Implement multiple stages

This commit is contained in:
Juhani Krekelä 2023-06-04 20:58:29 +03:00
parent 7b3ef24b7a
commit 2439711358
1 changed files with 83 additions and 20 deletions

View File

@ -16,7 +16,7 @@ local missile_speed_max = 0.25
local unreflected_missiles = nil
local unreflected_missiles_allowed = nil
local unreflected_missiles_allowed_ramp_up = 10
local unreflected_missiles_max = 7
local unreflected_missiles_max = nil
local cities = nil
local city_radius = 0.05
@ -32,6 +32,7 @@ local enemy_max_shoot = 10
local enemy_inaccuracy = 0.05
local intro_duration = 1
local outro_duration = 0.5
local stage = 1
@ -43,7 +44,7 @@ local scale = nil
local time = nil
local states = {title = 0, intro = 1, gameplay = 2}
local states = {title = 0, intro = 1, outro = 2, gameplay = 3}
local state = nil
font = require("font")
@ -76,43 +77,83 @@ function fromScreenCoordinate(x, y)
end
function startStage()
movePaddle(window_width / 2)
missiles = {}
unreflected_missiles = 0
unreflected_missiles_allowed = 0
cities = {}
explosions = {}
enemies = {}
time = 0
spawnCities()
spawnEnemy(0.1, 0.1)
spawnEnemy(0.2, 0.1)
spawnEnemy(0.3, 0.1)
-- First row
if stage >= 3 then
spawnEnemy(0.1, 0.1)
end
if stage >= 2 then
spawnEnemy(0.2, 0.1)
spawnEnemy(0.3, 0.1)
end
spawnEnemy(0.4, 0.1)
spawnEnemy(0.5, 0.1)
spawnEnemy(0.6, 0.1)
spawnEnemy(0.7, 0.1)
spawnEnemy(0.8, 0.1)
spawnEnemy(0.9, 0.1)
spawnEnemy(0.15, 0.2)
spawnEnemy(0.25, 0.2)
if stage >= 2 then
spawnEnemy(0.7, 0.1)
spawnEnemy(0.8, 0.1)
end
if stage >= 3 then
spawnEnemy(0.9, 0.1)
end
-- Second row
if stage >= 3 then
spawnEnemy(0.15, 0.2)
end
if stage >= 2 then
spawnEnemy(0.25, 0.2)
end
spawnEnemy(0.35, 0.2)
spawnEnemy(0.45, 0.2)
spawnEnemy(0.55, 0.2)
spawnEnemy(0.65, 0.2)
spawnEnemy(0.75, 0.2)
spawnEnemy(0.85, 0.2)
if stage >= 2 then
spawnEnemy(0.75, 0.2)
end
if stage >= 3 then
spawnEnemy(0.85, 0.2)
end
-- Third row
if stage >= 4 then
spawnEnemy(0.1, 0.3)
spawnEnemy(0.2, 0.3)
spawnEnemy(0.3, 0.3)
spawnEnemy(0.4, 0.3)
spawnEnemy(0.5, 0.3)
spawnEnemy(0.6, 0.3)
spawnEnemy(0.7, 0.3)
spawnEnemy(0.8, 0.3)
spawnEnemy(0.9, 0.3)
end
if stage == 3 or stage >= 5 then
unreflected_missiles_max = unreflected_missiles_max + 1
end
state = states.intro
end
function love.load()
math.randomseed(os.time())
local width, height = love.graphics.getDimensions()
setScreenDimensions(width, height)
movePaddle(window_width / 2)
unreflected_missiles_max = 1
cities = {}
spawnCities()
state = states.title
end
@ -295,7 +336,7 @@ function updateExplosions(dt)
explosion.remaining = explosion.remaining - dt
if explosion.remaining < explosion_duration * 0.2 then
if explosion.remaining < explosion_duration * 0.2 and state == states.gameplay then
-- Destroy cities within range
for _, city in ipairs(cities) do
local dx = city.x - explosion.x
@ -353,8 +394,21 @@ function love.update(dt)
unreflected_missiles_allowed = unreflected_missiles_allowed + 1
end
if #explosions == 0 and #missiles == 0 and #enemies == 0 then
love.event.quit()
if #enemies == 0 then
state = states.outro
time = 0
explodeAllMissiles()
end
elseif state == states.outro then
updateMissiles(dt)
updateExplosions(dt)
if #explosions == 0 then
time = time + dt
if time >= outro_duration then
stage = stage + 1
startStage()
end
end
elseif state == states.intro then
time = time + dt
@ -365,6 +419,15 @@ function love.update(dt)
end
end
function explodeAllMissiles()
for _, missile in ipairs(missiles) do
spawnExplosion(missile.x, missile.y)
-- Freeze the missile
missile.dx = 0
missile.dy = 0
end
end
function explodeAllReflected()
for _, missile in ipairs(missiles) do
if missile.reflected then
@ -536,7 +599,7 @@ function drawTextCentered(y, text_scale, text)
end
function love.draw()
if state == states.gameplay or state == states.intro then
if state == states.gameplay or state == states.outro or state == states.intro then
drawCities()
drawWalls()
drawMissiles()