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main.lua
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main.lua
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--[[Interspace top-down space shooter game for Love2D
Copyright (C) 2012 Stephen Ward (Aukondk) aukondk.com bluedrava.com
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>--]]
function love.load()
--Get HUMP from http://vrld.github.com/hump/
vector = require("hump.vector")
camera = require("hump.camera")
require("obj")
require("ai")
require("weapons")
time = 0
--load sounds
thrustsound = love.audio.newSource("sfx/thrust.wav", "static")
thrustsound:setLooping(True)
pewsound = love.audio.newSource("sfx/pew.wav", "static")
pewsound:setLooping(True)
-- Create physics world. Physics tutorial on Love2d wiki is good place to start understanding this. https://love2d.org/wiki/Tutorial:Physics and https://love2d.org/wiki/Tutorial:PhysicsCollisionCallbacks
love.physics.setMeter(64)
world = love.physics.newWorld(0, 0, true)
world:setCallbacks(beginContact, endContact, preSolve, postSolve)
--size of world until wrap around
worldloop = 5000
--Create Objects
objects = {}
objects.ships = {}
--Player TODO Custom Shape
objects.ships.player = obj:newShip(100,100)
--ai ship
enemyai = {}
objects.ships.ufo = obj:newUFO(300,300)
enemyai.ufo = ai:newNeutral(objects.ships.ufo)
objects.ships.ufo2 = obj:newUFO(1000,1000)
enemyai.ufo2 = ai:newEnemy(objects.ships.ufo2)
--Dummy ship.
--objects.ships.dummy = obj:newUFO(200,200)
objects.stars = {}
--Sun
--objects.stars.sun = obj:newStar()
objects.stations = {}
objects.stations.station = obj:newStation(worldloop/2, worldloop/2)
objects.asteroids = {}
--Test asteroids
for i = 0, 10, 1 do
objects.asteroids[i] = obj:newAsteroid(math.random(0, worldloop),math.random(0, worldloop),1)
end
--objects.asteroids[1] = obj:newAsteroid(1000,2000,1)
-- Bullets table, for bullet objects created by player
objects.bullets = {}
weapons = {}
weapons.beams = {}
--Graphics setup
love.graphics.setBackgroundColor(0, 0, 0)
love.graphics.setMode(1024, 768, false, true, 0)
cam = camera(100,100, 1, 0)
end
function love.update(dt)
world:update(dt) --this puts the world into motion (Physics tutorial)
time = time + dt
--remove dead objects before called
for a,b in pairs(objects) do
for i,v in pairs(b) do
if v.isdead then print(time .. " " .. a .. " " .. i .. " is dead") b[i] = nil end
end
end
for a,b in pairs(weapons.beams) do
if b.duration <= 0 then weapons.beams[a] = nil end
end
--loop world at edges
for a,b in pairs(objects) do
for i,v in pairs(b) do
if v.body:getX() > worldloop then
v.body:setX(v.body:getX() - worldloop)
end
if v.body:getY() > worldloop then
v.body:setY(v.body:getY() - worldloop)
end
if v.body:getX() < 0 then
v.body:setX(v.body:getX() + worldloop)
end
if v.body:getY() < 0 then
v.body:setY(v.body:getY() + worldloop)
end
end
end
--TODO Zooming out when fast (cam.zoom)
--player velocity (for debug)
--velx, vely = objects.ships.player.body:getLinearVelocity()
--vel = math.sqrt(velx^2 + vely^2)
--Centre camera on player
cam.x, cam.y = objects.ships.player.body:getX(),objects.ships.player.body:getY()
--cam.x, cam.y = objects.ships.ufo.body:getX(),objects.ships.ufo.body:getY()
--rotate camera with ship (TODO toggle option)
--cam.rot = -objects.ships.player.body:getAngle() + math.rad(-90)
--updates and applies gravity force on each object TODO Add to objectupdate()
for a,b in pairs(objects) do
for i,v in pairs(b) do
v.update(dt)
for d,c in pairs(objects) do
for k,h in pairs(c) do
if (i ~= k) then
radgravity(v,h)
end
end
end
end
end
for a,b in pairs(weapons.beams) do
b.update(dt)
end
enemyai.ufo.update(dt)
enemyai.ufo2.update(dt)
--Player control (TODO: Different method of turning for each type of ship? (torque, thrusters) TODO configurable keys TODO seperate table for player control like with AI. Look at love.keyboard.setKeyRepeat
objects.ships.player.image = objects.ships.player.imageNormal
if love.keyboard.isDown("left") then
objects.ships.player.left(dt)
elseif love.keyboard.isDown("right") then
objects.ships.player.right(dt)
elseif love.keyboard.isDown("up") then
objects.ships.player.thrust()
--TODO image change and sound should be part of thrust routine
objects.ships.player.image = objects.ships.player.imageThrust
love.audio.play(thrustsound)
--Spacebrakes!
