add enemies, waves, titlescreen, gameover, screen-loop, etc...

This commit is contained in:
Jaidyn Ann 2020-09-20 01:13:31 -05:00
parent 305a56dd29
commit f25f65a610
3 changed files with 368 additions and 37 deletions

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@ -1,4 +1,5 @@
function love.conf(t)
t.window.resizable = true
t.window.title = "Bats & Pray"
t.window.vsync = 0
end

402
main.lua
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@ -1,57 +1,223 @@
animx = require "lib/animx"
class = require "lib/middleclass"
----------------------------------------
-- CONSTANTS
----------------------------------------
left = 0; right = 1; up = 2; down = 3
upleft = 4; downleft = 5; upright = 6; downright = 7
menu = 0; game = 1; gameover = 2
----------------------------------------
-- LOVE
----------------------------------------
-- LOAD
----------------------------------------
--------------------
function love.load ()
left = 0; right = 1; up = 2; down = 3
upleft = 4; downleft = 5; upright = 6; downright = 7
mode = menu
vScale = 0
maxScore = 0
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")
player = Bat:new()
birdo = Bird:new( 10, 100 )
birdtwo = Bird:new( 600, 10 )
birdthree = Bird:new( 500, 200)
-- for compliance with Statute 43.5 (2019); all birds must report births to local Officials
birdRegistry = {}
end
----------------------------------------
--------------------
-- UPDATE
----------------------------------------
--------------------
function love.update ( dt )
player:update( dt )
birdo:update( dt )
birdtwo:update( dt )
birdthree:update( dt )
animx.update(dt)
if ( mode == menu ) then
menu_update( dt )
elseif ( mode == game ) then
game_update( dt )
elseif ( mode == gameover ) then
gameover_update( dt )
end
end
----------------------------------------
--------------------
-- DRAW
----------------------------------------
--------------------
function love.draw ()
if ( vScale > 0 ) then
love.graphics.scale( vScale, vScale )
end
love.graphics.draw(bg, 0, 0)
love.graphics.draw(bg, 512, 0)
player:draw()
birdo:draw()
birdtwo:draw()
birdthree:draw()
love.graphics.draw(waveText, 200, 220, 0, 2, 2)
love.graphics.draw(lifeText, 125, 225, 0, 1.3, 1.3)
love.graphics.draw(bigText, 300, 200, 0, 3.5, 3.5)
if ( mode == menu ) then
menu_draw()
elseif ( mode == game ) then
game_draw()
elseif ( mode == gameover ) then
gameover_draw()
end
end
function love.resize ( width, height )
vScale = height / 600
end
----------------------------------------
-- INPUT
----------------------------------------
function love.keypressed ( key )
if ( mode == menu ) then
menu_keypressed( key )
elseif ( mode == game ) then
game_keypressed( key )
elseif ( mode == gameover ) then
gameover_keypressed( key )
end
end
function love.keyreleased (key)
if ( mode == menu ) then
menu_keyreleased( key )
elseif ( mode == game ) then
game_keyreleased( key )
elseif ( mode == gameover ) then
gameover_keyreleased( key )
end
end
----------------------------------------
-- MENU
----------------------------------------
-- LOAD
--------------------
function menu_load ()
waveText:set("[Enter]")
lifeText:set("")
bigText:set("Bats & Pray")
end
--------------------
-- UPDATE
--------------------
function menu_update ( dt )
end
--------------------
-- DRAW
--------------------
function menu_draw ()
end
--------------------
-- INPUT
--------------------
function menu_keypressed ( key )
-- if ( key == "enter" ) then
game_load()
-- end
end
function menu_keyreleased ( key )
end
----------------------------------------
-- GAMEOVER
----------------------------------------
-- LOAD
--------------------
function gameover_load ()
mode = gameover
lifeText:set("High Score")
waveText:set(" " .. maxScore)
bigText:set("Game Over")
end
--------------------
-- UPDATE
--------------------
function gameover_update ( dt )
end
--------------------
-- DRAW
--------------------
function gameover_draw ()
end
--------------------
-- INPUT
--------------------
function gameover_keypressed ( key )
-- if ( key == "enter" ) then
game_load()
-- end
end
function gameover_keyreleased ( key )
end
----------------------------------------
-- GAME
----------------------------------------
-- LOAD
--------------------
function game_load ()
mode = game
lives = 4
wave = 0
waveText:set( "Wave " .. wave )
lifeText:set( "Lives " .. lives )
bigText:set( "" )
player = Bat:new()
birdRegistry = {}
end
--------------------
-- UPDATE
--------------------
function game_update ( dt )
bird_n = table.maxn( birdRegistry )
if ( bird_n == 0 ) then
nextWave()
end
for i = 1,bird_n do
birdRegistry[i]:update( dt )
end
player:update( dt )
animx.update(dt)
end
--------------------
-- DRAW
--------------------
function game_draw ()
for i = 1,table.maxn(birdRegistry) do
birdRegistry[i]:draw()
end
player:draw()
end
--------------------
-- INPUT
--------------------
function game_keypressed ( key )
if ( key == "right" ) then
player.moving = true
player.direction = right
