 200
end
function love.draw()

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function love.load()
game = {}
game.width = 800
game.height = 480
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 = 200
spaceship.y = 200
spaceship.num_frames = 4
spaceship.pos_frame = 1
spaceship.frame_height = spaceship.img:getHeight() / spaceship.num_frames
spaceship.pos = 2
spaceship.frames = {
love.graphics.newQuad(0, spaceship.frame_height * 0, spaceship.img:getWidth(), spaceship.frame_height, spaceship.img:getWidth(), spaceship.img:getHeight()),
love.graphics.newQuad(0, spaceship.frame_height * 1, spaceship.img:getWidth(), spaceship.frame_height, spaceship.img:getWidth(), spaceship.img:getHeight()),
love.graphics.newQuad(0, spaceship.frame_height * 2, spaceship.img:getWidth(), spaceship.frame_height, spaceship.img:getWidth(), spaceship.img:getHeight()),
love.graphics.newQuad(0, spaceship.frame_height * 3, spaceship.img:getWidth(), spaceship.frame_height, spaceship.img:getWidth(), spaceship.img:getHeight())
}
end
function love.draw()
-- Background
love.graphics.draw(background.img, background.x, background.y)
-- Spaceship
love.graphics.draw(spaceship.img, spaceship.frames[spaceship.pos_frame], spaceship.x, spaceship.y)
end
function love.update(dt)
if spaceship.pos_frame ~= spaceship.num_frames then
spaceship.pos_frame = spaceship.pos_frame + 1
else
spaceship.pos_frame = 1
end
end
-- Controls
function love.keypressed(key, scancode, isrepeat)
if key == 'escape' then
love.event.push('quit')
end
end

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function love.load()
game = {}
game.width = 800
game.height = 480
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_height = spaceship.img:getHeight() / spaceship.num_frames
spaceship.y = {
(game.height / 4) - (spaceship.img:getHeight() / 8),
2 * (game.height / 4) - (spaceship.img:getHeight() / 8),
3 * (game.height / 4) - (spaceship.img:getHeight() / 8),
}
spaceship.pos = 1
spaceship.frames = {
love.graphics.newQuad(0, spaceship.frame_height * 0, spaceship.img:getWidth(), spaceship.frame_height, spaceship.img:getWidth(), spaceship.img:getHeight()),
love.graphics.newQuad(0, spaceship.frame_height * 1, spaceship.img:getWidth(), spaceship.frame_height, spaceship.img:getWidth(), spaceship.img:getHeight()),
love.graphics.newQuad(0, spaceship.frame_height * 2, spaceship.img:getWidth(), spaceship.frame_height, spaceship.img:getWidth(), spaceship.img:getHeight()),
love.graphics.newQuad(0, spaceship.frame_height * 3, spaceship.img:getWidth(), spaceship.frame_height, spaceship.img:getWidth(), spaceship.img:getHeight())
}
end
function love.draw()
-- Background
love.graphics.draw(background.img, background.x, background.y)
-- Spaceship
love.graphics.draw(spaceship.img, spaceship.frames[spaceship.pos_frame], spaceship.x, spaceship.y[spaceship.pos])
end
function love.update(dt)
if spaceship.pos_frame ~= spaceship.num_frames then
spaceship.pos_frame = spaceship.pos_frame + 1
else
spaceship.pos_frame = 1
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

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function love.load()
math.randomseed(os.time())
game = {}
game.width = 800
game.height = 480
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_height = spaceship.img:getHeight() / spaceship.num_frames
spaceship.y = {
(game.height / 4) - (spaceship.img:getHeight() / 8),
2 * (game.height / 4) - (spaceship.img:getHeight() / 8),
3 * (game.height / 4) - (spaceship.img:getHeight() / 8),
}
spaceship.pos = 1
spaceship.frames = {
love.graphics.newQuad(0, spaceship.frame_height * 0, spaceship.img:getWidth(), spaceship.frame_height, spaceship.img:getWidth(), spaceship.img:getHeight()),
love.graphics.newQuad(0, spaceship.frame_height * 1, spaceship.img:getWidth(), spaceship.frame_height, spaceship.img:getWidth(), spaceship.img:getHeight()),
love.graphics.newQuad(0, spaceship.frame_height * 2, spaceship.img:getWidth(), spaceship.frame_height, spaceship.img:getWidth(), spaceship.img:getHeight()),
love.graphics.newQuad(0, spaceship.frame_height * 3, spaceship.img:getWidth(), spaceship.frame_height, spaceship.img:getWidth(), spaceship.img:getHeight())
}
-- Asteroid
asteroid = {}
asteroid.img = love.graphics.newImage('assets/sprites/asteroid_' .. tostring(math.random(1, 9)) .. '.png')
asteroid.x = 400
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
end
function love.draw()
-- Background
love.graphics.draw(background.img, background.x, background.y)
-- Spaceship
love.graphics.draw(spaceship.img, spaceship.frames[spaceship.pos_frame], spaceship.x, spaceship.y[spaceship.pos])
-- Asteroid
love.graphics.draw(asteroid.img, asteroid.x, asteroid.y[asteroid.pos])
end
function love.update(dt)
-- Spaceship
if spaceship.pos_frame ~= spaceship.num_frames then
spaceship.pos_frame = spaceship.pos_frame + 1
else
spaceship.pos_frame = 1
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

