Add death fx (particles; fall through screen)

This commit is contained in:
Jaidyn Ann 2020-09-20 12:01:15 -05:00
parent f25f65a610
commit 8a8b67f656

121
main.lua
View File

@ -19,15 +19,15 @@ function love.load ()
vScale = 0
maxScore = 0
psystem = nil
love.graphics.setDefaultFilter("nearest", "nearest", 0)
bg = love.graphics.newImage("art/bg/sky.png")
a_ttf = love.graphics.newFont("art/font/alagard.ttf")
lifeText = love.graphics.newText(a_ttf, "Press Enter")
waveText = love.graphics.newText(a_ttf, "")
bigText = love.graphics.newText(a_ttf, "Bats & Pray")
-- for compliance with Statute 43.5 (2019); all birds must report births to local Officials
birdRegistry = {}
end
@ -102,6 +102,8 @@ end
-- LOAD
--------------------
function menu_load ()
mode = menu
psystem = nil
waveText:set("[Enter]")
lifeText:set("")
bigText:set("Bats & Pray")
@ -139,6 +141,7 @@ end
--------------------
function gameover_load ()
mode = gameover
psystem = nil
lifeText:set("High Score")
waveText:set(" " .. maxScore)
bigText:set("Game Over")
@ -154,6 +157,7 @@ end
-- DRAW
--------------------
function gameover_draw ()
game_draw()
end
--------------------
@ -184,6 +188,16 @@ function game_load ()
player = Bat:new()
birdRegistry = {}
-- death particles
ded = love.graphics.newImage("art/sprites/particle.png")
psystem = love.graphics.newParticleSystem(ded, 30)
psystem:setParticleLifetime(1) -- Particles live at least 2s and at most 5s.
psystem:setSizeVariation(1)
psystem:setEmissionRate(0)
psystem:setLinearAcceleration(-200, -200, 200, 200) -- Random movement in all directions.
psystem:setSpeed(40, 50)
psystem:setColors(1, 1, 1, 1, 1, 1, 1, 0)
end
--------------------
@ -191,13 +205,16 @@ end
--------------------
function game_update ( dt )
bird_n = table.maxn( birdRegistry )
psystem:update ( dt )
if ( bird_n == 0 ) then
nextWave()
end
for i = 1,bird_n do
birdRegistry[i]:update( dt )
if ( false == birdRegistry[i]:update( dt ) ) then
break
end
end
player:update( dt )
@ -212,6 +229,10 @@ function game_draw ()
birdRegistry[i]:draw()
end
player:draw()
if ( psystem ) then
love.graphics.draw(psystem)
end
end
--------------------
@ -247,14 +268,6 @@ function game_keyreleased (key)
end
end
----------------------------------------
-- DRAW
----------------------------------------
----------------------------------------
-- FLIER entity superclass
@ -270,6 +283,7 @@ function Flier:initialize ( x, y, actor )
self.moving = false
self.flying = 0
self.actor = actor
self.living = true
end
-- generic flier update: physics
@ -296,8 +310,13 @@ end
-- "physics"
--------------------
function Flier:physics ( dt )
self:physics_x( dt )
self:physics_y( dt )
if ( self.living ) then
self:physics_x( dt )
self:physics_y( dt )
return true
else
return self:physics_dead( dt )
end
end
-- physics on the x-axis
@ -346,7 +365,7 @@ function Flier:physics_y ( dt )
self.y_vel = self.y_vel + gravity
end
-- if on ground; stop gravity
-- if on ground; flap your wings
if ( self.y > floor ) then
self.y = floor
self.flying = 2
@ -355,6 +374,18 @@ function Flier:physics_y ( dt )
self.y = self.y + self.y_vel * dt
end
function Flier:physics_dead ( dt )
-- ignore all input, fall through bottom
gravity = 2
self.y_vel = self.y_vel + gravity
self.y = self.y + self.y_vel * dt
if ( self.y > 610 ) then
self:killFinalize()
return false
else
return true
end
end
@ -392,7 +423,6 @@ end
-- return whether or not the Bat's colliding with given object
function Bat:checkCollision ( other )
if ( colliding( self, other ) ) then
-- print("COLLISION AT " .. self.x .. " " .. other.x )
return true
else
return false
@ -415,17 +445,27 @@ function Bat:update ( dt )
self:checkBirdCollisions()
end
function Bat:kill ()
-- called after dead Bat falls through screen
function Bat:killFinalize()
lives = lives - 1
lifeText:set("Life " .. lives)
self.y = -10
self.x = 300
if ( lives <= 0 ) then
gameover_load()
else
self.y = -5
self.x = 300
self.living = true
end
end
function Bat:kill ()
self.living = false
psystem:moveTo(self.x, self.y)
psystem:emit(30)
end
----------------------------------------
-- BIRD enemy characters
----------------------------------------
@ -434,19 +474,20 @@ Bird = class('Bird', Flier)
function Bird:initialize ( x, y )
-- animations
species = math.random(1,2)
self.species = math.random(2,3)
if ( species == 1 ) then
if ( self.species == 3 ) then
flapFrames = { 2, 3, 4, 5 }
else
flapFrames = { 7, 8, 9, 10 }
end
if ( species == 1 ) then
idleFrames = { 1 }
else
elseif ( self.species == 2 or self.species == 3 ) then
flapFrames = { 7, 8, 9, 10 }
idleFrames = { 6 }
end
if ( self.species == 3 ) then
self.direction = math.random(left, right)
else
self.direction = right
end
birdSheet = love.graphics.newImage("art/sprites/bird.png")
birdFlapAnim = animx.newAnimation{
@ -471,20 +512,24 @@ function Bird:initialize ( x, y )
}:switch('idle')
Flier.initialize( self, x, y, birdActor )
self.direction=right
end
function Bird:update ( dt )
self:destiny()
self:physics( dt )
return self:physics( dt )
end
function Bird:kill ()
function Bird:killFinalize()
index = indexOf(birdRegistry, self)
table.remove( birdRegistry, index )
end
function Bird:kill ()
self.living = false
psystem:moveTo(self.x, self.y)
psystem:emit(30)
end
-- basic "ai" (determines where the bird should go)
function Bird:destiny ()
@ -494,19 +539,22 @@ end
-- "ai" on x-axis of species 1
function Bird:destiny_x ()
if ( species == 1 ) then
if ( self.x > 400 ) then
if ( self.species == 1 ) then
-- fly around the screen, left to right, right to left
if ( self.x > 450 ) then
self.direction = left
elseif ( self.x < 200 ) then
elseif ( self.x < 250 ) then
self.direction = right
end
else
elseif ( self.species == 2 ) then
-- follow the player bat
if ( self.x > player.x + 25 and math.random(0,50) == 25 ) then
self.direction = left
elseif ( self.x < player.x - 25 and math.random(0,50) == 25 ) then
self.direction = right
end
end
self.moving = true
end
@ -542,12 +590,11 @@ end
-- assuming a and b are colliding, act accordingly
-- aka, bounce-back or kill one
function judgeCollision ( a, b )
if ( a.y < b.y - 5 ) then
if ( a.y < b.y - 5 and a.living ) then
b:kill()
elseif ( a.y > b.y + 5 ) then
elseif ( a.y > b.y + 5 and b.living ) then
a:kill()
else
-- new_vel = greatestAbs( a.x_vel, b.x_vel )
a.x_vel = a.x_vel * -1
b.x_vel = b.x_vel * -1
end