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