-
Notifications
You must be signed in to change notification settings - Fork 0
/
gameFunctions.lua
486 lines (444 loc) · 16.8 KB
/
gameFunctions.lua
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
local gameFunctions = {};
local widget = require("widget")
local composer = require("composer")
function gameVarInit()
--Groups
backGroup = nil
itemGroup = nil
playerGroup = nil
uiGroup = nil
--dimens
centerX = display.contentCenterX
centerY = display.contentCenterY
displayW = display.contentWidth
displayH = display.contentHeight
mapMarginY = centerY + 35
playerMarginY = displayH - 80
shieldMMarginY = nil
shieldMHitbox = {8, -8, 0, 0, -8, -8}
shieldLHitbox = {-8, 8, 0, 0, -8, -8}
shieldRHitbox = {0, 0, 6, 6, 6, -6, 0, 0}
playerHitbox = {-16, 16, 16, 16, 16, -16, -16, -16}
arrowHitbox = {-15, 6, 10, 3, 10, -3, -15, -6}
--player, shield and arrows - object vars
playerObj = nil
shieldM = nil
shieldL = nil
shieldR = nil
arrowTable = {}
--maps object vars
map = nil
mapClosed = nil
mapOpened = nil
doors = nil
--ui vars
hudScore = nil
rRect = nil
lRect = nil
mRect = nil
triangle = nil
triangler = nil
trianglel = nil
levelTimeMultiplier = 12
levelStarterTime = 1000 -- to 700
levelStarterVelocity = 50 -- to 75
gameLoopTimer = nil
--music
bgmTrack = nil
currentMusic = nil
--sfx
shieldClang = audio.loadSound( "Effects/shield.wav" )
deathSound = audio.loadSound( "Effects/death.wav" )
--game specific vars
dead = false
onAnim = true
score = 0
isPaused = false
local sM = nil
local sL = nil
local sR = nil
end
--controls
function keyListener (event)
--player will only move if is not on animation and its not dead
if (onAnim == false and dead == false) then
if (event.keyName == "right") then
--right
frameChanger(0, 0, 1)
elseif (event.keyName == "left") then
--left
frameChanger(0, 1, 0)
elseif (event.keyName == "up") then
--up
frameChanger(1, 0, 0)
end
end
end
--function to create the "enemies"
function CreateArrows()
gameLoopTimer._delay = (1 / math.sqrt((score / 10) + 1)) * (levelStarterTime * 2)
newArrow = display.newImage(itemGroup, "Sprites/arrow.png")
newArrow:scale(0.75, 0.75)
table.insert(arrowTable, newArrow)
physics.addBody(newArrow, "kinematic", {shape = arrowHitbox})
newArrow.isBullet = true
--randomizing where does the arrow come from (top, right, left)
local whereFrom = math.random(3)
local vel = (math.log(score + 2) / math.log(10)) * 15
--setting the top arrow
if (whereFrom == 1) then
newArrow.myName = "arrowM"
newArrow.x = centerX
newArrow.y = centerY - 125
newArrow.rotation = 90
newArrow:setLinearVelocity(0, vel * 10)
--setting the left arrow
elseif (whereFrom == 2) then
newArrow.myName = "arrowL"
newArrow.x = centerX - 220
newArrow.y = playerMarginY
newArrow:setLinearVelocity(vel * 10, 0)
--setting the right arrow
else
newArrow.myName = "arrowR"
newArrow.x = centerX + 220
newArrow.y = playerMarginY
newArrow.rotation = 180
newArrow:setLinearVelocity(-vel * 10, 0)
end
end
--setting the time for the loop
local function StartLoop()
gameLoopTimer = timer.performWithDelay(levelStarterTime, function() gameLoop() end, -1)
end
--start function, for changing the map and starting the game it self
function Start()
mapOpened.alpha = 0
transition.to(mapOpened, {time = 400, alpha = 0})
transition.to(shieldM, {time = 200, alpha = 1})
transition.to(mapClosed, {time = 400, alpha = 1})
transition.to(doors, {time = 400, alpha = 1})
timer.performWithDelay(400, function() StartLoop() end, 1)
