vision/scene/game.lua
2022-10-13 20:59:14 +02:00

179 lines
No EOL
5.2 KiB
Lua

GameScene = Object.extend(Object)
function GameScene:new()
end
function GameScene:init()
GameScene:playerChanged(currentPlayer)
movementDelta = 0
pSystem = love.graphics.newParticleSystem(boosterParticle,128)
pSystem:setParticleLifetime(0,0.6)
pSystem:setLinearAcceleration(0,20,0,25)
pSystem:setSpeed(40,50)
pSystem:setRotation(10,20)
pSystem:setSpin(10,20)
pSystem:setRadialAcceleration(10,20)
pSystem:setTangentialAcceleration(10,20)
pSystem:setSizeVariation(0.3)
pSystem:setSizes(1,0.9,0.8,0.7,0.5,0.3,0.1,0.05)
pSystem:setColors(
1,1,1,1,
1,1,1,1,
1,1,1,1,
1,1,1,0.8,
1,1,1,0.6,
1,1,1,0.5,
1,1,1,0.4,
1,1,1,0.3
)
currentPlanet:init()
currentPlanet:draw()
end
function GameScene:update(dt)
pSystem:update(dt)
GameScene:updateInput(dt)
GameScene:updateBounds(dt)
if currentPlanet ~= nil then
love.graphics.print("hebebs",100,100);
currentPlanet.update(dt)
end
end
function GameScene:draw()
love.graphics.setColor(255,255,255, 1)
if currentPlanet ~= nil and currentPlanet.canvas ~= nil then
love.graphics.draw(currentPlanet.canvas,0,0)
end
love.graphics.draw(pSystem, currentPlayer.px-2, currentPlayer.py)
love.graphics.draw(pSystem, currentPlayer.px+2, currentPlayer.py)
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
function GameScene:drawHud()
love.graphics.setColor(255,255,255, 1)
love.graphics.draw( gameHud, 0, 600-66 )
love.graphics.setColor(255,255,255, 0.75)
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.print( currentPlayer.name, 48, 550 )
love.graphics.print( currentPlayer:getShipname(), 48, 566 )
end
function GameScene:keypressed(key,unicode)
if key == "1" then
GameScene:playerChanged(CaptainSteve)
elseif key == "2" then
GameScene:playerChanged(CaptainRobert)
elseif key == "3" then
GameScene:playerChanged(CaptainJohn)
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-20, 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 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
currentPlayer.rot = 315
particleRot = 45
elseif isUp and isRight then
currentPlayer.rot = 45
particleRot = 135
elseif isUp then
currentPlayer.rot = 0
particleRot = 90
elseif isDown and isLeft then
currentPlayer.rot = 225
particleRot = 315
elseif isDown and isRight then
currentPlayer.rot = 135
particleRot = 225
elseif isDown then
currentPlayer.rot = 180
particleRot = 270
elseif isLeft then
currentPlayer.rot = 270
particleRot = 0
elseif isRight then
currentPlayer.rot = 90
particleRot = 180
end
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 currentPlayer.acc > 0 then
pSystem:setDirection(particleRot*(math.pi/180))
pSystem:emit( 64 * currentPlayer.acc )
end
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