346 lines
9.8 KiB
Lua
346 lines
9.8 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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love.audio.setPosition( windowWidth/2, windowHeight/2,0)
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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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eSystem = love.graphics.newParticleSystem(explosionParticle,64)
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eSystem:setParticleLifetime(0,0.7)
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eSystem:setLinearAcceleration(-2,-2,2,2)
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eSystem:setSpeed(2,8)
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eSystem:setRotation(1,7)
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eSystem:setSpin(1,2)
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eSystem:setRadialAcceleration(10,20)
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eSystem:setTangentialAcceleration(10,20)
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eSystem:setSizeVariation(0.9)
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eSystem:setSizes(0.1, 0.2, 0.4, 0.6, 0.8, 1.0, 0.6, 0.1)
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eSystem: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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1,1,1,1,
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1,1,1,0.8,
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1,1,1,0.6,
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1,1,1,0.4,
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1,1,1,0.3
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)
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GameScene.bullets = {}
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GameScene.explosionObj = {angle=100, radius=100}
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GameScene.godsrayObj = {weight=0}
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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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local bLen = table.getn(GameScene.bullets)
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if bLen > 0 then
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for y=1, bLen do
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if GameScene.bullets[bLen-(y-1)].finished then
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table.remove(GameScene.bullets, bLen-(y-1))
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end
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end
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end
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if currentPlayer.death == false and currentPlanet.hasGeneratedMap == true then
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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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bLen = table.getn(GameScene.bullets)
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if bLen > 0 then
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for y=1, bLen do
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GameScene.bullets[y]:update(dt)
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end
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end
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GameScene:checkCollisions()
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else
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eSystem:update(dt)
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end
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currentPlanet:update(dt)
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self.updateEffects();
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end
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function GameScene:draw()
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love.graphics.setColor(1,1,1, 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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if currentPlayer.death == false then
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love.graphics.setColor(1,1,1, 1)
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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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local bLen = table.getn(GameScene.bullets)
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if bLen > 0 then
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for y=1, bLen do
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GameScene.bullets[y]:draw()
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end
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end
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else
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love.graphics.draw(eSystem, currentPlayer.px, currentPlayer.py)
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end
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end
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function GameScene:drawHud()
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love.graphics.setColor(1,1,1, 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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love.graphics.print(
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"glbl: " .. currentPlayer.px..","..currentPlayer.py.." s: " .. currentPlayer.ship.speed .. " a: " ..currentPlayer.acc,
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10,10
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)
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local deathval = "0"
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if currentPlayer.death then
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deathval = "1"
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end
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love.graphics.print( "death: " .. deathval, 10, 24 )
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love.graphics.print( "wpnrot: " .. currentPlayer.ship.weaponrot .. " cd: " .. currentPlayer.ship.cooldown, 70, 24 )
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local bLen = table.getn(GameScene.bullets)
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love.graphics.print( "bul: " .. bLen, 10, 38 )
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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 = math.floor(windowWidth/2)
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currentPlayer.py = math.floor(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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currentPlayer.death = false
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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 isBUp = false
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local isBLeft = false
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local isBDown = false
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local isBRight = false
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isUp = love.keyboard.isDown( "w" )
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isDown = love.keyboard.isDown( "s" )
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isLeft = love.keyboard.isDown( "a" )
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isRight = love.keyboard.isDown( "d" )
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isBUp = love.keyboard.isDown( "up" )
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isBDown = love.keyboard.isDown( "down" )
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isBLeft = love.keyboard.isDown( "left" )
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isBRight = love.keyboard.isDown( "right" )
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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.ship.accIncr
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elseif currentPlayer.acc > 0 then
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currentPlayer.acc = currentPlayer.acc - currentPlayer.ship.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 = math.floor(currentPlayer.py - (currentPlayer.ship.speed*currentPlayer.acc))
