598 lines
11 KiB
Lua
598 lines
11 KiB
Lua
animx = require "lib/animx"
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class = require "lib/middleclass"
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----------------------------------------
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-- CONSTANTS
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----------------------------------------
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left = 0; right = 1; up = 2; down = 3
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upleft = 4; downleft = 5; upright = 6; downright = 7
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menu = 0; game = 1; gameover = 2
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----------------------------------------
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-- LOVE
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----------------------------------------
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-- LOAD
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--------------------
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function love.load ()
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mode = menu
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vScale = 0
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maxScore = 0
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love.graphics.setDefaultFilter("nearest", "nearest", 0)
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bg = love.graphics.newImage("art/bg/sky.png")
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a_ttf = love.graphics.newFont("art/font/alagard.ttf")
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lifeText = love.graphics.newText(a_ttf, "Press Enter")
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waveText = love.graphics.newText(a_ttf, "")
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bigText = love.graphics.newText(a_ttf, "Bats & Pray")
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-- for compliance with Statute 43.5 (2019); all birds must report births to local Officials
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birdRegistry = {}
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end
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--------------------
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-- UPDATE
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--------------------
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function love.update ( dt )
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if ( mode == menu ) then
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menu_update( dt )
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elseif ( mode == game ) then
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game_update( dt )
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elseif ( mode == gameover ) then
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gameover_update( dt )
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end
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end
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--------------------
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-- DRAW
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--------------------
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function love.draw ()
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if ( vScale > 0 ) then
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love.graphics.scale( vScale, vScale )
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end
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love.graphics.draw(bg, 0, 0)
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love.graphics.draw(bg, 512, 0)
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love.graphics.draw(waveText, 200, 220, 0, 2, 2)
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love.graphics.draw(lifeText, 125, 225, 0, 1.3, 1.3)
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love.graphics.draw(bigText, 300, 200, 0, 3.5, 3.5)
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if ( mode == menu ) then
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menu_draw()
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elseif ( mode == game ) then
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game_draw()
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elseif ( mode == gameover ) then
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gameover_draw()
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end
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end
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function love.resize ( width, height )
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vScale = height / 600
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end
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----------------------------------------
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-- INPUT
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----------------------------------------
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function love.keypressed ( key )
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if ( mode == menu ) then
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menu_keypressed( key )
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elseif ( mode == game ) then
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game_keypressed( key )
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elseif ( mode == gameover ) then
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gameover_keypressed( key )
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end
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end
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function love.keyreleased (key)
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if ( mode == menu ) then
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menu_keyreleased( key )
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elseif ( mode == game ) then
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game_keyreleased( key )
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elseif ( mode == gameover ) then
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gameover_keyreleased( key )
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end
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end
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----------------------------------------
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-- MENU
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----------------------------------------
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-- LOAD
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--------------------
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function menu_load ()
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waveText:set("[Enter]")
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lifeText:set("")
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bigText:set("Bats & Pray")
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end
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--------------------
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-- UPDATE
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--------------------
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function menu_update ( dt )
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end
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--------------------
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-- DRAW
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--------------------
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function menu_draw ()
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end
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--------------------
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-- INPUT
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--------------------
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function menu_keypressed ( key )
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-- if ( key == "enter" ) then
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game_load()
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-- end
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end
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function menu_keyreleased ( key )
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end
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----------------------------------------
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-- GAMEOVER
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----------------------------------------
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-- LOAD
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--------------------
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function gameover_load ()
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mode = gameover
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lifeText:set("High Score")
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waveText:set(" " .. maxScore)
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bigText:set("Game Over")
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end
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--------------------
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-- UPDATE
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--------------------
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function gameover_update ( dt )
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end
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--------------------
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-- DRAW
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--------------------
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function gameover_draw ()
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end
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--------------------
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-- INPUT
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--------------------
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function gameover_keypressed ( key )
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-- if ( key == "enter" ) then
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game_load()
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-- end
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end
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function gameover_keyreleased ( key )
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end
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----------------------------------------
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-- GAME
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----------------------------------------
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-- LOAD
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--------------------
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function game_load ()
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mode = game
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lives = 4
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wave = 0
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waveText:set( "Wave " .. wave )
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lifeText:set( "Lives " .. lives )
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bigText:set( "" )
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player = Bat:new()
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birdRegistry = {}
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end
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--------------------
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-- UPDATE
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--------------------
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function game_update ( dt )
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bird_n = table.maxn( birdRegistry )
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if ( bird_n == 0 ) then
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nextWave()
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end
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for i = 1,bird_n do
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birdRegistry[i]:update( dt )
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end
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player:update( dt )
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animx.update(dt)
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end
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--------------------
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-- DRAW
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--------------------
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function game_draw ()
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for i = 1,table.maxn(birdRegistry) do
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birdRegistry[i]:draw()
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end
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player:draw()
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end
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--------------------
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-- INPUT
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--------------------
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function game_keypressed ( key )
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if ( key == "right" ) then
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player.moving = true
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player.direction = right
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elseif ( key == "left" ) then
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player.moving = true
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player.direction = left
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elseif ( key == "space" ) then
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player.flying = 2
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elseif ( key == "escape" ) then
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gameover_load()
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end
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end
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function game_keyreleased (key)
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if ( key == "right" and player.direction == right ) then
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if ( love.keyboard.isDown("left") ) then
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player.direction = left
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else
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player.moving = false
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end
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elseif ( key == "left" and player.direction == left ) then
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if ( love.keyboard.isDown("right") ) then
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player.direction = right
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else
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player.moving = false
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end
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end
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end
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----------------------------------------
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-- DRAW
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----------------------------------------
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----------------------------------------
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-- FLIER entity superclass
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----------------------------------------
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-- birds and bats both fly. fliers.
