-
Notifications
You must be signed in to change notification settings - Fork 1
/
main.lua
606 lines (514 loc) · 18.4 KB
/
main.lua
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
sprite = require "sprite"
physics = require "physics"
require "menu"
if found_shieldless_extractor ~= 0 and found_meteor ~= 0 then
collide_shieldless_extraction:blow_up()
end
if found_extractor ~= 0 and found_meteor ~= 0 then
collide_extraction:takedamage(5)
if hud then
hud:setDistanceBar(collide_extraction.health/collide_extraction.maxHealth)
end
end
if found_shield ~= 0 and found_meteor ~= 0 then
collide_shield:take_damage(5)
local temp = cull_shields(shield_generators)
if temp ~= 0 then
alert = temp
end
end
if found_meteor ~= 0 then
-- play sounds only when on screen
if collide_meteor.image.x > viewx and collide_meteor.image.x < viewx + 960 then
if found_shield == 0 and found_extractor == 0 and found_shieldless_extractor == 0 and found_survivor == 0 and found_platform == 0 then
if math.random() < 0.25 then
if math.random() < 0.5 then
media.playEventSound(sound.meteor_ground0)
else
media.playEventSound(sound.meteor_ground1)
end
end
end
if found_shieldless_extractor ~= 0 then
media.playEventSound(sound.meteor_extractor)
end
if found_shield ~= 0 or found_extractor ~= 0 then
if math.random() < 0.25 then
-- Hardcoding, ho!
if math.random() < 0.25 then
media.playEventSound(sound.meteor_shield0)
elseif math.random() < 0.33 then
media.playEventSound(sound.meteor_shield1)
elseif math.random() < 0.5 then
media.playEventSound(sound.meteor_shield2)
else
media.playEventSound(sound.meteor_shield3)
end
end
end
end
meteor_disperse(found_meteor, meteor_list)
end
if found_survivor ~= 0 then
kill_survivor(found_survivor, survivor_list)
--[[
if hud then
hud.lives = hud.lives - 1
end
--]]
end
end
local test_goright = true
function onFrame(event)
if platform.instance then
platform.instance:update(event.time)
if platform.instance.laser then
platform.instance.laser:update(event.time)
end
local boundx = math.max(math.min(viewx, platform.instance.image.x - 400), platform.instance.image.x - 960 + 400)
if boundx ~= viewx then
move_screen(boundx - viewx)
end
end
background.x = viewx + 960/2
--print('viewx: ' .. viewx .. ' 0: ' .. math.floor(viewx / 960) * 960)
background_ground0.x = math.floor(viewx / 960) * 960
background_ground1.x = (math.floor(viewx / 960) + 1) * 960
background_ground0.x = math.floor(viewx / 960) * 960
background_ground1.x = (math.floor(viewx / 960) + 1) * 960
background_mountains_back0.x = math.floor(viewx / 1743) * 1743
background_mountains_back1.x = (math.floor(viewx / 1743) + 1) * 1743
background_mountains_back0.x = math.floor(viewx / 1743) * 1743
background_mountains_back1.x = (math.floor(viewx / 1743) + 1) * 1743
background_mountains0.x = math.floor(viewx / 1954) * 1954
background_mountains1.x = (math.floor(viewx / 1954) + 1) * 1954
background_mountains0.x = math.floor(viewx / 1954) * 1954
background_mountains1.x = (math.floor(viewx / 1954) + 1) * 1954
if platform.instance then
hud:setFuel(platform.instance.resources)
if #survivor_list > 0 then
hud:update(platform.instance.image.x, survivor_list[1].x_location, extractionPoint.x, extractionPoint.initialDistance, alert)
else
hud:update(platform.instance.image.x, nil, extractionPoint.x, extractionPoint.initialDistance, alert)
end
end
hud.group.x = viewx
end
--add event listeners for other functions
Runtime:addEventListener("collision", onCollide)
Runtime:addEventListener("enterFrame", onFrame)
--table.insert(survivor_list, survivor:new(500,500) )
for i,current in ipairs(survivor_list) do
current.image:toFront()
end
table.insert(survivor_list, survivor:new(50,450) )
mainmenu = mainMenu:new()
i = 0
hud = HUD:new()
hud:displayHUD(false)
surv_location = survivor_list[1].x_location
ext_location = extractionPoint.x
initialDistance = extractionPoint.initialDistance
if mainmenu.play then
print("!")