onAnim = false
playerObj:pause()
playerObj:setSequence("all")
end
--player animation entering the room
function InitialAnimation()
onAnim = true
-- hudScore.text = "Progress: 0%"
playerObj.x = centerX
playerObj.y = displayH + playerObj.contentHeight
playerObj.alpha = 1
local backgroundMusic = audio.loadStream(currentMusic)
audio.setVolume(0, {channel = 1})
audio.stop(1)
bgmTrack = audio.play(backgroundMusic, {channel = 1, loops = -1})
--making player enter the room
transition.to(playerObj, {time = 2000, y = playerMarginY})
timer.performWithDelay(2000, function() Start() end, 1)
--fading-in the audio
if(system.getPreference("app", "music", "boolean") ~= nil) then
if(system.getPreference("app", "music", "boolean")) then
audio.fade({channel = 1, time = 2000, volume = 1})
else
audio.setVolume(0, {channel = 1})
end
end
if(system.getPreference("app", "music", "boolean") ~= nil) then
if(system.getPreference("app", "music", "boolean")) then
audio.fade({channel = 1, time = 2000, volume = 1})
else
audio.setVolume(0, {channel = 1})
end
end
physics.start()
playerObj:setSequence("walking")
playerObj:play()
end
function stopArrows()
for i = #arrowTable, 1, -1 do
arrowTable[i]:setLinearVelocity(0, 0)
end
end
function frameChanger (p1, p2, p3)
--trasparency of the player and the shield
--print(p1 .. p2 .. p3)
if(p1 == 1)then
playerObj:setFrame(1)
elseif(p2 == 1)then
playerObj:setFrame(5)
elseif(p3 == 1)then
playerObj:setFrame(6)
else
playerObj:setFrame(4)
stopArrows()
end
shieldM.alpha = p1
shieldL.alpha = p2
shieldR.alpha = p3
end
function swipeListener (event)
--player will only move if is not on animation and its not dead
if (onAnim == false and dead == false) then
--when the user lift the finger after the swipe
if (event.phase == "ended") then
if (event.xStart < event.x and (event.x - event.xStart) > (event.yStart - event.y)) then
--left > right
frameChanger(0, 0, 1)
elseif (event.xStart > event.x and (event.xStart - event.x) > (event.yStart - event.y)) then
--right > left
frameChanger(0, 1, 0)
else
if(event.yStart - event.y > 0) then
--up
frameChanger(1, 0, 0)
end
end
end
end
end
function tapListener (event)
--player will only move if is not on animation and its not dead
if (onAnim == false and dead == false) then
if (event.target.id == 1) then
--right
frameChanger(0, 0, 1)
elseif (event.target.id == 2) then
--left
frameChanger(0, 1, 0)
else
--up
frameChanger(1, 0, 0)
end
end
end
function moveShield(objA, objS)
if (objA.myName == "arrowM") then
--move shield down
playerObj:setFrame(2)
transition.to(objS, {time = 100, y = playerMarginY - 18, onComplete = function() transition.to(objS, {y = playerMarginY - 20}) playerObj:setFrame(1) end})
elseif (objA.myName == "arrowL") then
--move left shield
playerObj:setFrame(7)
transition.to(objS, {time = 100, x = centerX - 20, onComplete = function() transition.to(objS, {x = centerX - 22}) playerObj:setFrame(5) end})
else
--move right shield
--shieldR.x = centerX + 25
playerObj:setFrame(8)
transition.to(objS, {time = 100, x = centerX + 23, onComplete = function() transition.to(objS, {x = centerX + 25}) playerObj:setFrame(6) end})
end
end
function onCollision(event)
if (event.phase == "began") then
local obj1 = event.object1
local obj2 = event.object2
--these arrow-shields ifs test if the shield protected the player from the arrow
--todo, change names to something simpler
