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bullets and sounds

This commit is contained in:
Martijn de Boer 2022-10-15 23:10:57 +02:00
parent c555cb0e76
commit a6ecbfd7f0
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GPG Key ID: 9D2E42402DD372D1
8 changed files with 98 additions and 9 deletions

View File

@ -11,7 +11,8 @@ multilily = lily.loadMulti({
{lily.newImage, "assets/ships/particle.png"},
{lily.newImage, "assets/particle.png"},
{lily.newImage, "assets/tiles/gf.png"},
{lily.newImage, "assets/explosion.png"}
{lily.newImage, "assets/explosion.png"},
{lily.newImage, "assets/weapons/bullet.png"}
})
multilily:onComplete(function(_, lilies)
gameLogo = lilies[1][1]
@ -27,6 +28,7 @@ multilily:onComplete(function(_, lilies)
titleParticle = lilies[11][1]
tileGroundFull = lilies[12][1]
explosionParticle = lilies[13][1]
bulletShot = lilies[14][1]
windowWidth = love.graphics.getWidth()
windowHeight = love.graphics.getHeight()

View File

@ -44,6 +44,8 @@ function love.load()
require "ship/excaliburiv"
require "ship/decorator"
require "bullet/bullet"
require "planet/planet"
LoadScene = LoadScene()

View File

@ -51,6 +51,8 @@ function GameScene:init()
1,1,1,0.3
)
GameScene.bullets = {}
GameScene.explosionObj = {angle=100, radius=100}
GameScene.godsrayObj = {weight=0}
@ -60,12 +62,27 @@ end
function GameScene:update(dt)
local bLen = table.getn(GameScene.bullets)
if bLen > 0 then
for y=1, bLen do
if GameScene.bullets[bLen-(y-1)].finished then
table.remove(GameScene.bullets, bLen-(y-1))
end
end
end
if currentPlayer.death == false and currentPlanet.hasGeneratedMap == true then
pSystem:update(dt)
GameScene:updateInput(dt)
GameScene:updateBounds(dt)
bLen = table.getn(GameScene.bullets)
if bLen > 0 then
for y=1, bLen do
GameScene.bullets[y]:update(dt)
end
end
GameScene:checkCollisions()
else
@ -84,7 +101,6 @@ function GameScene:draw()
end
if currentPlayer.death == false then
love.graphics.setColor(1,1,1, 1)
love.graphics.draw(pSystem, currentPlayer.px-2, currentPlayer.py)
love.graphics.draw(pSystem, currentPlayer.px+2, currentPlayer.py)
@ -97,6 +113,14 @@ function GameScene:draw()
currentPlayer.ship.image:getWidth()/2,
currentPlayer.ship.image:getHeight()/2
)
local bLen = table.getn(GameScene.bullets)
if bLen > 0 then
for y=1, bLen do
GameScene.bullets[y]:draw()
end
end
else
love.graphics.draw(eSystem, currentPlayer.px, currentPlayer.py)
end
@ -125,6 +149,10 @@ function GameScene:drawHud()
end
love.graphics.print( "death: " .. deathval, 10, 24 )
love.graphics.print( "wpnrot: " .. currentPlayer.ship.weaponrot .. " cd: " .. currentPlayer.ship.cooldown, 70, 24 )
local bLen = table.getn(GameScene.bullets)
love.graphics.print( "bul: " .. bLen, 10, 38 )
end
function GameScene:keypressed(key,unicode)
@ -157,13 +185,20 @@ function GameScene:updateInput(dt)
local isDown = false
local isRight = false
--local hAxis, vAxis, hAxis2, vAxis2 = love.joystick.getAxes(1)
--local axisMargin = 0.5
local isBUp = false
local isBLeft = false
local isBDown = false
local isBRight = false
isUp = love.keyboard.isDown( "w" )-- or (not (vAxis == nil) and vAxis < -(1-axisMargin)) or (not (vAxis2 == nil) and vAxis2 < -(1-axisMargin)) or love.joystick.isDown(1, 1)
isDown = love.keyboard.isDown( "s" )-- or (not (vAxis == nil) and vAxis > (1-axisMargin)) or (not (vAxis2 == nil) and vAxis2 > (1-axisMargin)) or love.joystick.isDown(1, 2)
isLeft = love.keyboard.isDown( "a" )-- or (not (hAxis == nil) and hAxis < -(1-axisMargin)) or (not (hAxis2 == nil) and hAxis2 < -(1-axisMargin)) or love.joystick.isDown(1, 3)
isRight = love.keyboard.isDown( "d" )-- or (not (hAxis == nil) and hAxis > (1-axisMargin)) or (not (hAxis2 == nil) and hAxis2 > (1-axisMargin)) or love.joystick.isDown(1, 4)
isUp = love.keyboard.isDown( "w" )
isDown = love.keyboard.isDown( "s" )
isLeft = love.keyboard.isDown( "a" )
isRight = love.keyboard.isDown( "d" )
isBUp = love.keyboard.isDown( "up" )
isBDown = love.keyboard.isDown( "down" )
isBLeft = love.keyboard.isDown( "left" )
isBRight = love.keyboard.isDown( "right" )
if isUp and isLeft then
currentPlayer.rot = 315
@ -219,6 +254,38 @@ function GameScene:updateInput(dt)
if isRight then
currentPlayer.px = math.floor(currentPlayer.px + (currentPlayer.ship.speed*currentPlayer.acc))
end
love.audio.setPosition( currentPlayer.px, currentPlayer.py,0)
if isBUp and isBLeft then
currentPlayer.ship.weaponrot = 135
elseif isBUp and isBRight then
currentPlayer.ship.weaponrot = 45
elseif isBUp then
currentPlayer.ship.weaponrot = 90
elseif isBDown and isBLeft then
currentPlayer.ship.weaponrot = 225
elseif isBDown and isBRight then
currentPlayer.ship.weaponrot = 315
elseif isBDown then
currentPlayer.ship.weaponrot = 270
elseif isBLeft then
currentPlayer.ship.weaponrot = 180
elseif isBRight then
currentPlayer.ship.weaponrot = 0
end
if currentPlayer.ship.cooldown == 0 then
if isBUp or isBDown or isBLeft or isBRight then
currentPlayer.ship.cooldown = currentPlayer.ship.cooldownPeriod
local bullet = Bullet( currentPlayer )
bullet:emit( currentPlayer.px, currentPlayer.py, 0, 0, currentPlayer.ship.weaponrot, 0.5 )
table.insert(GameScene.bullets, bullet)
end
end
currentPlayer.ship.cooldown = math.clamp( 0, currentPlayer.ship.cooldown-dt, currentPlayer.ship.cooldownPeriod )
end
end
@ -273,7 +340,7 @@ function GameScene:generateExplosionSound(px,py)
local soundData = sound:generateSoundData()
local source = love.audio.newSource(soundData)
source:setVolume(2)
source:setVolume(1)
source:setPosition(px,py)
source:play()
end