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end
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if isDown then
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currentPlayer.py = math.floor(currentPlayer.py + (currentPlayer.ship.speed*currentPlayer.acc))
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end
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if isLeft then
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currentPlayer.px = math.floor(currentPlayer.px - (currentPlayer.ship.speed*currentPlayer.acc))
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end
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if isRight then
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currentPlayer.px = math.floor(currentPlayer.px + (currentPlayer.ship.speed*currentPlayer.acc))
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end
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love.audio.setPosition( currentPlayer.px, currentPlayer.py,0)
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if isBUp and isBLeft then
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currentPlayer.ship.weaponrot = 135
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elseif isBUp and isBRight then
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currentPlayer.ship.weaponrot = 45
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elseif isBUp then
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currentPlayer.ship.weaponrot = 90
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elseif isBDown and isBLeft then
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currentPlayer.ship.weaponrot = 225
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elseif isBDown and isBRight then
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currentPlayer.ship.weaponrot = 315
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elseif isBDown then
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currentPlayer.ship.weaponrot = 270
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elseif isBLeft then
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currentPlayer.ship.weaponrot = 180
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elseif isBRight then
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currentPlayer.ship.weaponrot = 0
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end
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if currentPlayer.ship.cooldown == 0 then
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if isBUp or isBDown or isBLeft or isBRight then
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currentPlayer.ship.cooldown = currentPlayer.ship.cooldownPeriod
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local bullet = Bullet( currentPlayer )
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bullet:emit( currentPlayer.px, currentPlayer.py, 0, 0, currentPlayer.ship.weaponrot, 0.5 )
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table.insert(GameScene.bullets, bullet)
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end
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end
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currentPlayer.ship.cooldown = math.clamp( 0, currentPlayer.ship.cooldown-dt, currentPlayer.ship.cooldownPeriod )
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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.floor(math.clamp( currentPlayer.bounds.x1, currentPlayer.px, currentPlayer.bounds.x2 ))
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currentPlayer.py = math.floor(math.clamp( currentPlayer.bounds.y1, currentPlayer.py, currentPlayer.bounds.y2 ))
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end
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function GameScene:checkCollisions()
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-- Get basic alpha blended collision
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local cp = currentPlanet.canvas:newImageData( nil, nil, currentPlayer.px, currentPlayer.py, 1, 1):getPixel( 0,0 )
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if cp == 0 then
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currentPlayer.death = true
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self:generateExplosion( currentPlayer.px, currentPlayer.py )
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end
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end
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function GameScene:generateExplosion(px,py)
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GameScene:generateExplosionSound(px,py)
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GameScene.explosionObj = {angle=100, radius=100}
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GameScene.godsrayObj = {weight=0}
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flux.to(GameScene.explosionObj, 0.5, {angle= math.variance(100,90), radius=math.variance(1600, 150)}):ease("quintout"):after( GameScene.explosionObj, 0.5, { angle= 100, radius= 100 })
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flux.to(GameScene.godsrayObj, 0.5, {weight=math.variance(100,50)}):ease("quintout"):after( GameScene.godsrayObj, 0.5, { weight=1 })
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eSystem:emit(32)
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end
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function GameScene:updateEffects()
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effect.chromasep.angle= math.floor(GameScene.explosionObj.angle/100)
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effect.chromasep.radius= math.floor(GameScene.explosionObj.radius/100)
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effect.godsray.weight= GameScene.godsrayObj.weight/100
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end
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function GameScene:generateExplosionSound(px,py)
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local sound = sfxr.newSound()
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sound:resetParameters()
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sound.waveform = sfxr.WAVEFORM.NOISE
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sound.frequency.start = math.variance(0.19907648104897,150)
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sound.frequency.slide = -0.057634852747835
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sound.repeatspeed = 0
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sound.envelope.attack = 0
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sound.envelope.sustain = math.variance(0.30484231377123, 150)
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sound.envelope.punch = math.variance(0.7393770288859, 150)
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sound.envelope.decay = 0.43495283918775
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sound.phaser.offset = math.variance(0.53418301267674, 150)
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sound.phaser.sweep = -0.26648187020582
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sound.vibrato.depth = math.variance(0.24860915303688, 150)
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sound.vibrato.speed = 0.44703997451237
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sound.change.speed = 0.83105037145914
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sound.change.amount = -0.66873272021076
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local soundData = sound:generateSoundData()
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local source = love.audio.newSource(soundData)
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source:setVolume(1)
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source:setPosition(px,py)
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source:play()
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end
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