lovexp/asteroids/main.lua

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Lua
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local love = require("love")
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local phys = require("phys")
local inspect = require("inspect")
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local function initGame()
return {
width = 800,
height = 600,
ship = {
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radius = 30,
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bullet = {
radius = 5,
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recoil = 10,
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speed = 500,
time = 4,
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sound = love.sound.newSoundData('resources/bullet.mp3'),
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},
sprite = love.graphics.newImage('resources/playerShip1_blue.png'),
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},
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asteroids = {
stages = {
{ speed = 120, radius = 15, sprite = love.graphics.newImage('resources/meteorBrown_tiny1.png') },
{ speed = 70, radius = 30, sprite = love.graphics.newImage('resources/meteorBrown_small1.png') },
{ speed = 50, radius = 50, sprite = love.graphics.newImage('resources/meteorBrown_med1.png') },
{ speed = 20, radius = 80, sprite = love.graphics.newImage('resources/meteorBrown_big1.png') },
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},
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},
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controls = {
ship = {
turnRate = 10,
maxThrust = 200,
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},
},
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}
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end
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-- The constant properties of the game.
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local game = initGame()
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local function initState()
local asteroids = {
{
x = 100,
y = 100,
},
{
x = game.width - 100,
y = 100,
},
{
x = game.width / 2,
y = game.height - 100,
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}
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}
for _, asteroid in ipairs(asteroids) do
asteroid.angle = love.math.random() * phys.tau
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asteroid.stage = #game.asteroids.stages
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local stage = game.asteroids.stages[asteroid.stage]
asteroid.speed = stage.speed
asteroid.facing = math.random() * phys.tau
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asteroid.spin = 0.1 + math.random() * 0.1
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asteroid.radius = stage.radius
asteroid.sprite = stage.sprite
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end
local joystick = nil
if love.joystick.getJoystickCount() == 1 then
joystick = love.joystick.getJoysticks()[1]
end
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return {
ship = {
x = game.width / 2,
y = game.height / 2,
angle = 0,
speed = 0,
spin = 0,
facing = phys.tau * 3 / 4,
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radius = game.ship.radius,
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},
bullets = {},
asteroids = asteroids,
controls = {
joystick = joystick,
}
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}
end
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-- The varying properties of a game being played.
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local state = {}
local function reset()
state = initState()
end
function love.load()
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reset()
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end
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-- updates the actor's location by applying the passage of time within the game world
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local function update(actor, dt)
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phys.update(actor, dt)
actor.x = actor.x % game.width
actor.y = actor.y % game.height
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end
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function love.update(dt)
if state.controls.joystick ~= nil then
local thrust = state.controls.joystick:getGamepadAxis('triggerright') * game.controls.ship.maxThrust
if thrust > 0 then
phys.apply(state.ship, { speed = thrust * dt, angle = state.ship.facing })
end
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local spin = state.controls.joystick:getGamepadAxis('leftx') * game.controls.ship.turnRate
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state.ship.facing = (state.ship.facing + spin * dt)
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end
update(state.ship, dt)
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for bulletIndex = #state.bullets, 1, -1 do
local bullet = state.bullets[bulletIndex]
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bullet.timeLeft = bullet.timeLeft - dt
if bullet.timeLeft <= 0 then
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table.remove(state.bullets, bulletIndex)
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else
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update(bullet, dt)
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end
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for asteroidIndex = #state.asteroids, 1, -1 do
local asteroid = state.asteroids[asteroidIndex]
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if phys.intersects(bullet, asteroid) then
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table.remove(state.bullets, bulletIndex)
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if asteroid.stage > 1 then
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local angle1 = love.math.random() * phys.tau
local angle2 = angle1 - phys.tau / 2
local stage = game.asteroids.stages[asteroid.stage - 1]
local radius = stage.radius
local speed = stage.speed
local sprite = stage.sprite
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table.insert(state.asteroids, {
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x = asteroid.x,
y = asteroid.y,
angle = angle1,
stage = asteroid.stage - 1,
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radius = radius,
speed = speed,
facing = math.random() * phys.tau,
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spin = 0.1 + math.random() * 0.1,
sprite = sprite,
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})
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table.insert(state.asteroids, {
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x = asteroid.x,
y = asteroid.y,
angle = angle2,
stage = asteroid.stage - 1,
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radius = radius,
speed = speed,
facing = math.random() * phys.tau,
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spin = 0.1 + math.random() * 0.1,
sprite = sprite,
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})
end
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table.remove(state.asteroids, asteroidIndex)
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break
end
end
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end
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for _, asteroid in ipairs(state.asteroids) do
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update(asteroid, dt)
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if phys.intersects(state.ship, asteroid) then
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reset()
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break
end
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end
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if #state.asteroids == 0 then
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reset()
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end
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end
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function love.gamepadpressed(joystick, button)
if joystick ~= state.controls.joystick then
return
end
if button == "b" then
-- debounce, perhaps
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local bullet = {
x = state.ship.x + math.cos(state.ship.facing) * game.ship.radius,
y = state.ship.y + math.sin(state.ship.facing) * game.ship.radius,
angle = state.ship.facing,
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speed = game.ship.bullet.speed,
radius = game.ship.bullet.radius,
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timeLeft = game.ship.bullet.time,
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sound = love.audio.newSource(game.ship.bullet.sound),
facing = state.ship.facing,
spin = 0,
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}
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phys.apply(bullet, state.ship)
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table.insert(state.bullets, bullet)
bullet.sound:play()
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phys.apply(state.ship, { speed = game.ship.bullet.recoil, angle = state.ship.facing + phys.tau / 2 })
end
if button == "x" then
print(inspect(state.ship))
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end
end
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function love.draw()
for y = -1, 1 do
for x = -1, 1 do
love.graphics.origin()
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love.graphics.translate(x * game.width, y * game.height)
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love.graphics.setColor(1, 1, 1)
local scale = 2 * game.ship.radius / math.max(game.ship.sprite:getWidth(), game.ship.sprite:getHeight())
love.graphics.draw(game.ship.sprite,
state.ship.x,
state.ship.y,
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(state.ship.facing + phys.tau / 4) % phys.tau,
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scale,
scale,
game.ship.sprite:getWidth() / 2,
game.ship.sprite:getHeight() / 2
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)
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for _, bullet in ipairs(state.bullets) do
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love.graphics.setColor(0, 1, 0)
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love.graphics.circle('fill', bullet.x, bullet.y, game.ship.bullet.radius)
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end
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for _, asteroid in ipairs(state.asteroids) do
love.graphics.setColor(1, 1, 1)
scale = 2 * asteroid.radius / math.max(asteroid.sprite:getWidth(), asteroid.sprite:getHeight())
love.graphics.draw(asteroid.sprite,
asteroid.x,
asteroid.y,
asteroid.facing,
scale,
scale,
asteroid.sprite:getWidth() / 2,
asteroid.sprite:getHeight() / 2
)
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end
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end
end
end