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