player ship
This commit is contained in:
parent
2f455e9c55
commit
e355e5d3fe
19 changed files with 225 additions and 13 deletions
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@ -4,7 +4,10 @@ multilily = lily.loadMulti({
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{lily.newImage, "assets/hud.png"},
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{lily.newImage, "assets/captains/steve-layer.png"},
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{lily.newImage, "assets/captains/robert-davis.png"},
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{lily.newImage, "assets/captains/john-danger.png"}
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{lily.newImage, "assets/captains/john-danger.png"},
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{lily.newImage, "assets/ships/blackstar-5.png"},
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{lily.newImage, "assets/ships/excalibur-iv.png"},
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{lily.newImage, "assets/ships/decorator.png"}
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})
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multilily:onComplete(function(_, lilies)
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gameLogo = lilies[1][1]
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@ -13,6 +16,9 @@ multilily:onComplete(function(_, lilies)
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CaptainSteve.image = lilies[4][1]
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CaptainRobert.image = lilies[5][1]
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CaptainJohn.image = lilies[6][1]
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CaptainSteve.ship.image = lilies[7][1]
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CaptainRobert.ship.image = lilies[8][1]
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CaptainJohn.ship.image = lilies[9][1]
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windowWidth = love.graphics.getWidth()
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windowHeight = love.graphics.getHeight()
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Before Width: | Height: | Size: 3.2 KiB After Width: | Height: | Size: 3.9 KiB |
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assets/ships/blackstar-5.png
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assets/ships/blackstar-5.png
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After Width: | Height: | Size: 397 B |
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assets/ships/blackstar-5.psd
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assets/ships/blackstar-5.psd
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assets/ships/decorator.png
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assets/ships/decorator.png
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After Width: | Height: | Size: 397 B |
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assets/ships/excalibur-iv.png
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assets/ships/excalibur-iv.png
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After Width: | Height: | Size: 401 B |
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@ -1,7 +1,8 @@
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JohnDanger = Object.extend(Player)
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function JohnDanger:new()
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JohnDanger.super.new(self)
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self.name = "John Danger";
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self.shipName = "The Decorator"
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self.image = nil
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self.ship = Decorator()
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end
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@ -4,4 +4,15 @@ function Player:new()
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self.name = "";
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self.shipName = ""
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self.image = nil
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self.ship = nil
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self.px = 0
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self.py = 0
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self.rot = 0
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self.speed = 5
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self.acc = 0
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self.accIncr = 0.1
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end
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function Player:getShipname()
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return self.ship.name
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end
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@ -1,7 +1,8 @@
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RobertDavis = Object.extend(Player)
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function RobertDavis:new()
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RobertDavis.super.new(self)
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self.name = "Robert Davis";
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self.shipName = "Excalibur IV"
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self.image = nil
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self.ship = ExcaliburIV()
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end
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@ -1,7 +1,8 @@
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SteveLayer = Object.extend(Player)
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function SteveLayer:new()
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SteveLayer.super.new(self)
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self.name = "Steve Layer"
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self.shipName = "Blackstar 5"
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self.image = nil
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self.ship = Blackstar5()
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end
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8
main.lua
8
main.lua
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@ -17,6 +17,8 @@ function love.load()
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Object = require "vendor/classic"
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require "vendor/math"
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moonshine = require "shaders"
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effect = moonshine(moonshine.effects.vignette).chain(moonshine.effects.filmgrain)
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effect.vignette.softness = 0.4
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@ -26,11 +28,17 @@ function love.load()
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require "scene/load"
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require "scene/title"
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require "scene/game"
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require "captain/player"
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require "captain/robertdavis"
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require "captain/stevelayer"
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require "captain/johndanger"
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require "ship/ship"
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require "ship/blackstar5"
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require "ship/excaliburiv"
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require "ship/decorator"
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LoadScene = LoadScene()
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TitleScene = TitleScene()
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GameScene = GameScene()
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104
scene/game.lua
104
scene/game.lua
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@ -4,19 +4,32 @@ function GameScene:new()
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end
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function GameScene:init()
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GameScene:playerChanged(currentPlayer)
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movementDelta = 0
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end