hud:displayHUD(true)
hud:update(platform.instance.image.x, survivor_list[1].x_location, extractionPoint.x, extractionPoint.initialDistance, alert)
end
local function HUDUpdate(event)
if event.phase == "began" then
hud:update(platform.instance.image.x, surv_location, ext_location, initialDistance, alert)
if event.y < display.contentHeight/20 and event.x > display.contentWidth/10 and event.x < display.contentWidth*9/10 then
--hud:deFuel()
end
end
end
local function disableListeners()
Runtime:removeEventListener('accelerometer', platform.onAccelerometer)
Runtime:removeEventListener('touch', platform.onTouch)
Runtime:removeEventListener("collision", onCollide)
end
local function enableListeners()
Runtime:addEventListener('accelerometer', platform.onAccelerometer)
Runtime:addEventListener('touch', platform.onTouch)
Runtime:addEventListener("collision", onCollide)
end
if (mainmenu.play == false) then
disableListeners()
end
--if (mainmenu.play == false) then
--disableListeners()
--end
local function tutHandler(event)
if event.phase == "began" then
if event.x > 0 and event.x < 82 and event.y > 180 and event.y < 291 then
if i > 0 then
print(i)
mainmenu.instructions[i].isVisible = false
i = i - 1
if i == 0 then
mainmenu.background.isVisible = true
mainmenu.button1.isVisible = true
mainmenu.playbutton.isVisible = true
mainmenu.highscorebutton.isVisible = true
mainmenu.button2.isVisible = false
mainmenu.button3.isVisible = false
Runtime:addEventListener("touch", menuTouch)
Runtime:removeEventListener("touch", tutHandler)
end
end
elseif event.x > 878 and event.x < 960 and event.y > 180 and event.y < 291 then
if i < 10 then
print(i)
i = i + 1
mainmenu.instructions[i].isVisible = true
if i == 10 then
print("..?")
mainmenu.play = true
for i,v in ipairs(mainmenu.instructions) do
mainmenu.instructions[i].isVisible = false
end
mainmenu.button2.isVisible = false
mainmenu.button3.isVisible = false
hud:displayHUD(true)
enableListeners()
Runtime:removeEventListener("touch", tutHandler)
end
end
end
end
end
function menuTouch(event)
if event.phase == "began" then
if (event.x > 50 and event.x < 308
and event.y > 425 and event.y < 502) then
--[[if mainmenu.help then
mainmenu:setHelp(false)
else
mainmenu:setHelp(true)
end]]
mainmenu:setHelp()
Runtime:removeEventListener("touch", menuTouch)
Runtime:addEventListener("touch", tutHandler)
i = i+1
elseif (event.x > 336 and event.x < 594 and event.y > 425 and event.y < 502) then
mainmenu:Play()
--enableListeners()
do_main()
hud:displayHUD(true)
hud:update(platform.instance.image.x, survivor_list[1].x_location, extractionPoint.x, extractionPoint.initialDistance, alert)
hud:displayHUD(true)
Runtime:removeEventListener("touch", menuTouch)
end
end
end
Runtime:addEventListener("touch", menuTouch)
mainmenu = mainMenu:new()
i = 0
if mainmenu.play then
print("!")
end
function do_main()
require "sounds"
-- Quick hackish method to force the background to be drawn first
local background = display.newImage("img/background.png", true)
local background_ground0 = display.newImage("img/ground_destroyed.png", true)
local background_ground1 = display.newImage("img/ground_destroyed.png", true)
local background_mountains_back0 = display.newImage("img/mountains_back.png", true)
local background_mountains_back1 = display.newImage("img/mountains_back.png", true)
local background_mountains0 = display.newImage("img/mountains.png", true)
local background_mountains1 = display.newImage("img/mountains.png", true)
background_ground0.x = 960/2
background_ground0.y = 450 + 45
background_ground1.x = 960*3/2
background_ground1.y = 450 + 45
background_mountains_back0.x = 1743/2
background_mountains_back0.y = 450 - 140/2
background_mountains_back1.x = 1743*3/2
background_mountains_back1.y = 450 - 140/2
background_mountains0.x = 1954/2
background_mountains0.y = 450 - 195/2
background_mountains1.x = 1954*3/2
background_mountains1.y = 450 - 195/2
--start the physical simulation