@ -60,10 +226,12 @@ function love.keypressed ( key )
player.direction = left
elseif ( key == "space" ) then
player.flying = 2
elseif ( key == "escape" ) then
gameover_load()
end
end
function love.keyreleased (key)
function game_keyreleased (key)
if ( key == "right" and player.direction == right ) then
if ( love.keyboard.isDown("left") ) then
player.direction = left
@ -79,6 +247,14 @@ function love.keyreleased (key)
end
end
----------------------------------------
-- DRAW
----------------------------------------
----------------------------------------
-- FLIER entity superclass
@ -145,12 +321,18 @@ function Flier:physics_x ( dt )
end
end
if ( self.x < -10 ) then
self.x = 800
elseif ( self.x > 810 ) then
self.x = 0
end
self.x = self.x + self.x_vel * dt
end
-- physics on the y-axis
function Flier:physics_y ( dt )
gravity = 2
gravity = 1
floor = 500
-- wing-flap
@ -167,13 +349,15 @@ function Flier:physics_y ( dt )
-- if on ground; stop gravity
if ( self.y > floor ) then
self.y = floor
self.y_vel = 0
self.flying = 2
end
self.y = self.y + self.y_vel * dt
end
----------------------------------------
-- BAT player characters
----------------------------------------
@ -205,6 +389,42 @@ function Bat:initialize ()
Flier.initialize( self, 50, 100, batActor )
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
end
end
-- check collisions with every bird
function Bat:checkBirdCollisions ()
for i = 1,table.maxn( birdRegistry ) do
if ( self:checkCollision(birdRegistry[i]) ) then
judgeCollision( self, birdRegistry[i] )
return birdRegistry[i]
end
end
return nil
end
function Bat:update ( dt )
self:physics( dt )
self:checkBirdCollisions()
end
function Bat:kill ()
lives = lives - 1
lifeText:set("Life " .. lives)
self.y = -10
self.x = 300
if ( lives <= 0 ) then
gameover_load()
end
end
----------------------------------------
-- BIRD enemy characters
@ -213,20 +433,36 @@ Bird = class('Bird', Flier)
function Bird:initialize ( x, y )
-- animations
birdSheet = love.graphics.newImage("art/sprites/bat.png")
species = math.random(1,2)
if ( species == 1 ) then
flapFrames = { 2, 3, 4, 5 }
else
flapFrames = { 7, 8, 9, 10 }
end
if ( species == 1 ) then
idleFrames = { 1 }
else
idleFrames = { 6 }
end
birdSheet = love.graphics.newImage("art/sprites/bird.png")
birdFlapAnim = animx.newAnimation{
img = birdSheet,
tileWidth = 32,
frames = { 2, 3, 4, 5 }
tileHeight = 32,
frames = flapFrames
}:onAnimOver( function()
player.actor:switch('idle')
self.actor:switch('idle')
end )
birdIdleAnim = animx.newAnimation {
img = birdSheet,
tileWidth = 32,
frames = { 1 }
tileHeight = 32,
frames = idleFrames
}
birdActor = animx.newActor {
@ -235,6 +471,7 @@ function Bird:initialize ( x, y )
}:switch('idle')
Flier.initialize( self, x, y, birdActor )
self.direction=right
end
@ -243,25 +480,118 @@ function Bird:update ( dt )
self:physics( dt )
end
function Bird:kill ()
index = indexOf(birdRegistry, self)
table.remove( birdRegistry, index )
end
-- basic "ai" (determines where the bird should go)
function Bird:destiny ()
self:destiny_x()
self:destiny_y()
end
-- "ai" on x-axis
-- "ai" on x-axis of species 1
function Bird:destiny_x ()
if ( self.x > 500 ) then
self.direction = left
elseif (self.x < 200) then
self.direction = right
if ( species == 1 ) then
if ( self.x > 400 ) then
self.direction = left
elseif ( self.x < 200 ) then
self.direction = right
end
else
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
-- "ai" on y-axis
-- "ai" on y-axis of species 1
function Bird:destiny_y ()
if ( self.y > player.y and math.random(0,50) == 25 ) then
if ( self.y > player.y + 50 and math.random(0,100) == 25 ) then
self.flying = 2
end
end
----------------------------------------
-- GAME LOGIC
----------------------------------------
function nextWave ( )
wave = wave + 1
waveText:set("Wave " .. wave)
if ( wave > maxScore) then
maxScore = wave
end
bird_n = wave * 3
for i = 1,bird_n do
if ( i % 2 == 0 ) then
birdRegistry[i] = Bird:new( math.random(-20, 0), math.random(0, 600) )
else
birdRegistry[i] = Bird:new( math.random(800, 820), math.random(0, 600) )
end
end
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
b:kill()
elseif ( a.y > b.y + 5 ) 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
end
----------------------------------------
-- UTIL blah blah blah
----------------------------------------
-- return whether or not two objects are colliding/overlapping
function colliding ( a, b )
if ( inRange(a.x, b.x - 16, b.x + 16) and inRange(a.y, b.y - 16, b.y + 16) ) then
return true
else
return false
end
end
-- return whether or not 'a' is within range
function inRange ( a, min, max )
if ( min < a and a < max ) then
return true
else
return false
end
end
-- return the num with greatest absolute value
function greatestAbs ( a, b )
if ( abs(a) > abs(b) ) then
return a
else
return b
end
end
function indexOf ( list, item )
for i = 1,table.maxn(list) do
if ( list[i] == item ) then
return i
end
end
return 0
end