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No commits in common. "e029672bb6da1637e846398440a4dce457ed3260" and "2439711358a1f932e0e3949030cc496c9777d814" have entirely different histories.

2 changed files with 11 additions and 91 deletions

View File

@ -28,17 +28,6 @@ font["f"] = {
{0, 0, 0.7, 0},
{0, 0.5, 0.5, 0.5},
}
font["g"] = {
{0, 0.2, 0.2, 0},
{0.2, 0, 0.5, 0},
{0.5, 0, 0.7, 0.2},
{0, 0.2, 0, 0.8},
{0, 0.8, 0.2, 1},
{0.2, 1, 0.5, 1},
{0.5, 1, 0.7, 0.8},
{0.7, 0.8, 0.7, 0.6},
{0.7, 0.6, 0.5, 0.6},
}
font["i"] = {
{0.1, 0, 0.6, 0},
{0.35, 0, 0.35, 1},
@ -54,12 +43,6 @@ font["l"] = {
{0, 0, 0, 1},
{0, 1, 0.7, 1},
}
font["m"] = {
{0, 1, 0.175, 0},
{0.175, 0, 0.35, 1},
{0.35, 1, 0.525, 0},
{0.525, 0, 0.7, 1},
}
font["o"] = {
{0, 0.2, 0.2, 0},
{0.2, 0, 0.5, 0},
@ -70,17 +53,6 @@ font["o"] = {
{0.5, 1, 0.7, 0.8},
{0.7, 0.2, 0.7, 0.8},
}
font["q"] = {
{0, 0.2, 0.2, 0},
{0.2, 0, 0.5, 0},
{0.5, 0, 0.7, 0.2},
{0, 0.2, 0, 0.8},
{0, 0.8, 0.2, 1},
{0.2, 1, 0.5, 1},
{0.5, 1, 0.7, 0.8},
{0.7, 0.2, 0.7, 0.8},
{0.5, 0.7, 0.7, 1},
}
font["r"] = {
{0, 0, 0, 1},
{0, 0, 0.5, 0},
@ -107,13 +79,6 @@ font["t"] = {
{0, 0, 0.7, 0},
{0.35, 0, 0.35, 1},
}
font["u"] = {
{0, 0, 0, 0.8},
{0, 0.8, 0.2, 1},
{0.2, 1, 0.5, 1},
{0.5, 1, 0.7, 0.8},
{0.7, 0.8, 0.7, 0},
}
font["v"] = {
{0, 0, 0.35, 1},
{0.35, 1, 0.7, 0},

View File

@ -34,7 +34,7 @@ local enemy_inaccuracy = 0.05
local intro_duration = 1
local outro_duration = 0.5
local stage = nil
local stage = 1
local window_width = nil
local window_height = nil
@ -44,7 +44,7 @@ local scale = nil
local time = nil
local states = {title = 0, intro = 1, outro = 2, gameplay = 3, game_over = 4}
local states = {title = 0, intro = 1, outro = 2, gameplay = 3}
local state = nil
font = require("font")
@ -154,8 +154,6 @@ function love.load()
cities = {}
spawnCities()
stage = 1
state = states.title
end
@ -367,26 +365,10 @@ function updateEnemies(dt)
if enemy.until_shoot < 0 then
enemy.until_shoot = enemy_min_shoot + math.random() * (enemy_max_shoot - enemy_min_shoot)
if unreflected_missiles < unreflected_missiles_allowed then
local speed = missile_speed_min + math.random() * (missile_speed_max - missile_speed_min)
local target = cities[math.random(1, #cities)]
local inaccuracy = math.random() * 2 * enemy_inaccuracy - enemy_inaccuracy
local behaviour = math.random(0, 7)
if behaviour == 0 then
spawnMissile(enemy.x, enemy.y, enemy.x + inaccuracy, 1, speed)
elseif behaviour <= 5 then
local target = cities[math.random(1, #cities)]
for i = 1, 7 do
if target.alive then
break
end
target = cities[math.random(1, #cities)]
end
spawnMissile(enemy.x, enemy.y, target.x + inaccuracy, target.y, speed)
else
local angle = (math.random() * 140 - 70) * math.pi / 180
local x = enemy.x + math.sin(angle)
local y = enemy.y + math.cos(angle)
spawnMissile(enemy.x, enemy.y, x, y, speed)
end
local speed = missile_speed_min + math.random() * (missile_speed_max - missile_speed_min)
spawnMissile(enemy.x, enemy.y, target.x + inaccuracy, target.y, speed)
end
end
@ -412,13 +394,7 @@ function love.update(dt)
unreflected_missiles_allowed = unreflected_missiles_allowed + 1
end
local cities_remaining = 0
for _, city in ipairs(cities) do
if city.alive then
cities_remaining = cities_remaining + 1
end
end
if cities_remaining == 0 or #enemies == 0 then
if #enemies == 0 then
state = states.outro
time = 0
explodeAllMissiles()
@ -430,21 +406,8 @@ function love.update(dt)
if #explosions == 0 then
time = time + dt
if time >= outro_duration then
local cities_remaining = 0
for _, city in ipairs(cities) do
if city.alive then
cities_remaining = cities_remaining + 1
end
end
if cities_remaining == 0 then
love.mouse.setVisible(true)
love.mouse.setGrabbed(false)
state = states.game_over
else
time = 0
stage = stage + 1
startStage()
end
stage = stage + 1
startStage()
end
end
elseif state == states.intro then
@ -480,7 +443,7 @@ function movePaddle(screen_x)
paddle_x = fromScreenCoordinate(screen_x, 0)
paddle_x = math.max(paddle_x, paddle_width/2 + wall_thickness)
paddle_x = math.min(paddle_x, 1 - (paddle_width/2 + wall_thickness))
paddle_y = 0.8
paddle_y = 0.9
end
love.mousemoved = movePaddle
@ -493,8 +456,6 @@ function love.mousepressed(x, y, button, istouch, presses)
explodeAllReflected()
elseif state == states.title then
startStage()
elseif state == states.game_over then
love.event.quit()
end
end
@ -638,7 +599,7 @@ function drawTextCentered(y, text_scale, text)
end
function love.draw()
if state == states.gameplay or state == states.outro or state == states.intro or state == states.game_over then
if state == states.gameplay or state == states.outro or state == states.intro then
drawCities()
drawWalls()
drawMissiles()
@ -648,13 +609,7 @@ function love.draw()
if state == states.intro then
drawTextCentered(0.4, 0.1, "wave")
local number = tostring(stage)
drawTextCentered(0.55, 0.07, number)
end
if state == states.game_over then
drawTextCentered(0.4, 0.1, "game over")
local number = tostring(stage)
drawTextCentered(0.55, 0.07, number)
drawTextCentered(0.7, 0.03, "click to quit")
drawTextCentered(0.55, 0.1, number)
end
elseif state == states.title then
drawTextCentered(0.3, 0.1, "reflect")