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function GameScene:update(dt)
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GameScene:updateInput(dt)
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GameScene:updateBounds(dt)
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end
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function GameScene:draw()
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love.graphics.setColor(255,255,255, 1)
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love.graphics.draw(
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currentPlayer.ship.image,
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currentPlayer.px,
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currentPlayer.py,
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currentPlayer.rot*(math.pi/180),
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1, 1,
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currentPlayer.ship.image:getWidth()/2,
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currentPlayer.ship.image:getHeight()/2
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)
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love.graphics.print(currentPlayer.px..","..currentPlayer.py.." s: " .. currentPlayer.speed .. " a: " ..currentPlayer.acc,10,10)
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end
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function GameScene:drawHud()
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-- Draw images
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love.graphics.setColor(255,255,255, 1)
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love.graphics.draw( gameHud, 0, 600-66 )
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@ -25,16 +38,95 @@ function GameScene:drawHud()
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love.graphics.setColor( text.r, text.g, text.b, text.alpha )
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love.graphics.print( currentPlayer.name, 48, 550 )
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love.graphics.print( currentPlayer.shipName, 48, 566 )
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love.graphics.print( currentPlayer:getShipname(), 48, 566 )
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end
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function GameScene:keypressed(key,unicode)
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if key == "1" then
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currentPlayer = CaptainSteve
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GameScene:playerChanged(CaptainSteve)
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elseif key == "2" then
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currentPlayer = CaptainRobert
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GameScene:playerChanged(CaptainRobert)
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elseif key == "3" then
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currentPlayer = CaptainJohn
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GameScene:playerChanged(CaptainJohn)
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end
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end
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function GameScene:playerChanged(to)
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currentPlayer = to
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currentPlayer.px = windowWidth/2
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currentPlayer.py = windowHeight/2
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currentPlayer.rot = 0
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currentPlayer.acc = 0
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currentPlayer.bounds = { x1= 20, y1= 20, x2= windowWidth-30, y2= windowHeight - 86}
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end
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function GameScene:updateInput(dt)
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movementDelta = movementDelta + dt
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if (movementDelta > 0.02) then
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movementDelta = 0
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local isUp = false
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local isLeft = false
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local isDown = false
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local isRight = false
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local rotation = 0
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--local hAxis, vAxis, hAxis2, vAxis2 = love.joystick.getAxes(1)
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--local axisMargin = 0.5
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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)
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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)
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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)
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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)
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if isUp and isLeft then
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rotation = 315
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elseif isUp and isRight then
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rotation = 45
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elseif isUp then
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rotation = 0
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elseif isDown and isLeft then
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rotation = 225
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elseif isDown and isRight then
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rotation = 135
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elseif isDown then
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rotation = 180
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elseif isLeft then
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rotation = 270
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elseif isRight then
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rotation = 90
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end
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currentPlayer.rot = rotation
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if isUp or isDown or isLeft or isRight then
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currentPlayer.acc = currentPlayer.acc + currentPlayer.accIncr
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elseif currentPlayer.acc > 0 then
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currentPlayer.acc = currentPlayer.acc - currentPlayer.accIncr
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end
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currentPlayer.acc = math.clamp(0, currentPlayer.acc, 1)
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if isUp then
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currentPlayer.py = currentPlayer.py - (currentPlayer.speed*currentPlayer.acc)
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end
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if isDown then
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currentPlayer.py = currentPlayer.py + (currentPlayer.speed*currentPlayer.acc)
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end
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if isLeft then
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currentPlayer.px = currentPlayer.px - (currentPlayer.speed*currentPlayer.acc)
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end
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if isRight then
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currentPlayer.px = currentPlayer.px + (currentPlayer.speed*currentPlayer.acc)
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end
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end
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end
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function GameScene:updateBounds(dt)
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currentPlayer.px = math.clamp( currentPlayer.bounds.x1, currentPlayer.px, currentPlayer.bounds.x2 )
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currentPlayer.py = math.clamp( currentPlayer.bounds.y1, currentPlayer.py, currentPlayer.bounds.y2 )