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Flier = class('Flier')
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function Flier:initialize ( x, y, actor )
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self.x = x
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self.y = y
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self.y_vel = 0
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self.x_vel = 0
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self.moving = false
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self.flying = 0
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self.actor = actor
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end
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-- generic flier update: physics
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function Flier:update ( dt )
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self:physics( dt )
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end
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-- drawing the flier (ofc)
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function Flier:draw ( )
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if ( self.flying > 0 ) then
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self.actor:switch('flap')
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self.actor:getAnimation():restart()
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self.flying = self.flying - 1
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end
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if ( self.direction == right ) then
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self.actor:flipX(true)
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elseif (self.direction == left) then
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self.actor:flipX(false)
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end
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self.actor:draw( self.x, self.y )
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end
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--------------------
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-- "physics"
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--------------------
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function Flier:physics ( dt )
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self:physics_x( dt )
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self:physics_y( dt )
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end
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-- physics on the x-axis
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function Flier:physics_x ( dt )
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max_vel = 300
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min_vel = -300
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turn = 150
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-- holding arrow-key
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if ( self.moving ) then
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if ( self.x_vel < max_vel and self.direction == right ) then
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self.x_vel = self.x_vel + (max_vel / turn)
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elseif ( self.x_vel > min_vel and self.direction == left ) then
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self.x_vel = self.x_vel - (max_vel / turn)
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end
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else
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if ( self.x_vel > 0 ) then
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self.x_vel = self.x_vel - (max_vel / (turn * 3))
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elseif ( self.x_vel < 0 ) then
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self.x_vel = self.x_vel + (max_vel / (turn * 3))
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end
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end
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if ( self.x < -10 ) then
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self.x = 800
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elseif ( self.x > 810 ) then
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self.x = 0
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end
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self.x = self.x + self.x_vel * dt
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end
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-- physics on the y-axis
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function Flier:physics_y ( dt )
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gravity = 1
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floor = 500
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-- wing-flap
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if ( self.flying > 0 ) then
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self.y_vel = -200
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self.flying = self.flying - 1
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end
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-- gravity
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if ( self.y < floor ) then
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self.y_vel = self.y_vel + gravity
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end
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-- if on ground; stop gravity
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if ( self.y > floor ) then
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self.y = floor
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self.flying = 2
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end
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self.y = self.y + self.y_vel * dt
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end
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----------------------------------------
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-- BAT player characters
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----------------------------------------
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Bat = class('Bat', Flier)
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function Bat:initialize ()
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-- animations
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batSheet = love.graphics.newImage("art/sprites/bat.png")
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batFlapAnim = animx.newAnimation{
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img = batSheet,
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tileWidth = 32,
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frames = { 2, 3, 4, 5 }
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}:onAnimOver( function()
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player.actor:switch('idle')
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end )
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batIdleAnim = animx.newAnimation {
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img = batSheet,
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tileWidth = 32,
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frames = { 1 }
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}
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batActor = animx.newActor {
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['idle'] = batIdleAnim,
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['flap'] = batFlapAnim
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}:switch('idle')
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Flier.initialize( self, 50, 100, batActor )
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end
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-- return whether or not the Bat's colliding with given object
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function Bat:checkCollision ( other )
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if ( colliding( self, other ) ) then
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-- print("COLLISION AT " .. self.x .. " " .. other.x )
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return true
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else
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return false
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end
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end
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-- check collisions with every bird
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function Bat:checkBirdCollisions ()
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for i = 1,table.maxn( birdRegistry ) do
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if ( self:checkCollision(birdRegistry[i]) ) then
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judgeCollision( self, birdRegistry[i] )
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return birdRegistry[i]
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end
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end
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return nil
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end
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function Bat:update ( dt )
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self:physics( dt )
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self:checkBirdCollisions()
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end
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function Bat:kill ()
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lives = lives - 1
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lifeText:set("Life " .. lives)
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self.y = -10
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self.x = 300
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if ( lives <= 0 ) then
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gameover_load()
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end
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end
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----------------------------------------
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-- BIRD enemy characters
