BatsAndPray/main.lua

649 lines
13 KiB
Lua

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
--------------------------------------------------------------------------------
-- GAME STATES
--------------------------------------------------------------------------------
-- LOVE
----------------------------------------
-- LOAD
--------------------
function love.load ()
mode = menu
vScale = 0
maxScore = 0
math.randomseed(os.time())
dieParticle = 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
--------------------
-- 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, 340, 0, 2, 2)
love.graphics.draw(lifeText, 125, 355, 0, 1.3, 1.3)
love.graphics.draw(bigText, 300, 300, 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 ()
mode = menu
dieParticle = nil
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
dieParticle = nil
lifeText:set("Best " .. maxScore)
bigText:set("Game Over")
end
--------------------
-- UPDATE
--------------------
function gameover_update ( dt )
end
--------------------
-- DRAW
--------------------
function gameover_draw ()
game_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 = {}
-- death particles
diePArt = love.graphics.newImage("art/sprites/particle.png")
dieParticle = love.graphics.newParticleSystem(diePArt, 30)
dieParticle:setParticleLifetime(.5) -- Particles live at least 2s and at most 5s.
dieParticle:setSizeVariation(1)
dieParticle:setEmissionRate(0)
dieParticle:setLinearAcceleration(-200, -200, 200, 200) -- Random movement in all directions.
dieParticle:setSpeed(40, 50)
dieParticle:setColors(1, 1, 1, 1, 1, 1, 1, 0)
end
--------------------
-- UPDATE
--------------------
function game_update ( dt )
bird_n = table.maxn( birdRegistry )
dieParticle:update ( dt )
if ( bird_n == 0 ) then
nextWave()
end
for i = 1,bird_n do
if ( false == birdRegistry[i]:update( dt ) ) then
break
end
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()
if ( dieParticle ) then
love.graphics.draw(dieParticle)
end
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
--------------------------------------------------------------------------------
-- ENTITY CLASSES
--------------------------------------------------------------------------------
-- 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
self.living = true
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 )
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
function Flier:physics_x ( dt )
turn = 150
if ( self.species ) then -- if bird
max_vel = 280
min_vel = -280
else
max_vel = 300
min_vel = -300
end
-- 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; flap your wings
if ( self.y > floor ) then
self.y = floor
self.flying = 2
end
self.y = self.y + self.y_vel * dt
end
-- if not living; in death-spiral
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 > 700 ) then
self:killFinalize()
return false
else
return true
end
end
-- kill the Flier, show cool particles
function Flier:kill ()
self.living = false
dieParticle:moveTo(self.x, self.y)
dieParticle:emit(30)
end
-- run after Flier falls through screen
function Flier:killFinalize ()
end
----------------------------------------
-- BAT player characters
----------------------------------------
Bat = class('Bat', Flier)
function Bat:initialize ()
-- animations
batSheet = love.graphics.newImage("art/sprites/bat.png")
flapFrames = {2,3,4,5}
idleFrames = {1}
batFlapAnim = animx.newAnimation{
img = batSheet, tileWidth = 32, frames = flapFrames
}:onAnimOver( function()
self.actor:switch('idle')
end )
batIdleAnim = animx.newAnimation {
img = batSheet, tileWidth = 32, frames = idleFrames
}
batActor = animx.newActor {
['idle'] = batIdleAnim, ['flap'] = batFlapAnim
}:switch('idle')
Flier.initialize( self, 50, 100, batActor )
end
function Bat:update ( dt )
self:physics( dt )
self:checkBirdCollisions()
end
-- return whether or not the Bat's colliding with given object
function Bat:checkCollision ( other )
if ( colliding( self, other ) ) then
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
-- called after dead Bat falls through screen
function Bat:killFinalize()
lives = lives - 1
lifeText:set("Life " .. lives)
if ( lives <= 0 ) then
gameover_load()
else
self.y = -5
self.x = 300
self.living = true
end
end
----------------------------------------
-- BIRD enemy characters
----------------------------------------
Bird = class('Bird', Flier)
function Bird:initialize ( x, y )
self.species = math.random(1,3)
-- animations
birdSheet = love.graphics.newImage("art/sprites/bird.png")
flapFrames = { {2,3,4,5}, {7,8,9,10}, {12,13,14,15} }
idleFrames = { {1}, {6}, {11} }
birdFlapAnim = animx.newAnimation{
img = birdSheet, tileWidth = 32, tileHeight = 32, frames = flapFrames[self.species]
}:onAnimOver( function()
self.actor:switch('idle')
end )
birdIdleAnim = animx.newAnimation {
img = birdSheet, tileWidth = 32, tileHeight = 32, frames = idleFrames[self.species]
}
birdActor = animx.newActor {
['idle'] = birdIdleAnim, ['flap'] = birdFlapAnim
}:switch('idle')
self.actor = birdActor
if ( self.species == 3 ) then
self.direction = math.random(left, right)
else
self.direction = right
end
Flier.initialize( self, x, y, birdActor )
end
function Bird:update ( dt )
self:destiny()
return self:physics( dt )
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 ( 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 < 250 ) then
self.direction = right
end
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
-- "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
-- after dead bird falls through screen
function Bird:killFinalize()
index = indexOf(birdRegistry, self)
table.remove( birdRegistry, index )
end
--------------------------------------------------------------------------------
-- MISC GAME LOGIC
--------------------------------------------------------------------------------
-- set up a new wave of birds
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 and a.living ) then
b:kill()
elseif ( a.y > b.y + 5 and b.living ) then
a:kill()
else
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
-- return index of given item in list
function indexOf ( list, item )
for i = 1,table.maxn(list) do
if ( list[i] == item ) then
return i
end
end
return 0
end