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breakout/Moon-Flavored.lua
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--Conversion of python breakout to lua for Love2D | |
WIDTH = 600 | |
HEIGHT = 400 | |
PAD_WIDTH = 80 | |
PAD_HEIGHT = 4 | |
paddle_pos = WIDTH/2 | |
paddle_vel = 0 | |
level = 1 | |
lives = 3 | |
img_bbrick = love.graphics.newImage("waterbrick.png") | |
img_cbrick = love.graphics.newImage("waterbrick2.png") | |
img_pbrick = love.graphics.newImage("waterbrick3.png") | |
img_bubble = love.graphics.newImage("bubble15.png") | |
img_gbg = love.graphics.newImage("gradientbg.png") | |
img_splash = love.graphics.newImage("splashtext.png") | |
img_win = love.graphics.newImage("wintext.png") | |
sfx_pop = love.audio.newSource("pop.wav", "static") | |
sfx_level = love.audio.newSource("transition.wav") | |
levels = { | |
{rows = 0, cols = 0, brickgoals = 0, bricktype = img_bbrick}, | |
{rows = 3, cols = 12, brickgoals = 3*12, bricktype = img_bbrick}, | |
{rows = 5, cols = 8, brickgoals = 5*8, bricktype = img_cbrick}, | |
{rows = 4, cols = 10, brickgoals = 4*10, bricktype = img_pbrick}, | |
{rows = 0, cols = 0, brickgoals = 0, bricktype = img_bbrick}, | |
} | |
bricklist = {} | |
ball = { posx = WIDTH/2 | |
, posy = HEIGHT | |
, velx = 0 | |
, vely = 0 | |
, launched = false | |
, radius = 6 | |
} | |
particles = {} | |
function particles:draw() | |
for i, p in ipairs(particles) do | |
if p.there then | |
love.graphics.draw(img_bubble, p.x, p.y, 0, p.scale, p.scale) | |
end | |
end | |
end | |
function particles:update() | |
for i, p in ipairs(particles) do | |
p.x = p.x + p.velx | |
p.y = p.y + p.vely | |
if p.x > WIDTH or p.x < 0 then | |
p.there = false | |
end | |
if p.y > HEIGHT or p.y < 0 then | |
p.there = false | |
end | |
end | |
end | |
math.randomseed(os.time()) | |
function particles:add(x, y) | |
local nump = math.random(4) | |
for i = 1, nump do | |
table.insert(self, {x = x, y = y, velx = math.random(7)-2.5, vely = math.random(4)*-1, scale = 1, there = true}) | |
end | |
end | |
function initlist() | |
local output = {} | |
for row = 1, levels[level].rows do | |
table.insert(output, {}) | |
for i = 1, levels[level].cols do | |
table.insert(output[row], false) | |
end | |
end | |
return output | |
end | |
function over(cols) | |
return (.5 * (WIDTH-(50*cols))) | |
end | |
function build_bricklist(list) | |
local xloc, yloc = 0, 0 | |
for i, rows in ipairs(list) do | |
yloc = 25*(i-1) | |
xloc = 0 | |
for j, brick in ipairs(list[i]) do | |
table.insert(bricklist, {hit = false, x = xloc+over(#list[i]), y = yloc, sprite = levels[level].bricktype}) | |
xloc = xloc + 50 | |
end | |
end | |
end | |
function check_done() | |
for i, brick in pairs(bricklist) do | |
if brick.hit == false then | |
return false | |
end | |
end | |
return true | |
end | |
function level_update() | |
reset() | |
level = level + 1 | |
bricklist = {} | |
build_bricklist(initlist()) | |
love.audio.play(sfx_level) | |
end | |
function clicked(mx, my, x, y, w, h) | |
if mx > x and | |
mx < x+w and | |
my > y and | |
my < y+h | |
then return true | |
else return false | |