View File

@ -6,4 +6,5 @@ function Blackstar5:new()
self.image = nil
self.speed = 5
self.accIncr = 0.1
self.cooldownPeriod = 0.1
end

View File

@ -6,4 +6,5 @@ function Decorator:new()
self.image = nil
self.speed = 6
self.accIncr = 0.2
self.cooldownPeriod = 0.3
end

View File

@ -6,4 +6,5 @@ function ExcaliburIV:new()
self.image = nil
self.speed = 4
self.accIncr = 0.3
self.cooldownPeriod = 0.2
end

View File

@ -3,4 +3,7 @@ Ship = Object.extend(Object)
function Ship:new()
self.name = "";
self.image = nil
self.weaponrot = 0
self.cooldown = 0
self.cooldownPeriod = 100
end

12
vendor/math.lua vendored
View File

@ -3,6 +3,18 @@ function math.variance(seed, variance)
return seed * ((math.random( 100 - (variance/2), 100 + (variance/2)))/100)
end
--Returns the x vector from {len} and {dir}
function math.lengthdir_x( len, dir )
local dir = math.rad( dir )
return math.cos( dir ) * len
end
--Returns the y vector from {len} and {dir}
function math.lengthdir_y( len, dir )
local dir = math.rad( dir )
return -math.sin( dir ) * len
end
-- Averages an arbitrary number of angles (in radians).
function math.averageAngles(...)
local x,y = 0,0