player ship

This commit is contained in:
Martijn de Boer 2022-10-13 18:18:27 +02:00
parent 2f455e9c55
commit e355e5d3fe
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GPG key ID: 9D2E42402DD372D1
19 changed files with 225 additions and 13 deletions

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@ -4,7 +4,10 @@ multilily = lily.loadMulti({
{lily.newImage, "assets/hud.png"}, {lily.newImage, "assets/hud.png"},
{lily.newImage, "assets/captains/steve-layer.png"}, {lily.newImage, "assets/captains/steve-layer.png"},
{lily.newImage, "assets/captains/robert-davis.png"}, {lily.newImage, "assets/captains/robert-davis.png"},
{lily.newImage, "assets/captains/john-danger.png"} {lily.newImage, "assets/captains/john-danger.png"},
{lily.newImage, "assets/ships/blackstar-5.png"},
{lily.newImage, "assets/ships/excalibur-iv.png"},
{lily.newImage, "assets/ships/decorator.png"}
}) })
multilily:onComplete(function(_, lilies) multilily:onComplete(function(_, lilies)
gameLogo = lilies[1][1] gameLogo = lilies[1][1]
@ -13,6 +16,9 @@ multilily:onComplete(function(_, lilies)
CaptainSteve.image = lilies[4][1] CaptainSteve.image = lilies[4][1]
CaptainRobert.image = lilies[5][1] CaptainRobert.image = lilies[5][1]
CaptainJohn.image = lilies[6][1] CaptainJohn.image = lilies[6][1]
CaptainSteve.ship.image = lilies[7][1]
CaptainRobert.ship.image = lilies[8][1]
CaptainJohn.ship.image = lilies[9][1]
windowWidth = love.graphics.getWidth() windowWidth = love.graphics.getWidth()
windowHeight = love.graphics.getHeight() windowHeight = love.graphics.getHeight()

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assets/ships/decorator.png Normal file

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@ -1,7 +1,8 @@
JohnDanger = Object.extend(Player) JohnDanger = Object.extend(Player)
function JohnDanger:new() function JohnDanger:new()
JohnDanger.super.new(self)
self.name = "John Danger"; self.name = "John Danger";
self.shipName = "The Decorator"
self.image = nil self.image = nil
self.ship = Decorator()
end end

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@ -4,4 +4,15 @@ function Player:new()
self.name = ""; self.name = "";
self.shipName = "" self.shipName = ""
self.image = nil self.image = nil
self.ship = nil
self.px = 0
self.py = 0
self.rot = 0
self.speed = 5
self.acc = 0
self.accIncr = 0.1
end end
function Player:getShipname()
return self.ship.name
end

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@ -1,7 +1,8 @@
RobertDavis = Object.extend(Player) RobertDavis = Object.extend(Player)
function RobertDavis:new() function RobertDavis:new()
RobertDavis.super.new(self)
self.name = "Robert Davis"; self.name = "Robert Davis";
self.shipName = "Excalibur IV"
self.image = nil self.image = nil
self.ship = ExcaliburIV()
end end

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@ -1,7 +1,8 @@
SteveLayer = Object.extend(Player) SteveLayer = Object.extend(Player)
function SteveLayer:new() function SteveLayer:new()
SteveLayer.super.new(self)
self.name = "Steve Layer" self.name = "Steve Layer"
self.shipName = "Blackstar 5"
self.image = nil self.image = nil
self.ship = Blackstar5()
end end

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@ -17,6 +17,8 @@ function love.load()
Object = require "vendor/classic" Object = require "vendor/classic"
require "vendor/math"
moonshine = require "shaders" moonshine = require "shaders"
effect = moonshine(moonshine.effects.vignette).chain(moonshine.effects.filmgrain) effect = moonshine(moonshine.effects.vignette).chain(moonshine.effects.filmgrain)
effect.vignette.softness = 0.4 effect.vignette.softness = 0.4
@ -26,11 +28,17 @@ function love.load()
require "scene/load" require "scene/load"
require "scene/title" require "scene/title"
require "scene/game" require "scene/game"
require "captain/player" require "captain/player"
require "captain/robertdavis" require "captain/robertdavis"
require "captain/stevelayer" require "captain/stevelayer"
require "captain/johndanger" require "captain/johndanger"
require "ship/ship"
require "ship/blackstar5"
require "ship/excaliburiv"
require "ship/decorator"
LoadScene = LoadScene() LoadScene = LoadScene()
TitleScene = TitleScene() TitleScene = TitleScene()
GameScene = GameScene() GameScene = GameScene()

