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--- Hop demo. (Mostly just a quickie prototype that needed a home.)
--
-- Permission is hereby granted, free of charge, to any person obtaining
-- a copy of this software and associated documentation files (the
-- "Software"), to deal in the Software without restriction, including
-- without limitation the rights to use, copy, modify, merge, publish,
-- distribute, sublicense, and/or sell copies of the Software, and to
-- permit persons to whom the Software is furnished to do so, subject to
-- the following conditions:
--
-- The above copyright notice and this permission notice shall be
-- included in all copies or substantial portions of the Software.
--
-- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
-- EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
-- MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
-- IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
-- CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
-- TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
-- SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
--
-- [ MIT license: http://www.opensource.org/licenses/mit-license.php ]
--
-- Standard libary imports --
local abs = math.abs
local ceil = math.ceil
local floor = math.floor
local ipairs = ipairs
local random = math.random
local yield = coroutine.yield
-- Modules --
local timers = require("corona_utils.timers")
-- Corona modules --
local composer = require("composer")
local physics = require("physics")
-- Corona globals --
local display = display
local easing = easing
local timer = timer
local transition = transition
-- Hop demo scene --
local Scene = composer.newScene()
--
function Scene:create (event)
event.params.boilerplate(self.view)
end
Scene:addEventListener("create")
--
local DW = display.contentWidth
local DH = display.contentHeight
-- --
local AngleDelta = 6
--
local function IncAngle (blade, dt)
local offset = (blade.m_offset + dt * blade.m_speed) % (4 * AngleDelta)
blade.m_offset = offset
if offset > 2 * AngleDelta then
offset = 3 * AngleDelta - offset
else
offset = -AngleDelta + offset
end
blade.rotation = offset
end
-- --
local Layers, Speed, Delta
--
local function UpdateBlades (event)
local self = event.source
local last = self.m_last or event.time
local dt = (event.time - last) / 1000
self.m_last = event.time
for i, group in ipairs(Layers) do
local speed = Speed - Delta * i
for j = 1, group.numChildren do
local blade = group[j]
if blade.name == "blade" then
IncAngle(blade, dt)
blade.x = blade.x - speed
if blade.x < -DW / 1.75 then
blade.x = DW + 50 + random(2, 4) * DW / (2 * 4)
end
end
end
end
end
-- --
local Bounces, Groups
--
local function Launch ()
Bounces = 0
Speed = 30
Delta = 4
--
Groups = display.newGroup()
Scene.view:insert(Groups)
Layers = {}
for i = 1, 5 do
local group, ymin = display.newGroup()
group.anchorChildren = true
group.anchorX, group.x = .5, display.contentCenterX
group.anchorY, group.y = 1, display.contentHeight
if i == 1 then
group:toFront()
ymin = DH - 200
else
group:toBack()
ymin = DH - 225 + (i - 1) * 5
end
for _ = 1, 9 + i * 4 do
local r = display.newRect(group, 0, 0, 27 - i * 3.5, 200 + (i - 1) * 15)
r.anchorX, r.x = 0, 10 + random(DW - 20)
r.anchorY, r.y = 0, ymin
r.m_offset = random(AngleDelta * 4)
r.m_speed = random(7, 29)
r.name = "blade"
r:setFillColor(0, 1 - (i - 1) * .12, 0)
end
Layers[i] = group
Groups:insert(group)
end
--
local ground = display.newRect(Groups, display.contentCenterX, 0, DW, 50)
ground:setFillColor(.5, .125, .125)
ground:toFront()
ground.anchorY, ground.y = 0, DH - 50
physics.addBody(ground, "static")
ground.name = "ground"
