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game/scene1.lua 4.28 KB
ca0e8212   Geoffrey PREUD'HOMME   Code original
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  function scene1_load()

  	shakeamount = 0

  	shake = 0

  	fade = 1

  	enemies = {}

  	powerups = {}

  	enemytimer = 0

  	nextenemy = 0

  	nextstage = false

  end

  

  function scene1_update(dt)

  	if shakeamount > 0 then

  		shakeamount = math.max(0, shakeamount-dt*10)

  	end

  	

  	enemytimer = enemytimer + dt

  	while enemytimer > nextenemy and not nextstage do

  		enemytimer = enemytimer - nextenemy

  		if massenemies then

  			nextenemy = math.random(10)/1000+.002

  		else

  			nextenemy = math.random(10)/10+.1

  		end

  		table.insert(enemies, enemy:new())

  	end

  	rainbowi = math.mod(rainbowi + dt/2, 1)

  	

  

  	for i, v in pairs(clouds) do

  		v:update(dt)

  	end

  	for i, v in pairs(bushes) do

  		v:update(dt)

  	end

  	for i, v in pairs(powerups) do

  		v:update(dt)

  	end

  	

  	if starttimer > 32 and starttimer - dt < 32 then

  		table.insert(powerups, powerup:new())

  	end

  	

  	if starttimer > 45 and starttimer - dt < 45 then

  		nextstage = true

  	end

  	

  	if starttimer > 47 and starttimer - dt < 47 then

  		rockets = {rocket:new()}

  	end

  	

  	if powerups[1] and powerups[1]:checkcol(playerx, playery) then

  		reallaserdelay = 0.05

  		massenemies = true

  		powerups[1] = nil

  	end

  	

  	--ENEMIES

  	local delete = {}

  	

  	for i, v in pairs(enemies) 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(enemies, 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

  	

  	if fade > 0 then

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

  	end

  	

  	playerframetimer = playerframetimer + dt*10

  	while playerframetimer >= 2 do

  		playerframetimer = playerframetimer - 2

  	end

  	playerframe = math.floor(playerframetimer)+1

  	

  	if not rockets or rockets[1].x > 50 then

  		scrollx = scrollx + dt*50

  	end

  	

  	if rockets and rockets[1]:checkcol(playerx, playery) and rockets[1].x <= 50 then

  		changegamestate("scene2")

  	end

  	

  	playermovement1(dt)

  	

  	if rockets then

  		rockets[1]:update(dt)

  	end

  end

  

  function playermovement1(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 love.keyboard.isDown("up") then

  		playery = math.max(50, playery-dt*movement1speed)

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

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

  	end

  end

  

  function scene1_action()

  	shootlaser()

  end

  

  function shootlaser()

  	if laserdelay == 0 then

  		table.insert(lasers, laser:new(playerx, playery-8))

  		lasersound:stop()

  		lasersound:play()

  		laserdelay = reallaserdelay

  	end

  end

  

  function scene1_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 = {50*scale+100*scale*math.cos(alpha), 64*scale+100*scale*math.sin(alpha)}

  		

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

  		local point2 = {50*scale+100*scale*math.cos(alpha), 64*scale+100*scale*math.sin(alpha)}

  		

  		love.graphics.polygon("fill", 50*scale, 64*scale, point1[1], point1[2], point2[1], point2[2])

  	end

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

  

  	for i, v in pairs(clouds) do

  		v:draw()

  	end

  	

  	for i = 1, 2 do

  		draw(groundimg, -math.mod(scrollx, 100) + (i-1)*100, 59)

  	end

  	for i, v in pairs(bushes) do

  		v:draw()

  	end

  	for i, v in pairs(enemies) do

  		v:draw()

  	end

  	for i, v in pairs(explosions) do

  		v:draw()

  	end

  	

  	if rockets then

  		rockets[1]:draw()

  	end

  	

  	love.graphics.drawq(playerimg, playerquad[playerframe], playerx*scale, playery*scale, 0, scale, scale, 7, 12)

  	for i, v in pairs(lasers) do

  		v:draw()

  	end

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

  	for i, v in pairs(powerups) do

  		v:draw()

  	end

  	

  	if starttimer > 46 then

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

57f5b105   Geoffrey PREUD'HOMME   Tout traduit en f...
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  		properprint("dans la fuse !!!", 10, 45, scale*0.5)

ca0e8212   Geoffrey PREUD'HOMME   Code original
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  	end

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

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