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function love.load()
math.randomseed(os.time())
game = {}
game.width = 800
game.height = 480
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_height = spaceship.img:getHeight() / spaceship.num_frames
spaceship.y = {
(game.height / 4) - (spaceship.img:getHeight() / 8),
2 * (game.height / 4) - (spaceship.img:getHeight() / 8),
3 * (game.height / 4) - (spaceship.img:getHeight() / 8),
}
spaceship.pos = 1
spaceship.frames = {
love.graphics.newQuad(0, spaceship.frame_height * 0, spaceship.img:getWidth(), spaceship.frame_height, spaceship.img:getWidth(), spaceship.img:getHeight()),
love.graphics.newQuad(0, spaceship.frame_height * 1, spaceship.img:getWidth(), spaceship.frame_height, spaceship.img:getWidth(), spaceship.img:getHeight()),
love.graphics.newQuad(0, spaceship.frame_height * 2, spaceship.img:getWidth(), spaceship.frame_height, spaceship.img:getWidth(), spaceship.img:getHeight()),
love.graphics.newQuad(0, spaceship.frame_height * 3, spaceship.img:getWidth(), spaceship.frame_height, spaceship.img:getWidth(), spaceship.img:getHeight())
}
-- Asteroid
asteroid = {}
asteroid.img = love.graphics.newImage('assets/sprites/asteroid_' .. tostring(math.random(1, 9)) .. '.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 = 600
end
function love.draw()
-- Background
love.graphics.draw(background.img, background.x, background.y)
-- Spaceship
love.graphics.draw(spaceship.img, spaceship.frames[spaceship.pos_frame], spaceship.x, spaceship.y[spaceship.pos])
-- Asteroid
love.graphics.draw(asteroid.img, asteroid.x, asteroid.y[asteroid.pos])
end
function love.update(dt)
-- Spaceship
if spaceship.pos_frame ~= spaceship.num_frames then
spaceship.pos_frame = spaceship.pos_frame + 1
else
spaceship.pos_frame = 1
end
-- Asteroid
asteroid.x = asteroid.x - (dt * asteroid.speed)
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

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function love.load()
math.randomseed(os.time())
game = {}
game.width = 800
game.height = 480
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_height = spaceship.img:getHeight() / spaceship.num_frames
spaceship.y = {
(game.height / 4) - (spaceship.img:getHeight() / 8),
2 * (game.height / 4) - (spaceship.img:getHeight() / 8),
3 * (game.height / 4) - (spaceship.img:getHeight() / 8),
}
spaceship.pos = 1
spaceship.frames = {
love.graphics.newQuad(0, spaceship.frame_height * 0, spaceship.img:getWidth(), spaceship.frame_height, spaceship.img:getWidth(), spaceship.img:getHeight()),
love.graphics.newQuad(0, spaceship.frame_height * 1, spaceship.img:getWidth(), spaceship.frame_height, spaceship.img:getWidth(), spaceship.img:getHeight()),
love.graphics.newQuad(0, spaceship.frame_height * 2, spaceship.img:getWidth(), spaceship.frame_height, spaceship.img:getWidth(), spaceship.img:getHeight()),
love.graphics.newQuad(0, spaceship.frame_height * 3, spaceship.img:getWidth(), spaceship.frame_height, 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, 9)) .. '.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 = 600
asteroids[i] = asteroid
end
end
function love.draw()
-- Background
love.graphics.draw(background.img, background.x, background.y)
-- Spaceship
love.graphics.draw(spaceship.img, spaceship.frames[spaceship.pos_frame], spaceship.x, spaceship.y[spaceship.pos])
-- Asteroids
for key, asteroid in pairs(asteroids) do
love.graphics.draw(asteroid.img, asteroid.x, asteroid.y[asteroid.pos])
end
end
function love.update(dt)
-- 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
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