coalesce game table

This commit is contained in:
Donald Ball 2025-11-14 21:06:24 -05:00
parent 67b2a620c5
commit 46dc6d16f6

View file

@ -1,57 +1,55 @@
local love = require("love")
function love.load()
arenaWidth = 800
arenaHeight = 600
shipRadius = 30
bulletTimerLimit = 0.5
bulletRadius = 5
asteroidStages = {
{
speed = 120,
radius = 15,
},
{
speed = 70,
local function initGame()
return {
width = 800,
height = 600,
ship = {
radius = 30,
bullet = {
timerLimit = 0.5,
radius = 5,
}
},
{
speed = 50,
radius = 50,
},
{
speed = 20,
radius = 80,
asteroids = {
stages = {
{ speed = 120, radius = 15 },
{ speed = 70, radius = 30 },
{ speed = 50, radius = 50 },
{ speed = 20, radius = 80 },
},
},
}
end
local game = initGame()
function love.load()
function reset()
shipX = arenaWidth / 2
shipY = arenaHeight / 2
shipX = game.width / 2
shipY = game.height / 2
shipAngle = 0
shipSpeedX = 0
shipSpeedY = 0
bullets = {}
bulletTimer = bulletTimerLimit
bulletTimer = game.ship.bullet.timerLimit
asteroids = {
{
x = 100,
y = 100,
},
{
x = arenaWidth - 100,
x = game.width - 100,
y = 100,
},
{
x = arenaWidth / 2,
y = arenaHeight - 100,
x = game.width / 2,
y = game.height - 100,
}
}
for asteroidIndex, asteroid in ipairs(asteroids) do
for _, asteroid in ipairs(asteroids) do
asteroid.angle = love.math.random() * (2 * math.pi)
asteroid.stage = #asteroidStages
asteroid.stage = #game.asteroids.stages
end
end
@ -74,8 +72,8 @@ function love.update(dt)
shipSpeedY = shipSpeedY + math.sin(shipAngle) * shipSpeed * dt
end
shipX = (shipX + shipSpeedX * dt) % arenaWidth
shipY = (shipY + shipSpeedY * dt) % arenaHeight
shipX = (shipX + shipSpeedX * dt) % game.width
shipY = (shipY + shipSpeedY * dt) % game.height
local function areCirclesIntersecting(aX, aY, aRadius, bX, bY, bRadius)
return (aX - bX) ^ 2 + (aY - bY) ^ 2 <= (aRadius + bRadius) ^ 2
@ -88,12 +86,12 @@ function love.update(dt)
table.remove(bullets, bulletIndex)
else
local bulletSpeed = 500
bullet.x = (bullet.x + math.cos(bullet.angle) * bulletSpeed * dt) % arenaWidth
bullet.y = (bullet.y + math.sin(bullet.angle) * bulletSpeed * dt) % arenaHeight
bullet.x = (bullet.x + math.cos(bullet.angle) * bulletSpeed * dt) % game.width
bullet.y = (bullet.y + math.sin(bullet.angle) * bulletSpeed * dt) % game.height
end
for asteroidIndex = #asteroids, 1, -1 do
local asteroid = asteroids[asteroidIndex]
if areCirclesIntersecting(bullet.x, bullet.y, bulletRadius, asteroid.x, asteroid.y, asteroidStages[asteroid.stage].radius) then
if areCirclesIntersecting(bullet.x, bullet.y, game.ship.bullet.radius, asteroid.x, asteroid.y, game.asteroids.stages[asteroid.stage].radius) then
table.remove(bullets, bulletIndex)
if asteroid.stage > 1 then
local angle1 = love.math.random() * (2 * math.pi)
@ -119,11 +117,11 @@ function love.update(dt)
bulletTimer = bulletTimer + dt
if love.keyboard.isDown('s') then
if bulletTimer >= bulletTimerLimit then
if bulletTimer >= game.ship.bullet.timerLimit then
bulletTimer = 0
table.insert(bullets, {
x = shipX + math.cos(shipAngle) * shipRadius,
y = shipY + math.sin(shipAngle) * shipRadius,
x = shipX + math.cos(shipAngle) * game.ship.radius,
y = shipY + math.sin(shipAngle) * game.ship.radius,
angle = shipAngle,
timeLeft = 4,
})
@ -131,10 +129,12 @@ function love.update(dt)
end
for asteroidIndex, asteroid in ipairs(asteroids) do
asteroid.x = (asteroid.x + math.cos(asteroid.angle) * asteroidStages[asteroid.stage].speed * dt) % arenaWidth
asteroid.y = (asteroid.y + math.sin(asteroid.angle) * asteroidStages[asteroid.stage].speed * dt) % arenaHeight
asteroid.x = (asteroid.x + math.cos(asteroid.angle) * game.asteroids.stages[asteroid.stage].speed * dt) %
game.width
asteroid.y = (asteroid.y + math.sin(asteroid.angle) * game.asteroids.stages[asteroid.stage].speed * dt) %
game.height
if areCirclesIntersecting(shipX, shipY, shipRadius, asteroid.x, asteroid.y, asteroidStages[asteroid.stage].radius) then
if areCirclesIntersecting(shipX, shipY, game.ship.radius, asteroid.x, asteroid.y, game.asteroids.stages[asteroid.stage].radius) then
reset()
break
end
@ -149,9 +149,9 @@ function love.draw()
for y = -1, 1 do
for x = -1, 1 do
love.graphics.origin()
love.graphics.translate(x * arenaWidth, y * arenaHeight)
love.graphics.translate(x * game.width, y * game.height)
love.graphics.setColor(0, 0, 1)
love.graphics.circle('fill', shipX, shipY, shipRadius)
love.graphics.circle('fill', shipX, shipY, game.ship.radius)
local shipCircleDistance = 20
love.graphics.setColor(0, 1, 1)
love.graphics.circle(
@ -161,14 +161,14 @@ function love.draw()
5
)
for bulletIndex, bullet in ipairs(bullets) do
for _, bullet in ipairs(bullets) do
love.graphics.setColor(0, 1, 0)
love.graphics.circle('fill', bullet.x, bullet.y, bulletRadius)
love.graphics.circle('fill', bullet.x, bullet.y, game.ship.bullet.radius)
end
for asteroidIndex, asteroid in ipairs(asteroids) do
for _, asteroid in ipairs(asteroids) do
love.graphics.setColor(1, 1, 0)
love.graphics.circle('fill', asteroid.x, asteroid.y, asteroidStages[asteroid.stage].radius)
love.graphics.circle('fill', asteroid.x, asteroid.y, game.asteroids.stages[asteroid.stage].radius)
end
end
end