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end
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@ -7,8 +7,8 @@ function LoadScene:update(dt)
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end
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function LoadScene:draw()
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love.graphics.setColor( text.r, text.g, text.b, text.a )
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love.graphics.print("Loading assets", 10, 10)
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--love.graphics.setColor( text.r, text.g, text.b, text.a )
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--love.graphics.print("Loading assets", 10, 10)
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end
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function LoadScene:drawHud()
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@ -43,6 +43,7 @@ function TitleScene:update(dt)
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if state == "complete" then
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currentScene = GameScene
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currentScene:init()
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end
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end
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7
ship/blackstar5.lua
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7
ship/blackstar5.lua
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@ -0,0 +1,7 @@
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Blackstar5 = Object.extend(Ship)
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function Blackstar5:new()
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Blackstar5.super.new(self)
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self.name = "Blackstar 5";
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self.image = nil
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end
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7
ship/decorator.lua
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7
ship/decorator.lua
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@ -0,0 +1,7 @@
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Decorator = Object.extend(Ship)
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function Decorator:new()
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Decorator.super.new(self)
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self.name = "The Decorator";
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self.image = nil
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end
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7
ship/excaliburiv.lua
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7
ship/excaliburiv.lua
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@ -0,0 +1,7 @@
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ExcaliburIV = Object.extend(Ship)
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function ExcaliburIV:new()
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ExcaliburIV.super.new(self)
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self.name = "Excalibur IV";
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self.image = nil
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end
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6
ship/ship.lua
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6
ship/ship.lua
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@ -0,0 +1,6 @@
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Ship = Object.extend(Object)
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function Ship:new()
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self.name = "";
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self.image = nil
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end
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64
vendor/math.lua
vendored
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64
vendor/math.lua
vendored
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@ -0,0 +1,64 @@
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-- Averages an arbitrary number of angles (in radians).
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function math.averageAngles(...)
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local x,y = 0,0
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for i=1,select('#',...) do local a= select(i,...) x, y = x+math.cos(a), y+math.sin(a) end
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return math.atan2(y, x)
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end
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-- Returns the distance between two points.
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function math.dist(x1,y1, x2,y2) return ((x2-x1)^2+(y2-y1)^2)^0.5 end
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-- Returns the angle between two points.
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function math.angle(x1,y1, x2,y2) return math.atan2(x2-x1, y2-y1) end
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-- Returns the closest multiple of 'size' (defaulting to 10).
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function math.multiple(n, size) size = size or 10 return math.round(n/size)*size end
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-- Clamps a number to within a certain range.
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function math.clamp(low, n, high) return math.min(math.max(low, n), high) end
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-- Linear interpolation between two numbers.
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function lerp(a,b,t) return a+(b-a)*t end
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-- Cosine interpolation between two numbers.
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function cerp(a,b,t) local f=(1-math.cos(t*math.pi))*.5 return a*(1-f)+b*f end
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-- Normalize two numbers.
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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
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-- Returns 'n' rounded to the nearest 'deci'th (defaulting whole numbers).
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function math.round(n, deci) deci = 10^(deci or 0) return math.floor(n*deci+.5)/deci end
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-- Randomly returns either -1 or 1.
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function math.rsign() return math.random(2) == 2 and 1 or -1 end
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-- Returns 1 if number is positive, -1 if it's negative, or 0 if it's 0.
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function math.sign(n) return n>0 and 1 or n<0 and -1 or 0 end
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-- Checks if two lines intersect (or line segments if seg is true)
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-- Lines are given as four numbers (two coordinates)
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function findIntersect(l1p1x,l1p1y, l1p2x,l1p2y, l2p1x,l2p1y, l2p2x,l2p2y, seg1, seg2)
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local a1,b1,a2,b2 = l1p2y-l1p1y, l1p1x-l1p2x, l2p2y-l2p1y, l2p1x-l2p2x
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local c1,c2 = a1*l1p1x+b1*l1p1y, a2*l2p1x+b2*l2p1y
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local det,x,y = a1*b2 - a2*b1
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if det==0 then return false, "The lines are parallel." end
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x,y = (b2*c1-b1*c2)/det, (a1*c2-a2*c1)/det
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if seg1 or seg2 then
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local min,max = math.min, math.max
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if seg1 and not (min(l1p1x,l1p2x) <= x and x <= max(l1p1x,l1p2x) and min(l1p1y,l1p2y) <= y and y <= max(l1p1y,l1p2y)) or
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seg2 and not (min(l2p1x,l2p2x) <= x and x <= max(l2p1x,l2p2x) and min(l2p1y,l2p2y) <= y and y <= max(l2p1y,l2p2y)) then
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return false, "The lines don't intersect."
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end
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end
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return x,y
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end
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