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game/scene5.lua 5.08 KB
ca0e8212   Geoffrey PREUD'HOMME   Code original
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  function scene5_load()

  	love.graphics.setBackgroundColor(153, 217, 234)

  	love.audio.play(bgmusic)

  	

  	clouds2 = {}

  	for i = 1, 3 do

  		for y = 1, 8 do

  			table.insert(clouds2, cloud2:new(math.random()*140))

  		end

  	end

  	

  	lastexplosion = {50, 40}

  	

  	starttimer = 0

  	flyingquad = 3

  	

  	playerx = 50

  	playery = 20

  	pspeedx = 0

  	pspeedy = 0

  	

  	birds = {}

  	splatters = {}

  	birdtimer = 0

  	

  	flyanimationtimer = 0

  	

  	shakeamount = 5

  	awesometimer = 0

  	

  	screenx = 0

  	

  	landingtime = 2

  	groundy = 90

  	

  	landing = false

  end

  

  function scene5_update(dt)

  	if starttimer < 20 then

  		birdtimer = birdtimer + dt

  		local birddelay = 0.5

  		while birdtimer > birddelay do

  			birdtimer = birdtimer - birddelay

  			table.insert(birds, bird:new())

  		end

  	end

  	

  	if starttimer >= 25 and starttimer - dt < 25 then

  		landing = true

  		timeleft = landingtime

  		landingx = math.random(60)+20

  	end

  	

  	if starttimer >= 25.4 and starttimer - dt < 25.4 then

  		approach:play()

  	end

  	

  	if landing then

  		timeleft = timeleft - dt

  		if timeleft <= 0 then

  			timeleft = 0

  			groundy = groundy - 400*dt

  			if groundy <= playery-10 then

  				changegamestate("scene6")

  			end

  		end

  	end

  

  	for i,v in pairs(clouds2) do

  		v:update(dt)

  	end

  	

  	flyanimationtimer = flyanimationtimer + dt

  	while flyanimationtimer > 0.1 do

  		flyanimationtimer = flyanimationtimer - 0.1

  		if flyingquad == 3 then

  			flyingquad = 4

  		else

  			flyingquad = 3

  		end

  	end

  	

  	if awesometimer > 0 then

  		awesometimer = awesometimer - dt

  	end

  	

  	if landing or starttimer < 24 then

  		playermovement2(dt)

  	else

  		if playerx > 50 then

  			playerx = playerx - 50*dt

  		elseif playerx < 50 then

  			playerx = playerx + 50*dt

  		end

  		

  		if playery > 40 then

  			playery = playery - 50*dt

  		elseif playery < 40 then

  			playery = playery + 50*dt

  		end

  	end

  	

  	

  	--BIRDS

  	local delete = {}

  	

  	for i, v in pairs(birds) 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(birds, v) --remove

  	end

  	

  	

  	--SPLATTERS

  	local delete = {}

  	

  	for i, v in pairs(splatters) 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(splatters, v) --remove

  	end

  	

  	for i, v in pairs(birds) do

  		if v:checkcol(playerx, playery) then

  			splat:stop()

  			splat:play()

  			pointsget(20)

  			table.insert(splatters, splatter:new(v.x, v.y))

  			skycolor = getrainbowcolor(math.random(), 400)

  			love.graphics.setBackgroundColor(skycolor)

  			lastexplosion = {v.x, v.y}

  		end

  	end

  end

  

  function playermovement2(dt)

  	if love.keyboard.isDown("left") then

  		playerx = math.max(0, playerx-dt*movement1speed)

  	elseif love.keyboard.isDown("right") then

  		playerx = math.min(100, playerx+dt*movement1speed)

  	end

  	

  	if not landing then

  		if love.keyboard.isDown("up") then

  			playery = math.max(0, playery-dt*movement1speed)

  		elseif love.keyboard.isDown("down") then

  			playery = math.min(80, playery+dt*movement1speed)

  		end

  	end

  end

  

  function scene5_draw()

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

  	love.graphics.setColor(math.random(255), math.random(255), math.random(255), 100*math.min(1, (starttimer/2)))

  	for i = 1, backgroundstripes, 2 do

  		local pos = {playerx, playery}

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

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

  		

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

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

  		

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

  	end

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

  

  	for i,v in pairs(clouds2) do

  		v:draw()

  	end

  	for i,v in pairs(birds) do

  		v:draw()

  	end

  	for i,v in pairs(splatters) do

  		v:draw()

  	end

  	

  	if groundy < 90 then

  		draw(groundwinimg, -200+landingx+2, groundy)

  	end

  	

  	love.graphics.drawq(playerimg, playerquad[flyingquad], (playerx)*scale, playery*scale, 0, scale, scale, 13, 6)

  	

  	

  	if sunglasses then

  		draw(sunglassesimg, playerx+4, playery)

  	end

  	

  	if awesometimer > 0 then

  		draw(awesomeimg, (awesometimer*2-1)*100, 0)

  		love.graphics.setColor(0, 0, 0)

  		properprint("1000 points!", (awesometimer*2-1)*100+3, 73, scale)

  		love.graphics.setColor(255, 255, 255)

  	end

  	

  	if starttimer > 24 then

  		if math.mod(starttimer*5, 2) >= 1 then

  			love.graphics.setColor(255, 0, 0)

57f5b105   Geoffrey PREUD'HOMME   Tout traduit en f...
211
  			properprint("atteri sur la cible !", 0, 20, scale/1.5)

ca0e8212   Geoffrey PREUD'HOMME   Code original
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  			love.graphics.setColor(255, 255, 255)

  		end

  	end

  	

  	if landing then

  		draw(arrowimg, math.max(8, landingx-(timeleft/landingtime)*80), 67, 0, 1, 1, 8)

  		draw(arrowimg, math.min(91, landingx+(timeleft/landingtime)*80), 67, 0, -1, 1, 9)

  	end

  end

  

  function scene5_action()

  	if not sunglasses then

  		sunglasses = true

  		awesometimer = 1

  		pointsget(1000)

  		sunglassessound:play()

  	end

57f5b105   Geoffrey PREUD'HOMME   Tout traduit en f...
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  end