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main.lua
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Class = require 'lib/class'
push = require 'lib/push'
Timer = require 'lib/knife.timer'
require 'Player'
require 'Projectile'
require 'Enemy'
WINDOW_WIDTH = 1280
WINDOW_HEIGHT = 720
VIRTUAL_WIDTH = 256
VIRTUAL_HEIGHT = 144
PROJECTILE_INTERVAL = 2
PROJECTILE_WIDTH = 48
playerYOffset = 20
playerSize = 96
playerX = WINDOW_WIDTH/2 - playerSize/2
playerY = WINDOW_HEIGHT - playerSize - playerYOffset
gTextures = {
['Background1'] = love.graphics.newImage('Graphics/Background.jpg'),
['Background2'] = love.graphics.newImage('Graphics/Background2.jpg'),
['playerArt'] = love.graphics.newImage('Graphics/Player.png'),
['ProjectileArt'] = love.graphics.newImage('Graphics/bullet.png'),
['Enemy1'] = love.graphics.newImage('Graphics/Enemy1.png'),
['Enemy2'] = love.graphics.newImage('Graphics/Enemy2.png'),
['Enemy3'] = love.graphics.newImage('Graphics/Enemy3.png'),
['Enemy4'] = love.graphics.newImage('Graphics/Enemy4.png'),
['Enemy5'] = love.graphics.newImage('Graphics/Enemy5.png'),
['Enemy6'] = love.graphics.newImage('Graphics/Enemy6.png'),
['Enemy7'] = love.graphics.newImage('Graphics/Enemy7.png')
}
function love.load()
player1 = Player(playerX , playerY , playerSize)
math.randomseed(os.time())
projectiles = {}
enemies = generateEnemies()
push:setupScreen(VIRTUAL_WIDTH , VIRTUAL_HEIGHT , WINDOW_WIDTH , WINDOW_HEIGHT , {
vsync = true,
resizable = false,
fullscreen = false
})
love.keyboard.keysPressed = {}
end
function love.resize(w,h)
push:resize(w,h)
end
function love.keypressed(key)
if key == 'escape' then
love.event.quit()
elseif key == 'space' then
table.insert(projectiles , Projectile( player1.x + player1.width/2 - PROJECTILE_WIDTH/2 , player1.y - 20 ))
end
love.keyboard.keysPressed[key] = true
end
function love.keyboard.wasPressed(key)
return love.keyboard.keysPressed[key]
end
function love.update(dt)
if love.keyboard.isDown('left') then
player1.dx = -400
elseif love.keyboard.isDown('right') then
player1.dx = 400
else
player1.dx = 0
end
player1:update(dt)
for i = 1 , #projectiles do
projectiles[i]:update(dt)
end
love.keyboard.keysPressed = {}
end
function love.draw()
love.graphics.draw(gTextures['Background2'], 0, 0, 0, WINDOW_WIDTH/gTextures['Background2']:getWidth(),
WINDOW_HEIGHT/gTextures['Background2']:getHeight())
player1:render()
for i = 1 , #projectiles do
projectiles[i]:render()
end
for i = 1 , #enemies do
enemies[i]:render()
end
--love.graphics.rectangle('line', player1.x, player1.y, player1.width, player1.height) //for debugging
end
function generateEnemies()
local enemy_type = math.random(2, 4)
local size = gTextures['Enemy' .. tostring(enemy_type)]:getWidth()
local num_rows = math.random(2,3)
local start_x = 10
local start_y = 10
local enemies = {}
local yOffset = 60
local xOffset = 20
local drawX = 0
local drawY = 0
local num_cols = math.floor(WINDOW_WIDTH/(size + xOffset))
for y = 1 , num_rows do
for x = 1 , num_cols do
drawX = (x-1) * size + (x-1) * xOffset
drawY = (y-1) * size + (y-1) * yOffset
table.insert(enemies , Enemy(drawX, drawY , enemy_type))
end
end
return enemies
end