179 lines
No EOL
5.2 KiB
Lua
179 lines
No EOL
5.2 KiB
Lua
GameScene = Object.extend(Object)
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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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pSystem = love.graphics.newParticleSystem(boosterParticle,128)
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pSystem:setParticleLifetime(0,0.6)
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pSystem:setLinearAcceleration(0,20,0,25)
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pSystem:setSpeed(40,50)
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pSystem:setRotation(10,20)
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pSystem:setSpin(10,20)
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pSystem:setRadialAcceleration(10,20)
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pSystem:setTangentialAcceleration(10,20)
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pSystem:setSizeVariation(0.3)
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pSystem:setSizes(1,0.9,0.8,0.7,0.5,0.3,0.1,0.05)
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pSystem:setColors(
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1,1,1,1,
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1,1,1,1,
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1,1,1,1,
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1,1,1,0.8,
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1,1,1,0.6,
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1,1,1,0.5,
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1,1,1,0.4,
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1,1,1,0.3
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)
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currentPlanet:init()
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currentPlanet:draw()
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end
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function GameScene:update(dt)
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pSystem:update(dt)
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GameScene:updateInput(dt)
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GameScene:updateBounds(dt)
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if currentPlanet ~= nil then
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love.graphics.print("hebebs",100,100);
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currentPlanet.update(dt)
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end
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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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if currentPlanet ~= nil and currentPlanet.canvas ~= nil then
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love.graphics.draw(currentPlanet.canvas,0,0)
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end
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love.graphics.draw(pSystem, currentPlayer.px-2, currentPlayer.py)
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love.graphics.draw(pSystem, currentPlayer.px+2, currentPlayer.py)
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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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love.graphics.setColor(255,255,255, 1)
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love.graphics.draw( gameHud, 0, 600-66 )
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love.graphics.setColor(255,255,255, 0.75)
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love.graphics.draw( currentPlayer.image, 14, 550, 0, 0.5, 0.5 )
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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: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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GameScene:playerChanged(CaptainSteve)
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elseif key == "2" then
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GameScene:playerChanged(CaptainRobert)
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elseif key == "3" then
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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-20, 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 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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currentPlayer.rot = 315
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particleRot = 45
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elseif isUp and isRight then
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currentPlayer.rot = 45
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particleRot = 135
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elseif isUp then
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currentPlayer.rot = 0
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particleRot = 90
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elseif isDown and isLeft then
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currentPlayer.rot = 225
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particleRot = 315
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elseif isDown and isRight then
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currentPlayer.rot = 135
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particleRot = 225
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elseif isDown then
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currentPlayer.rot = 180
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particleRot = 270
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elseif isLeft then
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currentPlayer.rot = 270
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particleRot = 0
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elseif isRight then
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currentPlayer.rot = 90
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particleRot = 180
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end
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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 currentPlayer.acc > 0 then
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pSystem:setDirection(particleRot*(math.pi/180))
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pSystem:emit( 64 * currentPlayer.acc )
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end
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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 |