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@ -4,37 +4,129 @@ function GameScene:new()
end end
function GameScene:init() function GameScene:init()
GameScene:playerChanged(currentPlayer)
movementDelta = 0
end end
function GameScene:update(dt) function GameScene:update(dt)
GameScene:updateInput(dt)
GameScene:updateBounds(dt)
end end
function GameScene:draw() function GameScene:draw()
love.graphics.setColor(255,255,255, 1)
love.graphics.draw(
currentPlayer.ship.image,
currentPlayer.px,
currentPlayer.py,
currentPlayer.rot*(math.pi/180),
1, 1,
currentPlayer.ship.image:getWidth()/2,
currentPlayer.ship.image:getHeight()/2
)
love.graphics.print(currentPlayer.px..","..currentPlayer.py.." s: " .. currentPlayer.speed .. " a: " ..currentPlayer.acc,10,10)
end end
function GameScene:drawHud() function GameScene:drawHud()
-- Draw images
love.graphics.setColor(255,255,255, 1) love.graphics.setColor(255,255,255, 1)
love.graphics.draw( gameHud, 0, 600-66 ) love.graphics.draw( gameHud, 0, 600-66 )
love.graphics.setColor(255,255,255, 0.75) love.graphics.setColor(255,255,255, 0.75)
love.graphics.draw( currentPlayer.image, 14, 550,0,0.5,0.5 ) love.graphics.draw( currentPlayer.image, 14, 550, 0, 0.5, 0.5 )
love.graphics.setColor( text.r, text.g, text.b, text.alpha ) love.graphics.setColor( text.r, text.g, text.b, text.alpha )
love.graphics.print( currentPlayer.name, 48, 550 ) love.graphics.print( currentPlayer.name, 48, 550 )
love.graphics.print( currentPlayer.shipName, 48, 566 ) love.graphics.print( currentPlayer:getShipname(), 48, 566 )
end end
function GameScene:keypressed(key,unicode) function GameScene:keypressed(key,unicode)
if key == "1" then if key == "1" then
currentPlayer = CaptainSteve GameScene:playerChanged(CaptainSteve)
elseif key == "2" then elseif key == "2" then
currentPlayer = CaptainRobert GameScene:playerChanged(CaptainRobert)
elseif key == "3" then elseif key == "3" then
currentPlayer = CaptainJohn GameScene:playerChanged(CaptainJohn)
end end
end end
function GameScene:playerChanged(to)
currentPlayer = to
currentPlayer.px = windowWidth/2
currentPlayer.py = windowHeight/2
currentPlayer.rot = 0
currentPlayer.acc = 0
currentPlayer.bounds = { x1= 20, y1= 20, x2= windowWidth-30, y2= windowHeight - 86}
end
function GameScene:updateInput(dt)
movementDelta = movementDelta + dt
if (movementDelta > 0.02) then
movementDelta = 0
local isUp = false
local isLeft = false
local isDown = false
local isRight = false
local rotation = 0
--local hAxis, vAxis, hAxis2, vAxis2 = love.joystick.getAxes(1)
--local axisMargin = 0.5
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)
if isUp and isLeft then
rotation = 315
elseif isUp and isRight then
rotation = 45
elseif isUp then
rotation = 0
elseif isDown and isLeft then
rotation = 225
elseif isDown and isRight then
rotation = 135
elseif isDown then
rotation = 180
elseif isLeft then
rotation = 270
elseif isRight then
rotation = 90
end
currentPlayer.rot = rotation
if isUp or isDown or isLeft or isRight then
currentPlayer.acc = currentPlayer.acc + currentPlayer.accIncr
elseif currentPlayer.acc > 0 then
currentPlayer.acc = currentPlayer.acc - currentPlayer.accIncr
end
currentPlayer.acc = math.clamp(0, currentPlayer.acc, 1)
if isUp then
currentPlayer.py = currentPlayer.py - (currentPlayer.speed*currentPlayer.acc)
end
if isDown then
currentPlayer.py = currentPlayer.py + (currentPlayer.speed*currentPlayer.acc)
end
if isLeft then
currentPlayer.px = currentPlayer.px - (currentPlayer.speed*currentPlayer.acc)
end
if isRight then
currentPlayer.px = currentPlayer.px + (currentPlayer.speed*currentPlayer.acc)
end
end
end
function GameScene:updateBounds(dt)
currentPlayer.px = math.clamp( currentPlayer.bounds.x1, currentPlayer.px, currentPlayer.bounds.x2 )
currentPlayer.py = math.clamp( currentPlayer.bounds.y1, currentPlayer.py, currentPlayer.bounds.y2 )
end

