361 lines
9.1 KiB
Lua
361 lines
9.1 KiB
Lua
|
|
local composer = require( "composer" )
|
|
|
|
local scene = composer.newScene()
|
|
|
|
-- -----------------------------------------------------------------------------------
|
|
-- Code outside of the scene event functions below will only be executed ONCE unless
|
|
-- the scene is removed entirely (not recycled) via "composer.removeScene()"
|
|
-- -----------------------------------------------------------------------------------
|
|
|
|
local physics = require( "physics" )
|
|
physics.start()
|
|
physics.setGravity( 0, 0 )
|
|
|
|
-- Configure image sheet
|
|
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
|
|
|
|
local backGroup
|
|
local mainGroup
|
|
local uiGroup
|
|
|
|
local explosionSound
|
|
local fireSound
|
|
local musicTrack
|
|
|
|
|
|
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()
|
|
|
|
-- Play fire sound!
|
|
audio.play( fireSound )
|
|
|
|
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
|
|
|
|
|
|
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
|
|
|
|
|
|
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
|
|
|
|
|
|
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 endGame()
|
|
composer.setVariable( "finalScore", score )
|
|
composer.gotoScene( "highscores", { time=800, effect="crossFade" } )
|
|
end
|
|
|
|
|
|
local function onCollision( event )
|
|
|
|
if ( event.phase == "began" ) then
|
|
|
|
local obj1 = event.object1
|
|
local obj2 = event.object2
|
|
|
|
if ( ( obj1.myName == "laser" and obj2.myName == "asteroid" ) or
|
|
( obj1.myName == "asteroid" and obj2.myName == "laser" ) )
|
|
then
|
|
-- Remove both the laser and asteroid
|
|
display.remove( obj1 )
|
|
display.remove( obj2 )
|
|
|
|
-- Play explosion sound!
|
|
audio.play( explosionSound )
|
|
|
|
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 ( ( obj1.myName == "ship" and obj2.myName == "asteroid" ) or
|
|
( obj1.myName == "asteroid" and obj2.myName == "ship" ) )
|
|
then
|
|
if ( died == false ) then
|
|
died = true
|
|
|
|
-- Play explosion sound!
|
|
audio.play( explosionSound )
|
|
|
|
-- Update lives
|
|
lives = lives - 1
|
|
livesText.text = "Lives: " .. lives
|
|
|
|
if ( lives == 0 ) then
|
|
display.remove( ship )
|
|
timer.performWithDelay( 2000, endGame )
|
|
else
|
|
ship.alpha = 0
|
|
timer.performWithDelay( 1000, restoreShip )
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
-- -----------------------------------------------------------------------------------
|
|
-- Scene event functions
|
|
-- -----------------------------------------------------------------------------------
|
|
|
|
-- create()
|
|
function scene:create( event )
|
|
|
|
local sceneGroup = self.view
|
|
-- Code here runs when the scene is first created but has not yet appeared on screen
|
|
|
|
physics.pause() -- Temporarily pause the physics engine
|
|
|
|
-- Set up display groups
|
|
backGroup = display.newGroup() -- Display group for the background image
|
|
sceneGroup:insert( backGroup ) -- Insert into the scene's view group
|
|
|
|
mainGroup = display.newGroup() -- Display group for the ship, asteroids, lasers, etc.
|
|
sceneGroup:insert( mainGroup ) -- Insert into the scene's view group
|
|
|
|
uiGroup = display.newGroup() -- Display group for UI objects like the score
|
|
sceneGroup:insert( uiGroup ) -- Insert into the scene's view group
|
|
|
|
-- 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 )
|
|
|
|
ship:addEventListener( "tap", fireLaser )
|
|
ship:addEventListener( "touch", dragShip )
|
|
|
|
explosionSound = audio.loadSound( "audio/explosion.wav" )
|
|
fireSound = audio.loadSound( "audio/fire.wav" )
|
|
musicTrack = audio.loadStream( "audio/80s-Space-Game_Looping.wav" )
|
|
end
|
|
|
|
|
|
-- show()
|
|
function scene:show( event )
|
|
|
|
local sceneGroup = self.view
|
|
local phase = event.phase
|
|
|
|
if ( phase == "will" ) then
|
|
-- Code here runs when the scene is still off screen (but is about to come on screen)
|
|
|
|
elseif ( phase == "did" ) then
|
|
-- Code here runs when the scene is entirely on screen
|
|
physics.start()
|
|
Runtime:addEventListener( "collision", onCollision )
|
|
gameLoopTimer = timer.performWithDelay( 500, gameLoop, 0 )
|
|
-- Start the music!
|
|
audio.play( musicTrack, { channel=1, loops=-1 } )
|
|
end
|
|
end
|
|
|
|
|
|
-- hide()
|
|
function scene:hide( event )
|
|
|
|
local sceneGroup = self.view
|
|
local phase = event.phase
|
|
|
|
if ( phase == "will" ) then
|
|
-- Code here runs when the scene is on screen (but is about to go off screen)
|
|
timer.cancel( gameLoopTimer )
|
|
|
|
elseif ( phase == "did" ) then
|
|
-- Code here runs immediately after the scene goes entirely off screen
|
|
Runtime:removeEventListener( "collision", onCollision )
|
|
physics.pause()
|
|
-- Stop the music!
|
|
audio.stop( 1 )
|
|
composer.removeScene( "game" )
|
|
end
|
|
end
|
|
|
|
|
|
-- destroy()
|
|
function scene:destroy( event )
|
|
|
|
local sceneGroup = self.view
|
|
-- Code here runs prior to the removal of scene's view
|
|
-- Dispose audio!
|
|
audio.dispose( explosionSound )
|
|
audio.dispose( fireSound )
|
|
audio.dispose( musicTrack )
|
|
end
|
|
|
|
|
|
-- -----------------------------------------------------------------------------------
|
|
-- Scene event function listeners
|
|
-- -----------------------------------------------------------------------------------
|
|
scene:addEventListener( "create", scene )
|
|
scene:addEventListener( "show", scene )
|
|
scene:addEventListener( "hide", scene )
|
|
scene:addEventListener( "destroy", scene )
|
|
-- -----------------------------------------------------------------------------------
|
|
|
|
return scene
|