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main.lua
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main.lua
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------------------------------------------------------------------------------------
--
-- main.lua
--
------------------------------------------------------------------------------------
--holds all keys. True if they are pressed down or being held down, false if not.
local keyDownList = {}
--Last time is needed to calculate deltaTime
local dt = 0
local LastTime = 0
local GameisActive = true
local dt = 0
local LastTime = 0
local Score = 0
local ScoreText = display.newText(Score, 150, 25, nil, 50)
local PlayerSpriteOption =
{
width = 32,
height = 32,
numFrames = 12
}
local PlayerSprites = graphics.newImageSheet("Run.png", PlayerSpriteOption)
local GroundStartPos = -800
local GroundY = 950
local GroundSpriteOption =
{
width = 48,
height = 48,
numFrames = 1
}
local GroundSprites = graphics.newImageSheet("Terrain.png", GroundSpriteOption)
local Grounds =
{--i is for image
[1] = {i = display.newImage(GroundSprites, 1)},
[2] = {i = display.newImage(GroundSprites, 1)},
[3] = {i = display.newImage(GroundSprites, 1)},
[4] = {i = display.newImage(GroundSprites, 1)},
[5] = {i = display.newImage(GroundSprites, 1)},
[6] = {i = display.newImage(GroundSprites, 1)},
[7] = {i = display.newImage(GroundSprites, 1)},
[8] = {i = display.newImage(GroundSprites, 1)},
[9] = {i = display.newImage(GroundSprites, 1)},
[10] = {i = display.newImage(GroundSprites, 1)},
[11] = {i = display.newImage(GroundSprites, 1)},
[12] = {i = display.newImage(GroundSprites, 1)},
[13] = {i = display.newImage(GroundSprites, 1)},
[14] = {i = display.newImage(GroundSprites, 1)},
[15] = {i = display.newImage(GroundSprites, 1)},
[16] = {i = display.newImage(GroundSprites, 1)},
[17] = {i = display.newImage(GroundSprites, 1)},
[18] = {i = display.newImage(GroundSprites, 1)},
[19] = {i = display.newImage(GroundSprites, 1)},
[20] = {i = display.newImage(GroundSprites, 1)},
[21] = {i = display.newImage(GroundSprites, 1)},
[22] = {i = display.newImage(GroundSprites, 1)},
[23] = {i = display.newImage(GroundSprites, 1)},
[24] = {i = display.newImage(GroundSprites, 1)},
[25] = {i = display.newImage(GroundSprites, 1)}
}
local Spikes = {}
local spikeSpriteOption =
{
width = 16,
height = 16,
numFrames = 1
}
local spikeSprites = graphics.newImageSheet("spike.png", spikeSpriteOption)
local PlayerFrameStopWatch = 0
local PlayerFrameDuration = 40
local PlayerFrameCurrent = 1
local Player =
{
frame = display.newImage(GroundSprites, 1),
PosX = -400,
PosY = 850,
ScaleX = 4,
ScaleY = 4
}
local HeldJumpingButton = 0
local MaxHeld = 200
local fallingStopwatch = 0
local SpawnStopwatch = 0
local SpawnTimer = 1800
function Update(event)
------------------------------------------------------------------------------------
if(GameisActive)
then
dt = event.time - LastTime
LastTime = event.time
Score = (event.time / 33)
else
dt = 0
end
------------------------------------------------------------------------------------
GroundStartPos = GroundStartPos - (dt / 3)
if(GroundStartPos < -1000)
then
GroundStartPos = GroundStartPos + 192
end
for k,v in pairs(Grounds) do
local x = GroundStartPos + k * 96
v.i:removeSelf()
v.i = display.newImage(GroundSprites, 1)
v.i:translate(x, GroundY)
v.i:scale(2, 2)
end
------------------------------------------------------------------------------------
CreateScoreUI()
------------------------------------------------------------------------------------
PlayerFrameStopWatch = PlayerFrameStopWatch + dt
if(PlayerFrameStopWatch > PlayerFrameDuration)
then
PlayerFrameStopWatch = 0
PlayerFrameCurrent = PlayerFrameCurrent + 1
if(PlayerFrameCurrent > 12)
then
PlayerFrameCurrent = 1
end
end
Player.frame:removeSelf()
Player.frame = display.newImage(PlayerSprites, PlayerFrameCurrent)
Player.frame:translate(Player.PosX, Player.PosY)
Player.frame:scale(Player.ScaleX, Player.ScaleY)
------------------------------------------------------------------------------------
if(keyDownList["up"] or keyDownList["w"] or keyDownList["space"]) and (HeldJumpingButton < MaxHeld) and GameisActive
then
Player.PosY = Player.PosY - 10
HeldJumpingButton = HeldJumpingButton + dt
elseif(Player.PosY < 850)
then
fallingStopwatch = fallingStopwatch + dt
Player.PosY = Player.PosY + (fallingStopwatch / 40) - 5
if(Player.PosY > 850)
then
fallingStopwatch = 0
Player.PosY = 850
HeldJumpingButton = 0
end
end
------------------------------------------------------------------------------------
SpawnStopwatch = SpawnStopwatch + dt
if(SpawnStopwatch > SpawnTimer)
then
SpawnStopwatch = 0
CreateSpike()
end
for k,v in pairs(Spikes)
do
v.x = v.x - (dt / 3)
v.i:removeSelf()
v.i =display.newImage(spikeSprites, 1)
v.i:translate(v.x, v.y)
v.i:scale(3.5, 3.5)
end
------------------------------------------------------------------------------------
for k,v in pairs(Spikes)
do
IsCollided(Player.PosX, Player.PosY, v.x, v.y)
end
------------------------------------------------------------------------------------
end
function IsCollided(playerPosX, playerPosY, obstaclePosX, obstaclePosY)
local Px = playerPosX - 11 * 2 --player left most position
local Py = playerPosY - 15 * 2 --player bottom position
local PLx = 22 * 4 --player X length
local PLy = 22 * 4 --player Y length
local Ox = obstaclePosX - 8 * 1.5 --player left most position
local Oy = obstaclePosY + 1 * 1.5 --player bottom position
local OLx = 15 *3 --player X length
local OLy = 7 *3 --player Y length
if (Px + PLx >= Ox) and
(Px <= Ox + OLx) and
(Py + PLy >= Oy) and
(Py <= Oy + OLy)
then
Died()
end
end
function Died()
GameisActive = false
end
function KeyHandler(event)
if (event.phase == "up")
then
keyDownList[event.keyName] = false
--print(event.keyName .. " is up")
elseif (event.phase == "down")
then
keyDownList[event.keyName] = true
--print(event.keyName .. " is pressed down")
end
end
function CreateSpike()
local temp =
{
i = display.newImage(spikeSprites, 1),
x = 1000,
y = 890
}
table.insert(Spikes, temp)
end
function CreateScoreUI()
ScoreText:removeSelf()
ScoreText = display.newText("Score: " .. Score, 150, 25, nil, 50)
end
Runtime:addEventListener("enterFrame", Update)
Runtime:addEventListener("key", KeyHandler)