elseif love.keyboard.isDown("rshift") then
objects.ships.player.body:setLinearDamping(2)
elseif love.keyboard.isDown(" ") then
objects.ships.player.shoot()
else
love.audio.stop(thrustsound)
objects.ships.player.body:setLinearDamping(0.1)
end
end
--Radial Gravity, Method cribbed from http://www.vellios.com/2010/06/06/box2d-and-radial-gravity-code/ and blog comment by Joseph Le Brech
function radgravity(object1, object2)
--body1 effected, body2 effector
vector1 = vector(object1.body:getX(),object1.body:getY())
vector2 = vector(object2.body:getX(),object2.body:getY())
distance = vector2 - vector1
force = object2.force / distance:len2()
normforce = force*distance
--Added a distance limit to stop all objects falling into centre of level and forming gravity well (OF DOOM!)
if (distance:len() < 1000) then
object1.body:applyLinearImpulse(normforce.x,normforce.y,object1.body:getX(),object1.body:getY())
end
end
function love.draw()
cam:attach() --everything between this and cam:detach is redrawn in relation to the camera
--Background, grid of green lines
love.graphics.setColor(72, 160, 14) -- set the drawing color to green for lines
for i = 0, worldloop, 100 do
love.graphics.line( i, 0, i, worldloop)
love.graphics.line( 0, i, worldloop, i)
end
love.graphics.setColor(255, 255, 255,255) --default white colour
--Draw each object in each table
for a,b in pairs(objects) do
for i,v in pairs(b) do
v.draw()
end
end
for a, b in pairs(weapons.beams) do
b.draw()
end
love.graphics.setLineWidth(1)
love.graphics.setColor(255, 255, 255,255)
cam:detach()
--debug
love.graphics.print( "coords " .. math.floor(objects.ships.player.body:getX()) .. "x" .. math.floor(objects.ships.player.body:getY()) .. " rot " .. objects.ships.player.body:getAngle(), 10, 10, 0, 1, 1)
--HUDMap (TODO make seperate function)
love.graphics.setColor(50,50,50,200)
love.graphics.rectangle("fill", 900, 10, 100, 100)
love.graphics.setColor(255,255,255)
--draw each object in radar map
for a,b in pairs(objects) do
for i,v in pairs(b) do
v.drawmap()
end
end
end
--Physics Callbacks: https://love2d.org/wiki/Tutorial:PhysicsCollisionCallbacks
function beginContact(a, b, coll)
--TODO getting velocity of contact errors out as nil value, don't know why.
--vx, vy = coll:getVelocity()
--speed = math.sqrt(vx^2 + vy^2)
object1 = a:getUserData()
object2 = b:getUserData()
if ((object1.isdead == true) or (object2.isdead == true)) then
coll:setEnabled(false)
else
object1.integrity = object1.integrity - object2.hitdamage-- * speed
object2.integrity = object2.integrity - object1.hitdamage-- * speed
end
end
function endContact(a, b, coll)
end
function preSolve(a, b, coll)
end
function postSolve(a, b, coll)
end