physics.start()
--physics.setDrawMode("hybrid")
shield_h = require "shield"
meteor_h = require "meteor"
meteor_generator_h = require "meteor_generator"
platform_h = require "platform"
platform:new(960/2, 64)
ground_h = require "ground"
resource_h = require "resource"
survivor_h = require "survivor"
highscores_h = require "highscores"
require "HUD"
require "extraction"
shield_generators = {}
--[[
table.insert( shield_generators, shield:new(50, 300 ,200,50,50) )
table.insert( shield_generators, shield:new(350, 300 ,150,50,50) )
table.insert( shield_generators, shield:new(550, 300 ,70,50,50) )
table.insert( shield_generators, shield:new(750, 300 ,90,50,50) )
table.insert( shield_generators, shield:new(950, 300 ,100,50,50) )
--]]
table.insert(survivor_list, survivor:new(500,450) )
ground.partitions[-1] = {ground:new(-960, 450)}
ground.partitions[0] = {ground:new(0, 450)}
ground.partitions[1] = {ground:new(960, 450)}
extractionPoint = extractPoint:new(950, 450, 100, 5)
extraction_points = {}
table.insert( extraction_points, extractionPoint)
naked_exPoints = {}
table.insert( naked_exPoints, extractionPoint)
alert = 0
--[[Corona automatically translates between the screen units and the
internal metric units of the physical simulation
Default ration is 30 pixels == 1 meter. Change with physics.setScale()
To remain consistent with the rest of the SDK, all angular values
are expressed in degrees, +y is down, shape definitions must
declare their points in clockwise order]]
local function onCollide(event)
if event.phase ~= "began" then
return
end
local collide_shield = {}
local found_shield = 0
for i,v in ipairs(shield_generators) do
if event.object1 == v.image or event.object2 == v.image then
collide_shield = v
found_shield = i
end
end
local found_platform = 0
if platform.instance then
if event.object1 == platform.instance.image or event.object2 == platform.instance.image then
found_platform = 1
end
end
local collide_meteor = {}
local found_meteor = 0
for i,v in ipairs(meteor_list) do
if event.object1 == v.image or event.object2 == v.image then
collide_meteor = v
found_meteor = i
end
end
local collide_survivor = {}
local found_survivor = 0
for i,v in ipairs(survivor_list) do
if event.object1 == v.image or event.object2 == v.image then
hud:addKill()
media.playEventSound(sound.survivor_die)
collide_survivor = v
found_survivor = i
end
end
local collide_extraction = {}
local found_extractor = 0
for i,v in ipairs(extraction_points) do
if (event.object1 == v.shield or event.object2 == v.shield) then
collide_extraction = v
found_extractor = i
end
end
local collide_shieldless_extraction = {}
local found_shieldless_extractor = 0
for i,v in ipairs(extraction_points) do
if (event.object1 == v.noShield or event.object2 == v.noShield) then
collide_shieldless_extraction = v
found_shieldless_extractor = i
end
end
if found_shieldless_extractor ~= 0 and found_meteor ~= 0 then
collide_shieldless_extraction:blow_up()
end
if found_extractor ~= 0 and found_meteor ~= 0 then
collide_extraction:takedamage(5)
if hud then
hud:setDistanceBar(collide_extraction.health/collide_extraction.maxHealth)
end
end
if found_shield ~= 0 and found_meteor ~= 0 then
collide_shield:take_damage(5)
local temp = cull_shields(shield_generators)
if temp ~= 0 then
alert = temp
end
end
if found_meteor ~= 0 then
-- play sounds only when on screen
if collide_meteor.image.x > viewx and collide_meteor.image.x < viewx + 960 then
if found_shield == 0 and found_extractor == 0 and found_shieldless_extractor == 0 and found_survivor == 0 and found_platform == 0 then
if math.random() < 0.25 then
if math.random() < 0.5 then
media.playEventSound(sound.meteor_ground0)
else
media.playEventSound(sound.meteor_ground1)
end
end
end
if found_shieldless_extractor ~= 0 then
media.playEventSound(sound.meteor_extractor)
end
if found_shield ~= 0 or found_extractor ~= 0 then
if math.random() < 0.25 then
-- Hardcoding, ho!