if ((obj1.myName == "arrowM" or obj1.myName == "arrowL" or obj1.myName == "arrowR") and obj2.myName == "shield" and obj2.alpha == 1) then
moveShield(obj1, obj2)
audio.play(shieldClang, {channel = 2})
display.remove(obj1)
score = score + 1
if(composer.getSceneName("current") == "game") then
hudScore.text = "Progress: " .. math.round(((score / toNextLevelScore) * 100) * 10) * .1 .. "%"
else
hudScore.text = "score: " .. score
end
for i = #arrowTable, 1, -1 do
if (arrowTable[i] == obj1) then
table.remove(arrowTable, i)
break
end
end
elseif (obj1.myName == "shield" and (obj2.myName == "arrowM" or obj2.myName == "arrowL" or obj2.myName == "arrowR") and obj1.alpha == 1) then
moveShield(obj2, obj1)
audio.play(shieldClang, {channel = 2})
display.remove(obj2)
score = score + 1
if(composer.getSceneName("current") == "game") then
hudScore.text = "Progress: " .. math.round(((score / toNextLevelScore) * 100) * 10) * .1 .. "%"
else
hudScore.text = "score: " .. score
end
for i = #arrowTable, 1, -1 do
if (arrowTable[i] == obj2) then
table.remove(arrowTable, i)
break
end
end
--and these arrow-player tell the game that an arrow has killed the player
elseif ((obj1.myName == "arrowM" or obj1.myName == "arrowL" or obj1.myName == "arrowR") and obj2.myName == "player" and dead == false) then
frameChanger(0, 0, 0)
dead = true
audio.play(deathSound, {channel = 2})
endGame()
elseif (obj1.myName == "player" and (obj2.myName == "arrowM" or obj2.myName == "arrowL" or obj2.myName == "arrowR") and dead == false) then
frameChanger(0, 0, 0)
dead = true
audio.play(deathSound, {channel = 2})
endGame()
end
end
end
function pauseGame(event)
if event.phase == "began" then
if (onAnim == false and dead == false and gameLoopTimer ~= nil) then
pauseButton:removeEventListener("tap", pauseGame)
if isPaused == false then
Runtime:removeEventListener("collision", onCollision)
Runtime:removeEventListener("touch", swipeListener)
rRect:removeEventListener("tap", tapListener)
lRect:removeEventListener("tap", tapListener)
mRect:removeEventListener("tap", tapListener)
physics.pause()
timer.pause(gameLoopTimer)
audio.setVolume(0, {channel = 1})
composer.showOverlay("pause", {isModal = false})
isPaused = true
elseif isPaused == true then
composer.hideOverlay(0)
physics.start()
Runtime:addEventListener("collision", onCollision)
timer.resume(gameLoopTimer)
isPaused = false
commitPauseSettings()
end
pauseButton:addEventListener("tap", pauseGame)
end
end
end
--todo: implement audio
function commitPauseSettings()
--test if player set sound to on or off and commits it
if (system.getPreference("app", "sound", "boolean") ~= nil) then
if(system.getPreference("app", "sound", "boolean")) then
audio.setVolume(1, {channel=2})
else
audio.setVolume(0, {channel=2})
end
end
--test if player set music to on or off and commits it
if(system.getPreference("app", "music", "boolean") ~= nil) then
if(system.getPreference("app", "music", "boolean")) then
audio.setVolume(.5, {channel = 1})
else
audio.setVolume(0, {channel = 1})
end
end
--test if player set to use swipe or arrowkeys and makes the right visual effects and listeninig
if(system.getPreference("app", "swipe", "boolean") ~= nil) then
if(system.getPreference("app", "swipe", "boolean"))then
triangle.alpha = 0.5
mRect.alpha = 0.1
trianglel.alpha = 0.5
lRect.alpha = 0.1
triangler.alpha = 0.5
rRect.alpha = 0.1
rRect:addEventListener("tap", tapListener)
lRect:addEventListener("tap", tapListener)
