lovexp/asteroids/main.lua
2025-11-14 21:35:05 -05:00

195 lines
6.3 KiB
Lua

local love = require("love")
local function initGame()
return {
width = 800,
height = 600,
ship = {
radius = 30,
bullet = {
timerLimit = 0.5,
radius = 5,
},
},
asteroids = {
stages = {
{ speed = 120, radius = 15 },
{ speed = 70, radius = 30 },
{ speed = 50, radius = 50 },
{ speed = 20, radius = 80 },
},
},
controls = {
ship = {
turnRate = 10,
thrustRate = 100,
},
},
}
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
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)
if love.keyboard.isDown('right') then
state.ship.angle = state.ship.angle + game.controls.ship.turnRate * dt
end
if love.keyboard.isDown('left') then
state.ship.angle = state.ship.angle - game.controls.ship.turnRate * dt
end
state.ship.angle = state.ship.angle % (2 * math.pi)
if love.keyboard.isDown('up') then
local shipSpeed = 100
state.ship.speed.x = state.ship.speed.x + math.cos(state.ship.angle) * game.controls.ship.thrustRate * dt
state.ship.speed.y = state.ship.speed.y + math.sin(state.ship.angle) * game.controls.ship.thrustRate * dt
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
local function areCirclesIntersecting(aX, aY, aRadius, bX, bY, bRadius)
return (aX - bX) ^ 2 + (aY - bY) ^ 2 <= (aRadius + bRadius) ^ 2
end
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
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 = #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(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(state.asteroids, {
x = asteroid.x,
y = asteroid.y,
angle = angle1,
stage = asteroid.stage - 1,
})
table.insert(state.asteroids, {
x = asteroid.x,
y = asteroid.y,
angle = angle2,
stage = asteroid.stage - 1,
})
end
table.remove(state.asteroids, asteroidIndex)
break
end
end
end
state.bulletTimer = state.bulletTimer + dt
if love.keyboard.isDown('s') then
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 _, 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(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 #state.asteroids == 0 then
reset()
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(0, 0, 1)
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',
state.ship.x + math.cos(state.ship.angle) * shipCircleDistance,
state.ship.y + math.sin(state.ship.angle) * shipCircleDistance,
5
)
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