scene3.lua
3.61 KB
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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