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----------------------------------------
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Bird = class('Bird', Flier)
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function Bird:initialize ( x, y )
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-- animations
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species = math.random(1,2)
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if ( species == 1 ) then
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flapFrames = { 2, 3, 4, 5 }
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else
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flapFrames = { 7, 8, 9, 10 }
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end
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if ( species == 1 ) then
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idleFrames = { 1 }
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else
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idleFrames = { 6 }
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end
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birdSheet = love.graphics.newImage("art/sprites/bird.png")
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birdFlapAnim = animx.newAnimation{
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img = birdSheet,
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tileWidth = 32,
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tileHeight = 32,
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frames = flapFrames
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}:onAnimOver( function()
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self.actor:switch('idle')
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end )
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birdIdleAnim = animx.newAnimation {
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img = birdSheet,
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tileWidth = 32,
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tileHeight = 32,
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frames = idleFrames
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}
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birdActor = animx.newActor {
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['idle'] = birdIdleAnim,
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['flap'] = birdFlapAnim
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}:switch('idle')
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Flier.initialize( self, x, y, birdActor )
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self.direction=right
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end
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function Bird:update ( dt )
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self:destiny()
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self:physics( dt )
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end
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function Bird:kill ()
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index = indexOf(birdRegistry, self)
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table.remove( birdRegistry, index )
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end
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-- basic "ai" (determines where the bird should go)
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function Bird:destiny ()
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self:destiny_x()
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self:destiny_y()
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end
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-- "ai" on x-axis of species 1
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function Bird:destiny_x ()
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if ( species == 1 ) then
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if ( self.x > 400 ) then
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self.direction = left
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elseif ( self.x < 200 ) then
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self.direction = right
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end
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else
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if ( self.x > player.x + 25 and math.random(0,50) == 25 ) then
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self.direction = left
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elseif ( self.x < player.x - 25 and math.random(0,50) == 25 ) then
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self.direction = right
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end
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end
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self.moving = true
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end
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-- "ai" on y-axis of species 1
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function Bird:destiny_y ()
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if ( self.y > player.y + 50 and math.random(0,100) == 25 ) then
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self.flying = 2
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end
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end
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----------------------------------------
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-- GAME LOGIC
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----------------------------------------
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function nextWave ( )
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wave = wave + 1
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waveText:set("Wave " .. wave)
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if ( wave > maxScore) then
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maxScore = wave
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end
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bird_n = wave * 3
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for i = 1,bird_n do
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if ( i % 2 == 0 ) then
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birdRegistry[i] = Bird:new( math.random(-20, 0), math.random(0, 600) )
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else
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birdRegistry[i] = Bird:new( math.random(800, 820), math.random(0, 600) )
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end
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end
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end
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-- assuming a and b are colliding, act accordingly
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-- aka, bounce-back or kill one
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function judgeCollision ( a, b )
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if ( a.y < b.y - 5 ) then
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b:kill()
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elseif ( a.y > b.y + 5 ) then
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a:kill()
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else
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-- new_vel = greatestAbs( a.x_vel, b.x_vel )
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a.x_vel = a.x_vel * -1
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b.x_vel = b.x_vel * -1
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end
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end
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----------------------------------------
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-- UTIL blah blah blah
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----------------------------------------
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-- return whether or not two objects are colliding/overlapping
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function colliding ( a, b )
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if ( inRange(a.x, b.x - 16, b.x + 16) and inRange(a.y, b.y - 16, b.y + 16) ) then
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return true
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else
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return false
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end
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end
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-- return whether or not 'a' is within range
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function inRange ( a, min, max )
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if ( min < a and a < max ) then
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return true
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else
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return false
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end
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end
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-- return the num with greatest absolute value
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function greatestAbs ( a, b )
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if ( abs(a) > abs(b) ) then
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return a
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else
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return b
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end
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end
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function indexOf ( list, item )
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for i = 1,table.maxn(list) do
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if ( list[i] == item ) then
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return i
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end
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end
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return 0
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end
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