end | |
end | |
function love.mousepressed(mx, my, button) | |
if level == 1 then | |
level_update() | |
return | |
end | |
if level == 5 then | |
level = 0 | |
level_update() | |
return | |
end | |
if ball.launched then return | |
else | |
local x, y = mx - 300, my - 400 | |
local dist = math.sqrt(x^2 + y^2) | |
ball.velx = x/(dist/4) | |
ball.vely = y/(dist/4) | |
ball.launched = true | |
end | |
end | |
function love.keypressed(key) | |
if key == "left" then | |
paddle_vel = -4 | |
elseif key == "right" then | |
paddle_vel = 4 | |
end | |
if key == "l" then --debug | |
for i, brick in pairs(bricklist) do | |
brick.hit = true | |
end | |
if check_done() then | |
level_update() | |
end | |
end | |
end | |
function love.keyreleased(key) | |
paddle_vel = 0 | |
end | |
function ball:reset_ball() | |
self.posx = WIDTH/2 | |
self.posy = HEIGHT | |
self.velx = 0 | |
self.vely = 0 | |
self.launched = false | |
end | |
function reset() | |
ball:reset_ball() | |
paddle_vel = 0 | |
end | |
function love.load() | |
love.window.setMode(WIDTH, HEIGHT) | |
build_bricklist(initlist()) | |
end | |
function love.draw() | |
love.graphics.draw(img_gbg, 0, 0) | |
if level == 1 then | |
love.graphics.draw(img_splash, 0, 0) | |
return | |
elseif level == 5 then | |
love.graphics.draw(img_win, (WIDTH/2 - 272/2), (HEIGHT/2 - 112/2)) | |
return | |
end | |
for i, brick in pairs(bricklist) do | |
if brick.hit == false then | |
love.graphics.draw(brick.sprite, brick.x, brick.y) | |
if clicked(ball.posx, ball.posy, brick.x, brick.y, 50, 25) then | |
brick.hit = true | |
particles:add(brick.x+25, brick.y+20) | |
ball.vely = ball.vely * -1 | |
ball.radius = 12 | |
love.audio.play(sfx_pop) | |
if check_done() then | |
level_update() | |
return | |
end | |
end | |
end | |
end | |
particles:draw() | |
love.graphics.rectangle("fill", paddle_pos-PAD_WIDTH/2, HEIGHT-PAD_HEIGHT, PAD_WIDTH, PAD_HEIGHT) | |
love.graphics.circle("fill", ball.posx, ball.posy, ball.radius) | |
end | |
function ball:update_ball() | |
--handle edge-of-canvas bounces | |
if self.posy < 1 then | |
self.vely = self.vely * -1 | |
end | |
if self.posx < 1 then | |
self.velx = self.velx * -1 | |
end | |
if self.posx > 599 then | |
self.velx = self.velx * -1 | |
end | |
--update self | |
self.posx = self.posx + self.velx*1.5 | |
self.posy = self.posy + self.vely*1.5 | |
if self.radius > 6 then | |
self.radius = self.radius - 0.5 | |
end | |
end | |
function love.update(dt) | |
particles:update() | |
ball:update_ball() | |
--update paddle | |
if paddle_pos < (PAD_WIDTH/2) and paddle_vel < 0 then | |
paddle_vel = 0 | |
end | |
if paddle_pos > (WIDTH - PAD_WIDTH/2) and paddle_vel > 0 then | |
paddle_vel = 0 | |
end | |
paddle_pos = paddle_pos + paddle_vel*2 | |
--determine whether paddle and ball collide | |
if ball.vely > 0 and ball.posy > 394 and ball.launched then | |
if ball.posx < (paddle_pos - PAD_WIDTH/2) or ball.posx > (paddle_pos + PAD_WIDTH/2) then | |
ball.launched = false | |
lives = lives - 1 | |
if lives <= 0 then | |
--end game, new game | |
else | |
reset() | |
end | |
else | |
ball.vely = ball.vely * -1 | |
end | |
end | |
end |