ca0e8212
Geoffrey PREUD'HOMME
Code original
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changegamestate("menu")
end
function love.update(dt)
if skipupdate then
skipupdate = false
return
end
sunrot = sunrot + dt*50
starttimer = starttimer + dt
if scoreanim < 1 then
scoreanim = scoreanim + (1-scoreanim)*8*dt
end
if laserdelay > 0 then
laserdelay = math.max(0, laserdelay-dt)
end
shake = math.random()*shakeamount*2-shakeamount
if _G[gamestate .. "_update"] then
_G[gamestate .. "_update"](dt)
end
--LASERS
local delete = {}
for i, v in pairs(lasers) 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(lasers, v) --remove
end
end
function pointsget(i)
points = points + i
scoreanim = 0
rainbowi = math.random()
shakeamount = 10
end
function love.draw()
love.graphics.translate(50*scale, 40*scale)
love.graphics.rotate(shake/300)
love.graphics.translate(-50*scale, -40*scale)
love.graphics.translate(shake*scale/4, shake*scale/4)
if _G[gamestate .. "_draw"] then
_G[gamestate .. "_draw"]()
end
if gamestate ~= "menu" and gamestate ~= "scene6" and not landing then
local r, g, b = unpack(getrainbowcolor(rainbowi))
local ar = r + (255-r)*scoreanim
local ag = g + (255-g)*scoreanim
local ab = b + (255-b)*scoreanim
love.graphics.setColor(ar, ag, ab)
local s = scale*0.5+(1-scoreanim)*10
love.graphics.rotate((1-scoreanim)*0.4)
properprint("score: " .. points, 2, 2, s)
love.graphics.rotate(-(1-scoreanim)*0.4)
end
love.graphics.translate(-shake*scale/4, -shake*scale/4)
love.graphics.translate(50*scale, 40*scale)
love.graphics.rotate(-shake/300)
love.graphics.translate(-50*scale, -40*scale)
if fade > 0 then
love.graphics.setColor(255, 255, 255, 255*fade)
love.graphics.rectangle("fill", 0, 0, 100*scale, 80*scale)
love.graphics.setColor(255, 255, 255, 255)
end
end
function love.keypressed(key, unicode)
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ca0e8212
Geoffrey PREUD'HOMME
Code original
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if _G[gamestate .. "_keypressed"] then
_G[gamestate .. "_keypressed"](key, unicode)
end
if key ~= "left" and key ~= "up" and key ~= "right" and key ~= "down" then
if _G[gamestate .. "_action"] then
_G[gamestate .. "_action"](key)
end
end
end
function love.keyreleased(key, unicode)
if _G[gamestate .. "_keyreleased"] then
_G[gamestate .. "_keyreleased"](key, unicode)
end
end
function changegamestate(i)
gamestate = i
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ca0e8212
Geoffrey PREUD'HOMME
Code original
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if _G[gamestate .. "_load"] then
_G[gamestate .. "_load"]()
end
end
function draw(drawable, x, y, r, sx, sy, ox, oy, kx, ky)
if not sx then
sx = 1
end
if not sy then
sy = 1
end
love.graphics.draw(drawable, x*scale, y*scale, r, sx*scale, sy*scale, ox, oy, kx, ky )
end
function round(num, idp) --Not by me
local mult = 10^(idp or 0)
return math.floor(num * mult + 0.5) / mult
end
function properprint(s, x, y, sc)
local sc = sc or scale
local startx = x
local skip = 0
for i = 1, string.len(tostring(s)) do
if skip > 0 then
skip = skip - 1
else
local char = string.sub(s, i, i)
if fontquads[char] then
love.graphics.drawq(fontimage, fontquads[char], x*scale+((i-1)*8+1)*sc, y*scale, 0, sc, sc)
end
end
end
end
function round(num, idp) --Not by me
local mult = 10^(idp or 0)
return math.floor(num * mult + 0.5) / mult
end
function getrainbowcolor(i, whiteness)
local whiteness = whiteness or 255
local r, g, b
if i < 1/6 then
r = 1
g = i*6
b = 0
elseif i >= 1/6 and i < 2/6 then
r = (1/6-(i-1/6))*6
g = 1
b = 0
elseif i >= 2/6 and i < 3/6 then
r = 0
g = 1
b = (i-2/6)*6
elseif i >= 3/6 and i < 4/6 then
r = 0
g = (1/6-(i-3/6))*6
b = 1
elseif i >= 4/6 and i < 5/6 then
r = (i-4/6)*6
g = 0
b = 1
else
r = 1
g = 0
b = (1/6-(i-5/6))*6
end
local add = 0
if whiteness > 255 then
add = whiteness-255
end
return {math.min(255, round(r*whiteness)+add), math.min(255, round(g*whiteness)+add), math.min(255, round(b*whiteness)+add), 255}
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