coalesce state
This commit is contained in:
parent
46dc6d16f6
commit
9f78b280cd
1 changed files with 72 additions and 57 deletions
|
|
@ -24,16 +24,8 @@ end
|
|||
|
||||
local game = initGame()
|
||||
|
||||
function love.load()
|
||||
function reset()
|
||||
shipX = game.width / 2
|
||||
shipY = game.height / 2
|
||||
shipAngle = 0
|
||||
shipSpeedX = 0
|
||||
shipSpeedY = 0
|
||||
bullets = {}
|
||||
bulletTimer = game.ship.bullet.timerLimit
|
||||
asteroids = {
|
||||
local function initState()
|
||||
local asteroids = {
|
||||
{
|
||||
x = 100,
|
||||
y = 100,
|
||||
|
|
@ -51,96 +43,119 @@ function love.load()
|
|||
asteroid.angle = love.math.random() * (2 * math.pi)
|
||||
asteroid.stage = #game.asteroids.stages
|
||||
end
|
||||
|
||||
return {
|
||||
ship = {
|
||||
x = game.width / 2,
|
||||
y = game.height / 2,
|
||||
angle = 0,
|
||||
speed = {
|
||||
x = 0,
|
||||
y = 0,
|
||||
}
|
||||
},
|
||||
-- the time after which the ship can fire another bullet
|
||||
bulletTimer = game.ship.bullet.timerLimit,
|
||||
bullets = {},
|
||||
asteroids = asteroids,
|
||||
}
|
||||
end
|
||||
|
||||
local state = {}
|
||||
|
||||
local function reset()
|
||||
state = initState()
|
||||
end
|
||||
|
||||
function love.load()
|
||||
reset()
|
||||
end
|
||||
|
||||
function love.update(dt)
|
||||
local turnSpeed = 10
|
||||
if love.keyboard.isDown('right') then
|
||||
shipAngle = shipAngle + turnSpeed * dt
|
||||
state.ship.angle = state.ship.angle + turnSpeed * dt
|
||||
end
|
||||
if love.keyboard.isDown('left') then
|
||||
shipAngle = shipAngle - turnSpeed * dt
|
||||
state.ship.angle = state.ship.angle - turnSpeed * dt
|
||||
end
|
||||
shipAngle = shipAngle % (2 * math.pi)
|
||||
state.ship.angle = state.ship.angle % (2 * math.pi)
|
||||
|
||||
if love.keyboard.isDown('up') then
|
||||
local shipSpeed = 100
|
||||
shipSpeedX = shipSpeedX + math.cos(shipAngle) * shipSpeed * dt
|
||||
shipSpeedY = shipSpeedY + math.sin(shipAngle) * shipSpeed * dt
|
||||
state.ship.speed.x = state.ship.speed.x + math.cos(state.ship.angle) * shipSpeed * dt
|
||||
state.ship.speed.y = state.ship.speed.y + math.sin(state.ship.angle) * shipSpeed * dt
|
||||
end
|
||||
|
||||
shipX = (shipX + shipSpeedX * dt) % game.width
|
||||
shipY = (shipY + shipSpeedY * dt) % game.height
|
||||
state.ship.x = (state.ship.x + state.ship.speed.x * dt) % game.width
|
||||
state.ship.y = (state.ship.y + state.ship.speed.y * dt) % game.height
|
||||
|
||||
local function areCirclesIntersecting(aX, aY, aRadius, bX, bY, bRadius)
|
||||
return (aX - bX) ^ 2 + (aY - bY) ^ 2 <= (aRadius + bRadius) ^ 2
|
||||
end
|
||||
|
||||
for bulletIndex = #bullets, 1, -1 do
|
||||
local bullet = bullets[bulletIndex]
|
||||
for bulletIndex = #state.bullets, 1, -1 do
|
||||
local bullet = state.bullets[bulletIndex]
|
||||
bullet.timeLeft = bullet.timeLeft - dt
|
||||
if bullet.timeLeft <= 0 then
|
||||
table.remove(bullets, bulletIndex)
|
||||
table.remove(state.bullets, bulletIndex)
|
||||
else
|
||||
local bulletSpeed = 500
|
||||
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]
|
||||
for asteroidIndex = #state.asteroids, 1, -1 do
|
||||
local asteroid = state.asteroids[asteroidIndex]
|
||||
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)
|
||||
table.remove(state.bullets, bulletIndex)