if math.random() < 0.25 then
media.playEventSound(sound.meteor_shield0)
elseif math.random() < 0.33 then
media.playEventSound(sound.meteor_shield1)
elseif math.random() < 0.5 then
media.playEventSound(sound.meteor_shield2)
else
media.playEventSound(sound.meteor_shield3)
end
end
end
end
meteor_disperse(found_meteor, meteor_list)
end
if found_survivor ~= 0 then
kill_survivor(found_survivor, survivor_list)
--[[
if hud then
hud.lives = hud.lives - 1
end
--]]
end
end
local test_goright = true
function onFrame(event)
if platform.instance then
platform.instance:update(event.time)
if platform.instance.laser then
platform.instance.laser:update(event.time)
end
local boundx = math.max(math.min(viewx, platform.instance.image.x - 400), platform.instance.image.x - 960 + 400)
if boundx ~= viewx then
move_screen(boundx - viewx)
end
end
background.x = viewx + 960/2
--print('viewx: ' .. viewx .. ' 0: ' .. math.floor(viewx / 960) * 960)
background_ground0.x = math.floor(viewx / 960) * 960
background_ground1.x = (math.floor(viewx / 960) + 1) * 960
background_ground0.x = math.floor(viewx / 960) * 960
background_ground1.x = (math.floor(viewx / 960) + 1) * 960
background_mountains_back0.x = math.floor(viewx / 1743) * 1743
background_mountains_back1.x = (math.floor(viewx / 1743) + 1) * 1743
background_mountains_back0.x = math.floor(viewx / 1743) * 1743
background_mountains_back1.x = (math.floor(viewx / 1743) + 1) * 1743
background_mountains0.x = math.floor(viewx / 1954) * 1954
background_mountains1.x = (math.floor(viewx / 1954) + 1) * 1954
background_mountains0.x = math.floor(viewx / 1954) * 1954
background_mountains1.x = (math.floor(viewx / 1954) + 1) * 1954
if platform.instance then
hud:setFuel(platform.instance.resources)
if #survivor_list > 0 then
hud:update(platform.instance.image.x, survivor_list[1].x_location, extractionPoint.x, extractionPoint.initialDistance, alert)
else
hud:update(platform.instance.image.x, nil, extractionPoint.x, extractionPoint.initialDistance, alert)
end
end
hud.group.x = viewx
end
ground.scroll(viewx + amount, viewx)
viewx = viewx + amount
end
--high_scores:show_overlay()
--high_scores:display_name_box()
--[[for i,current in ipairs(survivor_list) do
current.image:toFront()
end
table.insert(survivor_list, survivor:new(50,450) )]]
--add event listeners for other functions
Runtime:addEventListener("collision", onCollide)
Runtime:addEventListener("enterFrame", onFrame)
--table.insert(survivor_list, survivor:new(500,500) )
hud = HUD:new()
hud:displayHUD(false)
surv_location = survivor_list[1].x_location
ext_location = extractionPoint.x
initialDistance = extractionPoint.initialDistance
local function HUDUpdate(event)
if event.phase == "began" then
hud:update(platform.instance.image.x, surv_location, ext_location, initialDistance, alert)
if event.y < display.contentHeight/20 and event.x > display.contentWidth/10 and event.x < display.contentWidth*9/10 then
--hud:deFuel()
end
end
end
local function disableListeners()
Runtime:removeEventListener('accelerometer', platform.onAccelerometer)
Runtime:removeEventListener('touch', platform.onTouch)
Runtime:removeEventListener("collision", onCollide)
end
local function enableListeners()
Runtime:addEventListener('accelerometer', platform.onAccelerometer)
Runtime:addEventListener('touch', platform.onTouch)
Runtime:addEventListener("collision", onCollide)
end
local function extractPointTouch(event)
if event.phase == "began" then
if event.x < extractionPoint.x+25 and event.x > extractionPoint.x-25 and event.y > extractionPoint.y-25 and event.y < extractionPoint.y+25 and
platform.instance.image.x > extractionPoint.x-25 and platform.instance.image.x < extractionPoint.x+25 then
print("extracting...")
extractionPoint:extract()
end
end
end
Runtime:addEventListener("touch", extractPointTouch)
Runtime:addEventListener("touch", HUDUpdate)
--timer.performWithDelay(100, HUDUpdate, 0)
viewx = 0
function move_screen_right(amount)
the_stage = display.getCurrentStage()
the_stage:translate(-amount, 0)
local i = the_stage.numChildren
--[[
while i > 0 do
--the_stage[i].x = the_stage[i].x-amount
the_stage[i]:translate(-amount, 0)
i = i - 1
end
--]]
-- create, load, and unload ground as needed
ground.scroll(viewx + amount, viewx)
viewx = viewx + amount
end
function move_screen_left(amount)
the_stage = display.getCurrentStage()
the_stage:translate(amount, 0)
local i = the_stage.numChildren
--[[
while i > 0 do
--the_stage[i].x = the_stage[i].x+amount
the_stage[i]:translate(amount, 0)
i = i - 1
end
--]]
-- create, load, and unload ground as needed
ground.scroll(viewx - amount, viewx)
viewx = viewx - amount
end
function move_screen(amount)
local stage = display.getCurrentStage()
stage:translate(-amount, 0)
--[[
for i = 0, stage.numChildren do
if stage[i] then
--stage[i]:translate(amount, 0)
end
end
--]]
ground.scroll(viewx + amount, viewx)
viewx = viewx + amount
end
--high_scores:show_overlay()
--high_scores:display_name_box()
for i,current in ipairs(survivor_list) do
current.image:toFront()
end
table.insert(survivor_list, survivor:new(50,450) )
--high_scores:display_name_box()
end