mRect:addEventListener("tap", tapListener)
Runtime:removeEventListener("touch", swipeListener)
else
triangle.alpha = 0
mRect.alpha = 0
trianglel.alpha = 0
lRect.alpha = 0
triangler.alpha = 0
rRect.alpha = 0
rRect:removeEventListener("tap", tapListener)
lRect:removeEventListener("tap", tapListener)
mRect:removeEventListener("tap", tapListener)
Runtime:addEventListener("touch", swipeListener)
end
end
end
function createUI()
--rectangle in the top
topRect = display.newRect(uiGroup, centerX, 0, displayW, 0)
paint = {0.62, 0.62, 0.62}
topRect.alpha = 0.65
topRect.fill = paint
--Score hud element
hudScore = display.newText(uiGroup, "score: " .. score, 0, 0, "Kenney Pixel.ttf", 32)
hudScore.x = hudScore.contentWidth
hudScore.y = hudScore.contentHeight
hudScore:setFillColor(0, 0, 0)
--setting the rectangle the correct size
topRect.height = hudScore.contentHeight * 2
topRect.y = topRect.contentHeight / 2
----CONTROLS---------------------
--setting the touch controlls
rRect = display.newRect(uiGroup, centerX + 80, centerY, 50, 50)
lRect = display.newRect(uiGroup, centerX - 80, centerY, 50, 50)
mRect = display.newRect(uiGroup, centerX, centerY, 50, 50)
paddingRect = mRect.contentWidth
rRect.x = displayW - rRect.contentWidth / 2 - paddingRect
rRect.y = displayH - rRect.contentHeight
rRect.alpha = 0.1
lRect.x = displayW - lRect.contentWidth * 2.5 - paddingRect
lRect.y = displayH - lRect.contentHeight
lRect.alpha = 0.1
mRect.x = displayW - mRect.contentWidth * 1.5 - paddingRect
mRect.y = displayH - mRect.contentHeight * 2
mRect.alpha = 0.1
rRect.id = 1
lRect.id = 2
mRect.id = 0
triangle = display.newImage(uiGroup, "./Sprites/upArrow.png", mRect.x, mRect.y)
triangle:scale(0.5, 0.5)
triangle.alpha = 0.5
triangler = display.newImage(uiGroup, "./Sprites/rightArrow.png", rRect.x, rRect.y)
triangler:scale(0.5, 0.5)
triangler.alpha = 0.5
trianglel = display.newImage(uiGroup, "./Sprites/leftArrow.png", lRect.x, lRect.y)
trianglel:scale(0.5, 0.5)
trianglel.alpha = 0.5
--pause button
-- pauseButton = widget.newButton(
-- {
-- x = display.contentWidth-25,
-- y = 25,
-- width = 50,
-- height = 50,
-- defaultFile = "Sprites/button.png",
-- overFile = "Sprites/button_pressed.png",
-- label = "P",
-- font = "Kenney Pixel.ttf",
-- fontSize = 35,
-- labelColor = { default = {0.49, 0.43, 0.27}, over = {0.63, 0.55, 0.36}},
-- labelYOffset = -4,
-- onEvent = pauseGame
-- }
-- )
pauseButton = widget.newButton(
{
x = display.contentWidth - 25,
y = 25,
width = 40,
height = 40,
defaultFile = "Sprites/pauseButton.png",
onEvent = pauseGame
})
pauseButton:setFillColor(0.63, 0.55, 0.36)
uiGroup:insert(pauseButton)
--adding the event listeners for all the controlls
rRect:addEventListener("tap", tapListener)
lRect:addEventListener("tap", tapListener)
mRect:addEventListener("tap", tapListener)
Runtime:addEventListener("touch", swipeListener)
pauseButton:addEventListener("tap", pauseGame)
--everytime it builds the scene it test the user pause-menu-settings
commitPauseSettings()
end
--declaring functions publicly
gameFunctions.frameChanger = frameChanger
gameFunctions.swipeListener = swipeListener
gameFunctions.tapListener = tapListener
gameFunctions.onCollision = onCollision
gameFunctions.gameVarInit = gameVarInit
gameFunctions.keyListener = keyListener
gameFunctions.CreateArrows = CreateArrows
gameFunctions.InitialAnimation = InitialAnimation
gameFunctions.Start = Start
return gameFunctions