|
||||
if asteroid.stage > 1 then
|
||||
local angle1 = love.math.random() * (2 * math.pi)
|
||||
local angle2 = (angle1 - math.pi) % (2 * math.pi)
|
||||
table.insert(asteroids, {
|
||||
table.insert(state.asteroids, {
|
||||
x = asteroid.x,
|
||||
y = asteroid.y,
|
||||
angle = angle1,
|
||||
stage = asteroid.stage - 1,
|
||||
})
|
||||
table.insert(asteroids, {
|
||||
table.insert(state.asteroids, {
|
||||
x = asteroid.x,
|
||||
y = asteroid.y,
|
||||
angle = angle2,
|
||||
stage = asteroid.stage - 1,
|
||||
})
|
||||
end
|
||||
table.remove(asteroids, asteroidIndex)
|
||||
table.remove(state.asteroids, asteroidIndex)
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
bulletTimer = bulletTimer + dt
|
||||
state.bulletTimer = state.bulletTimer + dt
|
||||
if love.keyboard.isDown('s') then
|
||||
if bulletTimer >= game.ship.bullet.timerLimit then
|
||||
bulletTimer = 0
|
||||
table.insert(bullets, {
|
||||
x = shipX + math.cos(shipAngle) * game.ship.radius,
|
||||
y = shipY + math.sin(shipAngle) * game.ship.radius,
|
||||
angle = shipAngle,
|
||||
if state.bulletTimer >= game.ship.bullet.timerLimit then
|
||||
state.bulletTimer = 0
|
||||
table.insert(state.bullets, {
|
||||
x = state.ship.x + math.cos(state.ship.angle) * game.ship.radius,
|
||||
y = state.ship.y + math.sin(state.ship.angle) * game.ship.radius,
|
||||
angle = state.ship.angle,
|
||||
timeLeft = 4,
|
||||
})
|
||||
end
|
||||
end
|
||||
|
||||
for asteroidIndex, asteroid in ipairs(asteroids) do
|
||||
for _, asteroid in ipairs(state.asteroids) do
|
||||
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, game.ship.radius, asteroid.x, asteroid.y, game.asteroids.stages[asteroid.stage].radius) then
|
||||
if areCirclesIntersecting(state.ship.x, state.ship.y, game.ship.radius, asteroid.x, asteroid.y, game.asteroids.stages[asteroid.stage].radius) then
|
||||
reset()
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
if #asteroids == 0 then
|
||||
if #state.asteroids == 0 then
|
||||
reset()
|
||||
end
|
||||
end
|
||||
|
|
@ -151,22 +166,22 @@ function love.draw()
|
|||
love.graphics.origin()
|
||||
love.graphics.translate(x * game.width, y * game.height)
|
||||
love.graphics.setColor(0, 0, 1)
|
||||
love.graphics.circle('fill', shipX, shipY, game.ship.radius)
|
||||
love.graphics.circle('fill', state.ship.x, state.ship.y, game.ship.radius)
|
||||
local shipCircleDistance = 20
|
||||
love.graphics.setColor(0, 1, 1)
|
||||
love.graphics.circle(
|
||||
'fill',
|
||||
shipX + math.cos(shipAngle) * shipCircleDistance,
|
||||
shipY + math.sin(shipAngle) * shipCircleDistance,
|
||||
state.ship.x + math.cos(state.ship.angle) * shipCircleDistance,
|
||||
state.ship.y + math.sin(state.ship.angle) * shipCircleDistance,
|
||||
5
|
||||
)
|
||||
|
||||
for _, bullet in ipairs(bullets) do
|
||||
for _, bullet in ipairs(state.bullets) do
|
||||
love.graphics.setColor(0, 1, 0)
|
||||
love.graphics.circle('fill', bullet.x, bullet.y, game.ship.bullet.radius)
|
||||
end
|
||||
|
||||
for _, asteroid in ipairs(asteroids) do
|
||||
for _, asteroid in ipairs(state.asteroids) do
|
||||
love.graphics.setColor(1, 1, 0)
|
||||
love.graphics.circle('fill', asteroid.x, asteroid.y, game.asteroids.stages[asteroid.stage].radius)
|
||||
end
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue