add explosion animate

This commit is contained in:
Andros 2018-05-17 00:03:13 +02:00
parent 42392d3704
commit c370f3576d
2 changed files with 51 additions and 19 deletions

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Width:  |  Height:  |  Size: 15 KiB

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@ -48,6 +48,20 @@ function love.load()
asteroid.speed = 600
asteroids[i] = asteroid
end
-- Explosion
explosion = {}
explosion.img = love.graphics.newImage('assets/sprites/explosion.png')
explosion.x = 0
explosion.y = 0
explosion.num_frames = 12
explosion.pos_frame = 1
explosion.animate = false
explosion.frame_width = explosion.img:getWidth() / explosion.num_frames
explosion.frame_height = explosion.img:getHeight()
explosion.frames = {}
for i = 1, explosion.num_frames do
explosion.frames[i] = love.graphics.newQuad(explosion.frame_width * (i - 1), 0, explosion.frame_width, explosion.frame_height, explosion.img:getWidth(), explosion.img:getHeight())
end
-- Sounds
sounds = {}
sounds.die = love.audio.newSource('assets/sounds/die.wav', 'static')
@ -58,14 +72,6 @@ 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
@ -77,17 +83,41 @@ function love.update(dt)
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.y[spaceship.pos], spaceship.img:getWidth(), spaceship.img:getHeight() / spaceship.num_frames / 2, asteroid.x, asteroid.y[asteroid.pos], asteroid.img:getWidth(), asteroid.img:getHeight()) then
game.play = false
sounds.die:play()
end
if game.play then
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.y[spaceship.pos], spaceship.img:getWidth(), spaceship.img:getHeight() / spaceship.num_frames / 2, asteroid.x, asteroid.y[asteroid.pos], asteroid.img:getWidth(), asteroid.img:getHeight()) then
game.play = false
sounds.die:play()
explosion.animate = true
explosion.x = spaceship.x
explosion.y = spaceship.y[spaceship.pos_frame]
print(explosion.x)
print(explosion.y)
end
end
end
-- Sprite explosion
if explosion.animate and explosion.pos_frame < explosion.num_frames then
explosion.pos_frame = explosion.pos_frame + 1
end
if explosion.pos_frame == explosion.num_frames then
explosion.pos_frame = 1
explosion.animate = false
-- Restart game
if not game.play then
game.play = true
game.score = 0
my_time_restart = 0
for key, asteroid in pairs(asteroids) do
asteroid.x = game.width + math.random(0, game.width)
end
end
end
end
@ -107,6 +137,8 @@ function love.draw()
if not game.play then
love.graphics.print('Game over', game.width / 2, game.height / 2)
end
-- Explosion
love.graphics.draw(explosion.img, explosion.frames[explosion.pos_frame], explosion.x, explosion.y)
end
-- Controls