View file

@ -7,8 +7,8 @@ function LoadScene:update(dt)
end end
function LoadScene:draw() function LoadScene:draw()
love.graphics.setColor( text.r, text.g, text.b, text.a ) --love.graphics.setColor( text.r, text.g, text.b, text.a )
love.graphics.print("Loading assets", 10, 10) --love.graphics.print("Loading assets", 10, 10)
end end
function LoadScene:drawHud() function LoadScene:drawHud()

View file

@ -43,6 +43,7 @@ function TitleScene:update(dt)
if state == "complete" then if state == "complete" then
currentScene = GameScene currentScene = GameScene
currentScene:init()
end end
end end

7
ship/blackstar5.lua Normal file
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@ -0,0 +1,7 @@
Blackstar5 = Object.extend(Ship)
function Blackstar5:new()
Blackstar5.super.new(self)
self.name = "Blackstar 5";
self.image = nil
end

7
ship/decorator.lua Normal file
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@ -0,0 +1,7 @@
Decorator = Object.extend(Ship)
function Decorator:new()
Decorator.super.new(self)
self.name = "The Decorator";
self.image = nil
end

7
ship/excaliburiv.lua Normal file
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@ -0,0 +1,7 @@
ExcaliburIV = Object.extend(Ship)
function ExcaliburIV:new()
ExcaliburIV.super.new(self)
self.name = "Excalibur IV";
self.image = nil
end

6
ship/ship.lua Normal file
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@ -0,0 +1,6 @@
Ship = Object.extend(Object)
function Ship:new()
self.name = "";
self.image = nil
end

64
vendor/math.lua vendored Normal file
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@ -0,0 +1,64 @@
-- Averages an arbitrary number of angles (in radians).
function math.averageAngles(...)
local x,y = 0,0
for i=1,select('#',...) do local a= select(i,...) x, y = x+math.cos(a), y+math.sin(a) end
return math.atan2(y, x)
end
-- Returns the distance between two points.
function math.dist(x1,y1, x2,y2) return ((x2-x1)^2+(y2-y1)^2)^0.5 end
-- Returns the angle between two points.
function math.angle(x1,y1, x2,y2) return math.atan2(x2-x1, y2-y1) end
-- Returns the closest multiple of 'size' (defaulting to 10).
function math.multiple(n, size) size = size or 10 return math.round(n/size)*size end
-- Clamps a number to within a certain range.
function math.clamp(low, n, high) return math.min(math.max(low, n), high) end
-- Linear interpolation between two numbers.
function lerp(a,b,t) return a+(b-a)*t end
-- Cosine interpolation between two numbers.
function cerp(a,b,t) local f=(1-math.cos(t*math.pi))*.5 return a*(1-f)+b*f end
-- Normalize two numbers.
function math.normalize(x,y) local l=(x*x+y*y)^.5 if l==0 then return 0,0,0 else return x/l,y/l,l end end
-- Returns 'n' rounded to the nearest 'deci'th (defaulting whole numbers).
function math.round(n, deci) deci = 10^(deci or 0) return math.floor(n*deci+.5)/deci end
-- Randomly returns either -1 or 1.
function math.rsign() return math.random(2) == 2 and 1 or -1 end
-- Returns 1 if number is positive, -1 if it's negative, or 0 if it's 0.
function math.sign(n) return n>0 and 1 or n<0 and -1 or 0 end
-- Checks if two lines intersect (or line segments if seg is true)
-- Lines are given as four numbers (two coordinates)
function findIntersect(l1p1x,l1p1y, l1p2x,l1p2y, l2p1x,l2p1y, l2p2x,l2p2y, seg1, seg2)
local a1,b1,a2,b2 = l1p2y-l1p1y, l1p1x-l1p2x, l2p2y-l2p1y, l2p1x-l2p2x
local c1,c2 = a1*l1p1x+b1*l1p1y, a2*l2p1x+b2*l2p1y
local det,x,y = a1*b2 - a2*b1
if det==0 then return false, "The lines are parallel." end
x,y = (b2*c1-b1*c2)/det, (a1*c2-a2*c1)/det
if seg1 or seg2 then
local min,max = math.min, math.max
if seg1 and not (min(l1p1x,l1p2x) <= x and x <= max(l1p1x,l1p2x) and min(l1p1y,l1p2y) <= y and y <= max(l1p1y,l1p2y)) or
seg2 and not (min(l2p1x,l2p2x) <= x and x <= max(l2p1x,l2p2x) and min(l2p1y,l2p2y) <= y and y <= max(l2p1y,l2p2y)) then
return false, "The lines don't intersect."
end
end
return x,y
end