main.lua
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function love.load()
love.graphics.setDefaultImageFilter("nearest", "nearest")
require "class"
require "menu"
require "cloud"
require "cloud2"
require "bush"
require "scene1"
require "scene2"
require "scene3"
require "scene4"
require "scene5"
require "scene6"
require "laser"
require "enemy"
require "explosion"
require "bigexplosion"
require "splatter"
require "powerup"
require "rocket"
require "star"
require "asteroid"
require "bullet"
require "bird"
require "socket.http"
require "socket.url"
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)
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
print("-- " .. gamestate)
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}
end