--
local hopper = display.newRect(Layers[2], 50, DH - 60, 50, 25)
hopper:setFillColor(.125, .5, .125)
physics.addBody(hopper)
hopper.name = "hopper"
--
local wall1 = display.newRect(Groups, 0, 0, DW, DH)
local wall2 = display.newRect(Groups, 0, 0, DW, DH)
wall1.anchorX, wall1.x = 0, -DW * 2
wall1.anchorY, wall1.y = 0, 0
wall2.anchorX, wall2.x = 0, DW * 3
wall2.anchorY, wall2.y = 0, 0
physics.addBody(wall1, "static")
physics.addBody(wall2, "static")
wall1.name = "wall"
wall2.name = "wall"
end
--
local function Remove (object)
timers.DeferIf("remove", object)
end
-- --
local BlowUpRemove = { alpha = .2, onComplete = Remove }
--
local function BlowUp (enemy)
for _ = 1, random(2, 4) do
local burst = display.newCircle(Layers[2], enemy.x + random(-15, 15), enemy.y + random(-15, 15), 5)
local scale = 1.5 + random() * 2
burst:setFillColor(.75, 0, random(.06, .25))
transition.to(burst, {
xScale = scale, yScale = scale,
onComplete = function(object)
transition.to(object, BlowUpRemove)
end
})
end
Remove(enemy)
end
-- --
local HalfScaleParams = { xScale = .5, yScale = .5 }
--
local function TakeOff (hopper)
Scene.take_off = timer.performWithDelay(1000, function()
physics.removeBody(hopper)
for _, group in ipairs(Layers) do
transition.to(group, HalfScaleParams)
end
transition.to(hopper, HalfScaleParams)
Speed, Delta = Speed / 2, Delta / 2
hopper.strokeWidth = 6
Scene.change_speed = timers.Wrap(function()
while true do
for _ = 1, random(3, 6) do
local y = (1 - random()) * .8 * DH
local dist = abs(y - hopper.y)
transition.to(hopper, {
y = y, time = 500 + floor(dist / 3), transition = easing.inOutExpo
})
while abs(y - hopper.y) > .5 do
hopper:setStrokeColor(random(), random(), random())
yield()
end
end
Speed = random(15, 150)
Delta = ceil(Speed / random(5, 7))
end
end)
Scene.spawn_bullet = timers.Repeat(function()
if random(3) <= 2 then
local bullet = display.newRect(Layers[2], hopper.x, hopper.y, 10, 10)
bullet.name = "bullet"
physics.addBody(bullet)
bullet:setLinearVelocity(DW * random(1, 20) / 1.5, 0)
end
end, 200)
Scene.spawn_enemy = timers.Repeat(function()
if random(5) <= 3 then
local enemy = display.newRect(Layers[2], DW + 30, (.5 + random() * .3) * DH, 40, 40)
enemy.name = "enemy"
physics.addBody(enemy)
enemy:setFillColor(1, .13 + random() * .82, 0)
enemy:setLinearVelocity(-DW / .5, 0)
enemy:applyLinearImpulse(-.175, 0)
end
end, 700)
end)
end
--
local function OnBounce (hopper)
hopper:setLinearVelocity(0, 0)
hopper:applyLinearImpulse(0, -.215, hopper.x, hopper.y)
Bounces = Bounces + 1
if Bounces == 5 then
TakeOff(hopper)
end
end
--
local function OnCollision (event)
local o1, o2 = event.object1, event.object2
if o2.name < o1.name then
o1, o2 = o2, o1
end
if event.phase == "began" then
if o2.name == "hopper" then
OnBounce(o2)
elseif o1.name == "bullet" then
if o2.name == "enemy" then
BlowUp(o2)
end
Remove(o1)
elseif o1.name == "enemy" then
BlowUp(o1)
end
elseif event.phase == "ended" then
end
end
--
function Scene:show (event)
if event.phase == "did" then
physics.start()
Runtime:addEventListener("collision", OnCollision)
Launch()
self.update_blades = timers.Repeat(UpdateBlades)
end
end
Scene:addEventListener("show")
--
function Scene:hide (event)
if event.phase == "did" then
Groups:removeSelf()
Groups, Layers = nil
for _, name in ipairs{ "take_off", "change_speed", "spawn_bullet", "spawn_enemy", "update_blades" } do
if self[name] then
timer.cancel(self[name])
self[name] = nil
end
end
Runtime:removeEventListener("collision", OnCollision)
physics.stop()
end
end
Scene:addEventListener("hide")
--
Scene.m_description = "This demo was made as a prototype for a game level in a separate project."
return Scene