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main.lua
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369 lines (314 loc) · 9.89 KB
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function love.load()
submarineImage = love.graphics.newImage("resources/images/submarine.png")
torpedoImage = love.graphics.newImage("resources/images/torpedo.png")
squidImage = love.graphics.newImage("resources/images/squid.png")
sharkImage = love.graphics.newImage("resources/images/shark.png")
swordfishImage = love.graphics.newImage("resources/images/swordfish.png")
groundImage = love.graphics.newImage("resources/images/ground.png")
backgroundImage = love.graphics.newImage("resources/images/background.png")
musicTrack = love.audio.newSource("resources/audio/Mercury.wav", "static")
musicTrack:setLooping(true)
shootSfx = love.audio.newSource("resources/audio/Explosion.wav", "static")
shootSfx:setVolume(0.5)
enemyDestroySfx = love.audio.newSource("resources/audio/Shoot.wav", "static")
playerDestroySfx = love.audio.newSource("resources/audio/Lightening.wav", "static")
torpedoTimerMax = 0.2
torpedoStartSpeed = 100
torpedoMaxSpeed = 300
squidSpeed = 200
sharkSpeed = 250
swordfishSpeed = 300
chargeSpeed = 500
spawnTimerMax = 1
bubble = getBubble(50)
smallCircle = getBubble(40)
smallBlast = getBlast(50)
blast = getBlast(100)
startGame()
end
function startGame()
playerAlive = true
player = {xPos = 0, yPos = 0, angle = 0, width = 64, height = 64, speed=200, img=submarineImage, pSystem=getBubbleTrail(bubble)}
torpedoes = {}
enemies = {}
explosions = {}
canFire = true
torpedoTimer = torpedoTimerMax
spawnTimer = 0
restartTimer = 1
backgroundPosition = 0
groundPosition = 0
musicTrack:play()
end
function love.draw()
love.graphics.setColor(186, 255, 255)
background = love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight())
love.graphics.setColor(255, 255, 255)
love.graphics.setColor(100, 200, 200, 200)
love.graphics.draw(backgroundImage, backgroundPosition, 380, 0, 2, 2)
love.graphics.draw(backgroundImage, backgroundPosition + 800, 380, 0, 2, 2)
love.graphics.setColor(255, 255, 255, 255)
love.graphics.draw(groundImage, groundPosition, 400, 0, 2, 2)
love.graphics.draw(groundImage, groundPosition + 800, 400, 0, 2, 2)
if playerAlive then
love.graphics.draw(player.img, player.xPos, player.yPos, player.angle, 2, 2)
love.graphics.draw(player.pSystem, 0, 0)
end
for index, torpedo in ipairs(torpedoes) do
love.graphics.draw(torpedo.img, torpedo.xPos, torpedo.yPos)
love.graphics.draw(torpedo.pSystem, 0, 0)
end
for index, enemy in ipairs(enemies) do
love.graphics.draw(enemy.img, enemy.xPos, enemy.yPos, enemy.angle, 2, 2)
end
for index, explosion in ipairs(explosions) do
love.graphics.draw(explosion, 0, 0)
end
end
function love.update(dt)
updatePlayer(dt)
updateTorpedoes(dt)
updateEnemies(dt)
updateExplosions(dt)
checkCollisions()
if groundPosition > -800 then
groundPosition = groundPosition - dt * 100
else
groundPosition = 0
end
if backgroundPosition > -800 then
backgroundPosition = backgroundPosition - dt * 50
else
backgroundPosition = 0
end
if playerAlive == false then
if restartTimer > 0 then
restartTimer = restartTimer - dt
else
startGame()
end
end
end
-- Player logic
function updatePlayer(dt)
down = love.keyboard.isDown("down")
up = love.keyboard.isDown("up")
left = love.keyboard.isDown("left")
right = love.keyboard.isDown("right")
speed = player.speed
if((down or up) and (left or right)) then
speed = speed / math.sqrt(2)
end
if down and player.yPos<love.graphics.getHeight()-player.height then
player.yPos = player.yPos + dt * speed
player.angle = 0.1
elseif up and player.yPos>0 then
player.yPos = player.yPos - dt * speed
player.angle = -0.1
else
player.angle = 0
end
if right and player.xPos<love.graphics.getWidth()-player.width then
player.xPos = player.xPos + dt * speed
elseif left and player.xPos>0 then
player.xPos = player.xPos - dt * speed
end
if love.keyboard.isDown("space") then
torpedoSpeed = torpedoStartSpeed
if(left) then
torpedoSpeed = torpedoSpeed - player.speed/2
elseif(right) then
torpedoSpeed = torpedoSpeed + player.speed/2
end
spawnTorpedo(player.xPos + player.width, player.yPos + player.height/2, torpedoSpeed)
end
if torpedoTimer > 0 then
torpedoTimer = torpedoTimer - dt
else
canFire = true
end
if(left) then
player.pSystem:setEmissionRate(10)
elseif(right) then
player.pSystem:setEmissionRate(20)
else
player.pSystem:setEmissionRate(15)
end
player.pSystem:setPosition(player.xPos, player.yPos + player.height / 2)
player.pSystem:update(dt)
end
-- Projectile logic
function updateTorpedoes(dt)
for i=table.getn(torpedoes), 1, -1 do
torpedo = torpedoes[i]
torpedo.xPos = torpedo.xPos + dt * torpedo.speed
