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 () 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") -- for compliance with Statute 43.5 (2019); all birds must report births to local Officials birdRegistry = {} end -------------------- -- UPDATE -------------------- function love.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) 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 elseif ( key == "left" ) then player.moving = true player.direction = left elseif ( key == "space" ) then player.flying = 2 elseif ( key == "escape" ) then gameover_load() end end function game_keyreleased (key) if ( key == "right" and player.direction == right ) then if ( love.keyboard.isDown("left") ) then player.direction = left else player.moving = false end elseif ( key == "left" and player.direction == left ) then if ( love.keyboard.isDown("right") ) then player.direction = right else player.moving = false end end end ---------------------------------------- -- DRAW ---------------------------------------- ---------------------------------------- -- FLIER entity superclass ---------------------------------------- -- birds and bats both fly. fliers. Flier = class('Flier') function Flier:initialize ( x, y, actor ) self.x = x self.y = y self.y_vel = 0 self.x_vel = 0 self.moving = false self.flying = 0 self.actor = actor end -- generic flier update: physics function Flier:update ( dt ) self:physics( dt ) end -- drawing the flier (ofc) function Flier:draw ( ) if ( self.flying > 0 ) then self.actor:switch('flap') self.actor:getAnimation():restart() self.flying = self.flying - 1 end if ( self.direction == right ) then self.actor:flipX(true) elseif (self.direction == left) then self.actor:flipX(false) end self.actor:draw( self.x, self.y ) end -------------------- -- "physics" -------------------- function Flier:physics ( dt ) self:physics_x( dt ) self:physics_y( dt ) end -- physics on the x-axis function Flier:physics_x ( dt ) max_vel = 300 min_vel = -300 turn = 150 -- holding arrow-key if ( self.moving ) then if ( self.x_vel < max_vel and self.direction == right ) then self.x_vel = self.x_vel + (max_vel / turn) elseif ( self.x_vel > min_vel and self.direction == left ) then self.x_vel = self.x_vel - (max_vel / turn) end else if ( self.x_vel > 0 ) then self.x_vel = self.x_vel - (max_vel / (turn * 3)) elseif ( self.x_vel < 0 ) then self.x_vel = self.x_vel + (max_vel / (turn * 3)) 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 = 1 floor = 500 -- wing-flap if ( self.flying > 0 ) then self.y_vel = -200 self.flying = self.flying - 1 end -- gravity if ( self.y < floor ) then self.y_vel = self.y_vel + gravity end -- if on ground; stop gravity if ( self.y > floor ) then self.y = floor self.flying = 2 end self.y = self.y + self.y_vel * dt end ---------------------------------------- -- BAT player characters ---------------------------------------- Bat = class('Bat', Flier) function Bat:initialize () -- animations batSheet = love.graphics.newImage("art/sprites/bat.png") batFlapAnim = animx.newAnimation{ img = batSheet, tileWidth = 32, frames = { 2, 3, 4, 5 } }:onAnimOver( function() player.actor:switch('idle') end ) batIdleAnim = animx.newAnimation { img = batSheet, tileWidth = 32, frames = { 1 } } batActor = animx.newActor { ['idle'] = batIdleAnim, ['flap'] = batFlapAnim }:switch('idle') 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 ---------------------------------------- Bird = class('Bird', Flier) function Bird:initialize ( x, y ) -- animations 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, tileHeight = 32, frames = flapFrames }:onAnimOver( function() self.actor:switch('idle') end ) birdIdleAnim = animx.newAnimation { img = birdSheet, tileWidth = 32, tileHeight = 32, frames = idleFrames } birdActor = animx.newActor { ['idle'] = birdIdleAnim, ['flap'] = birdFlapAnim }:switch('idle') Flier.initialize( self, x, y, birdActor ) self.direction=right end function Bird:update ( dt ) self:destiny() 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 of species 1 function Bird:destiny_x () 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 of species 1 function Bird:destiny_y () 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