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main.lua
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-----------------------------------------------------------------------------------------
--
-- main.lua
--
-----------------------------------------------------------------------------------------
-- Your code here
local physics = require("physics")
physics.start()
physics.setGravity(0,0)
math.randomseed(os.time())
local sheetOptions =
{
frames =
{
{ -- 1) asteroid 1
x = 0,
y = 0,
width = 102,
height = 85
},
{ -- 2) asteroid 2
x = 0,
y = 85,
width = 90,
height = 83
},
{ -- 3) asteroid 3
x = 0,
y = 168,
width = 100,
height = 97
},
{ -- 4) ship
x = 0,
y = 265,
width = 98,
height = 79
},
{ -- 5) laser
x = 98,
y = 265,
width = 14,
height = 40
},
},
}
local objectSheet = graphics.newImageSheet("gameObjects.png",sheetOptions)
-- Initialize variables
local lives = 3
local score = 0
local died = false
local asteroidsTable = {}
local ship
local gameLoopTimer
local livesText
local scoreText
-- Set up display groups
local backGroup = display.newGroup() -- Display group for the background image
local mainGroup = display.newGroup() -- Display group for the ship, asteroids, lasers, etc.
local uiGroup = display.newGroup() -- Display group for UI objects like the score
-- Load the background
local background = display.newImageRect( backGroup, "background.png", 800, 1400 )
background.x = display.contentCenterX
background.y = display.contentCenterY
ship = display.newImageRect( mainGroup, objectSheet, 4, 98, 79 )
ship.x = display.contentCenterX
ship.y = display.contentHeight - 100
physics.addBody( ship, { radius=30, isSensor=true } )
ship.myName = "ship"
-- Display lives and score
livesText = display.newText( uiGroup, "Lives: " .. lives, 200, 80, native.systemFont, 36 )
scoreText = display.newText( uiGroup, "Score: " .. score, 400, 80, native.systemFont, 36 )
display.setStatusBar( display.HiddenStatusBar )
local function updateText()
livesText.text = "Lives: " .. lives
scoreText.text = "Score: " .. score
end
local function createAsteroid()
local newAsteroid = display.newImageRect( mainGroup, objectSheet, 1, 102, 85 )
table.insert( asteroidsTable, newAsteroid )
physics.addBody( newAsteroid, "dynamic", { radius=40, bounce=0.8 } )
newAsteroid.myName = "asteroid"
local whereFrom = math.random( 3 )
if ( whereFrom == 1 ) then
-- From the left
newAsteroid.x = -60
newAsteroid.y = math.random( 500 )
newAsteroid:setLinearVelocity( math.random( 40,120 ), math.random( 20,60 ) )
elseif ( whereFrom == 2 ) then
-- From the top
newAsteroid.x = math.random( display.contentWidth )
newAsteroid.y = -60
newAsteroid:setLinearVelocity( math.random( -40,40 ), math.random( 40,120 ) )
elseif ( whereFrom == 3 ) then
-- From the right
newAsteroid.x = display.contentWidth + 60
newAsteroid.y = math.random( 500 )
newAsteroid:setLinearVelocity( math.random( -120,-40 ), math.random( 20,60 ) )
end
newAsteroid:applyTorque( math.random( -6,6 ) )
end
local function fireLaser()
local newLaser = display.newImageRect( mainGroup, objectSheet, 5, 14, 40 )
physics.addBody( newLaser, "dynamic", { isSensor=true } )
newLaser.isBullet = true
newLaser.myName = "laser"
newLaser.x = ship.x
newLaser.y = ship.y
newLaser:toBack()
transition.to( newLaser, { y=-40, time=500,
onComplete = function() display.remove( newLaser ) end
} )
end
ship:addEventListener( "tap", fireLaser )
local function dragShip( event )
local ship = event.target
local phase = event.phase
if ( "began" == phase ) then
-- Set touch focus on the ship
display.currentStage:setFocus( ship )
-- Store initial offset position
ship.touchOffsetX = event.x - ship.x
elseif ( "moved" == phase ) then
-- Move the ship to the new touch position
ship.x = event.x - ship.touchOffsetX
elseif ( "ended" == phase or "cancelled" == phase ) then
-- Release touch focus on the ship
display.currentStage:setFocus( nil )
end
return true -- Prevents touch propagation to underlying objects
end
ship:addEventListener( "touch", dragShip )
local function gameLoop()
-- Create new asteroid
createAsteroid()
-- Remove asteroids which have drifted off screen
for i = #asteroidsTable, 1, -1 do
local thisAsteroid = asteroidsTable[i]
if ( thisAsteroid.x < -100 or
thisAsteroid.x > display.contentWidth + 100 or
thisAsteroid.y < -100 or
thisAsteroid.y > display.contentHeight + 100 )
then
display.remove( thisAsteroid )
table.remove( asteroidsTable, i )
end
end
end
gameLoopTimer = timer.performWithDelay( 500, gameLoop, 0 )
local function restoreShip()
ship.isBodyActive = false
ship.x = display.contentCenterX
ship.y = display.contentHeight - 100
-- Fade in the ship
transition.to( ship, { alpha=1, time=4000,
onComplete = function()
ship.isBodyActive = true
died = false
end
} )
end
local function namePair(obj1, obj2, name1, name2)
return ( obj1.myName == name1 and obj2.myName == name2 ) or
( obj1.myName == name2 and obj2.myName == name1 )
end
local function onCollision( event )
if ( event.phase == "began" ) then
local obj1 = event.object1
local obj2 = event.object2
if (namePair(obj1,obj2,"laser","asteroid")) then
-- Remove both the laser and asteroid
display.remove( obj1 )
display.remove( obj2 )
for i = #asteroidsTable, 1, -1 do
if ( asteroidsTable[i] == obj1 or asteroidsTable[i] == obj2 ) then
table.remove( asteroidsTable, i )
break
end
end
-- Increase score
score = score + 100
scoreText.text = "Score: " .. score
elseif (namePair(obj1,obj2,"ship","asteroid")) then
if ( died == false ) then
died = true
-- Update lives
lives = lives - 1
livesText.text = "Lives: " .. lives
if ( lives == 0 ) then
display.remove( ship )
else
ship.alpha = 0
timer.performWithDelay( 1000, restoreShip )
end
end
end
end
end
Runtime:addEventListener( "collision", onCollision )