torpedo.pSystem:setPosition(torpedo.xPos, torpedo.yPos + torpedo.height / 2)
torpedo.pSystem:update(dt)
if torpedo.speed < torpedoMaxSpeed then
torpedo.speed = torpedo.speed + dt * 100
end
if torpedo.xPos > love.graphics.getWidth() then
table.remove(torpedoes, i)
end
end
end
function spawnTorpedo(x, y, speed)
if canFire then
torpedo = {xPos = x, yPos = y, width = 16, height=16, speed=speed, img = torpedoImage, pSystem = getBubbleTrail(smallCircle)}
torpedo.pSystem:setEmissionRate(20)
table.insert(torpedoes, torpedo)
canFire = false
torpedoTimer = torpedoTimerMax
playSound(shootSfx)
end
end
-- Enemy logic
function updateEnemies(dt)
if spawnTimer > 0 then
spawnTimer = spawnTimer - dt
else
spawnEnemy()
end
for i=table.getn(enemies), 1, -1 do
enemy=enemies[i]
enemy.update = enemy:update(dt)
if enemy.xPos < -enemy.width then
table.remove(enemies, i)
end
end
end
function spawnEnemy()
y = love.math.random(0, love.graphics.getHeight() - 64)
enemyType = love.math.random(0, 2)
if enemyType == 0 then
enemy = Enemy:new{yPos = y, speed = squidSpeed, img = squidImage, update=moveLeft}
elseif enemyType == 1 then
enemy = Enemy:new{yPos = y, speed = sharkSpeed, img = sharkImage, update=moveToPlayer}
else
enemy = Enemy:new{yPos = y, speed = swordfishSpeed, img = swordfishImage, update=chargePlayer}
end
table.insert(enemies, enemy)
spawnTimer = spawnTimerMax
end
Enemy = {xPos = love.graphics.getWidth(), yPos = 0, width = 64, height = 64, angle = 0}
function Enemy:new (o)
o = o or {}
setmetatable(o, self)
self.__index = self
return o
end
function moveLeft(obj, dt)
obj.xPos = obj.xPos - obj.speed * dt
return moveLeft
end
function moveToPlayer(obj, dt)
xSpeed = math.sin(math.rad (60)) * obj.speed
ySpeed = math.cos(math.rad (60)) * obj.speed
if (obj.yPos - player.yPos) > 10 then
obj.yPos = obj.yPos - ySpeed * dt
obj.xPos = obj.xPos - xSpeed * dt
obj.angle = 0.1
elseif (obj.yPos - player.yPos) < -10 then
obj.yPos = obj.yPos + ySpeed * dt
obj.xPos = obj.xPos - xSpeed * dt
obj.angle = -0.1
else
obj.xPos = obj.xPos - obj.speed * dt
obj.angle = 0
end
return moveToPlayer
end
function chargePlayer(obj, dt)
xDistance = math.abs(obj.xPos - player.xPos)
yDistance = math.abs(obj.yPos - player.yPos)
distance = math.sqrt(yDistance^2 + xDistance^2)
if distance < 150 then
obj.speed = chargeSpeed
obj.angle = 0
return moveLeft
end
moveToPlayer(obj, dt)
return chargePlayer
end
-- Helper functions
function checkCollisions()
for index, enemy in ipairs(enemies) do
if playerAlive and (intersects(player, enemy) or intersects(enemy, player)) then
local explosion = getExplosion(blast)
explosion:setPosition(enemy.xPos + enemy.width/2, enemy.yPos + enemy.height/2)
explosion:emit(20)
table.insert(explosions, explosion)
playerAlive = false
musicTrack:stop()
playSound(playerDestroySfx)
break
end
for index2, torpedo in ipairs(torpedoes) do
if intersects(enemy, torpedo) then
local explosion = getExplosion(smallBlast)
explosion:setPosition(enemy.xPos + enemy.width/2, enemy.yPos + enemy.height/2)
explosion:emit(10)
table.insert(explosions, explosion)
table.remove(enemies, index)
table.remove(torpedoes, index2)
playSound(enemyDestroySfx)
break
end
end
end
end
function intersects(rect1, rect2)
if rect1.xPos < rect2.xPos and rect1.xPos + rect1.width > rect2.xPos and
rect1.yPos < rect2.yPos and rect1.yPos + rect1.height > rect2.yPos then
return true
else
return false
end
end
-- Particle systems
function getBubble(size)
local bubble = love.graphics.newCanvas(size, size)
love.graphics.setCanvas(bubble)
love.graphics.setColor(255, 255, 255, 255)
love.graphics.ellipse("fill", size/2, size/2, size/2, size/4)
love.graphics.setCanvas()
return bubble
end
function getBlast(size)
local blast = love.graphics.newCanvas(size, size)
love.graphics.setCanvas(blast)
love.graphics.setColor(255, 255, 255, 255)
love.graphics.circle("fill", size/2, size/2, size/2)
love.graphics.setCanvas()
return blast
end
function getBubbleTrail(image)
pSystem = love.graphics.newParticleSystem(image, 50)
pSystem:setParticleLifetime(1, 1)
pSystem:setSpeed(-50)
pSystem:setColors(255, 255, 255, 200, 255, 255, 255, 100, 255, 255, 255, 0)
pSystem:setSizes(0.2, 0.8)
return pSystem
end
function getExplosion(image)
pSystem = love.graphics.newParticleSystem(image, 30)
pSystem:setParticleLifetime(0.5, 0.5)
pSystem:setLinearAcceleration(-100, -100, 100, 100)
pSystem:setColors(255, 255, 0, 255, 255, 153, 51, 255, 64, 64, 64, 0)
pSystem:setSizes(0.5, 0.5)
return pSystem
end
function updateExplosions(dt)
for i = table.getn(explosions), 1, -1 do
local explosion = explosions[i]
explosion:update(dt)
if explosion:getCount() == 0 then
table.remove(explosions, i)
end
end
end
function playSound(sound)
pitchMod = 0.8 + love.math.random(0, 10)/25
sound:setPitch(pitchMod)
sound:play()
end