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game/scene3.lua 3.61 KB
ca0e8212   Geoffrey PREUD'HOMME   Code original
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  function scene3_load()

  	backgroundwhite = 0

  	staralpha = 1

  	asteroids = {}

  	bullets = {}

  	asteroidtimer = 0

  	rockets = {rocket:new()}

  	love.audio.play(bgmusic)

  	rockets[1].x = 50

  	rockets[1].y = 70

  	rockets[1].ground = false

  	rockets[1].inflight = true

  	

  	table.insert(asteroids, asteroid:new())

  	

  	if #stars == 0 then

  		for i = 1, 10 do

  			table.insert(stars, star:new())

  		end

  	end

  	

  	lastexplosion = {50, 40}

  	

  	pressedkeys = {}

  	starttimer = 0

  	warningtimer = 0

  end

  

  function scene3_update(dt)

  	realasteroiddelay = math.max(0.05, 8/starttimer)

  	backgroundwhite = math.max(0, backgroundwhite - dt)

  	love.graphics.setBackgroundColor(math.random(127)*backgroundwhite, math.random(127)*backgroundwhite, math.random(127)*backgroundwhite)

  

  	if starttimer < 35 then

  		asteroidtimer = asteroidtimer + dt

  		

  		while asteroidtimer > realasteroiddelay do

  			asteroidtimer = asteroidtimer - realasteroiddelay

  			table.insert(asteroids, asteroid:new())

  		end

  	end

  

  	for i, v in pairs(stars) do

  		v:update(dt)

  	end

  	

  	--ASTEROIDS

  	local delete = {}

  	

  	for i, v in pairs(asteroids) do

  		if v:update(dt) == true then

  			table.insert(delete, i)

  		end

  	end

  	

  	table.sort(delete, function(a,b) return a>b end)

  	

  	for i, v in pairs(delete) do

  		table.remove(asteroids, v) --remove

  	end

  	

  	--BULLETS

  	local delete = {}

  	

  	for i, v in pairs(bullets) do

  		if v:update(dt) == true then

  			table.insert(delete, i)

  		end

  	end

  	

  	table.sort(delete, function(a,b) return a>b end)

  	

  	for i, v in pairs(delete) do

  		table.remove(bullets, v) --remove

  	end

  	

  	

  	

  	--EXPLOSION

  	local delete = {}

  	

  	for i, v in pairs(explosions) do

  		if v:update(dt) == true then

  			table.insert(delete, i)

  		end

  	end

  	

  	table.sort(delete, function(a,b) return a>b end)

  	

  	for i, v in pairs(delete) do

  		table.remove(explosions, v) --remove

  	end

  	

  	rockets[1]:update(dt)

  	

  	if (starttimer > 38 and starttimer < 40) or warningtimer > 0.1 then

  		warningtimer = math.mod(warningtimer + dt*7, math.pi*2)

  	end

  	

  	if starttimer >= 40 and starttimer - dt < 40 then

  		rockets[1]:wheatleyattack()

  	end

  end

  

  function scene3_draw()

  	local r, g, b = love.graphics.getColor()

  	love.graphics.setColor(math.random(255), math.random(255), math.random(255), 255*(1-scoreanim))

  	for i = 1, backgroundstripes, 2 do

  		local alpha = math.rad((i/backgroundstripes + math.mod(sunrot/100, 1)) * 360)

  		local point1 = {lastexplosion[1]*scale+200*scale*math.cos(alpha), lastexplosion[2]*scale+200*scale*math.sin(alpha)}

  		

  		local alpha = math.rad(((i+1)/backgroundstripes + math.mod(sunrot/100, 1)) * 360)

  		local point2 = {lastexplosion[1]*scale+200*scale*math.cos(alpha), lastexplosion[2]*scale+200*scale*math.sin(alpha)}

  		

  		love.graphics.polygon("fill", lastexplosion[1]*scale, lastexplosion[2]*scale, point1[1], point1[2], point2[1], point2[2])

  	end

  	love.graphics.setColor(r, g, b, 255)

  

  	for i,v in pairs(stars) do

  		v:draw()

  	end

  	for i,v in pairs(asteroids) do

  		v:draw()

  	end

  	

  	rockets[1]:draw()

  	for i,v in pairs(bullets) do

  		v:draw()

  	end

  	for i, v in pairs(explosions) do

  		v:draw()

  	end

  	

  	if (starttimer > 38 and starttimer < 40) or warningtimer > 0.1 then

  		love.graphics.setColor(255, 0, 0, math.abs(math.sin(warningtimer))*255)

  		draw(warningimg, -3+math.random(5)-3, 20+math.random(5)-3)

  	end

  end

  

  function scene3_keypressed(key)

  	if key ~= "left" and key ~= "up" and key ~= "right" and key ~= "down" then

  		table.insert(pressedkeys, key)

  	end

  end

  

  function scene3_keyreleased(key)

  	for i = 1, #pressedkeys do

  		if pressedkeys[i] == key then

  			table.remove(pressedkeys, i)

  			break

  		end

  	end

  end