mirror of
https://github.com/kikito/beholder.lua.git
synced 2024-12-16 00:34:21 +00:00
234 lines
5.0 KiB
Lua
Executable File
234 lines
5.0 KiB
Lua
Executable File
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beholder = require 'beholder'
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local directions = {
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up = {dx = 0, dy = -1},
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down = {dx = 0, dy = 1},
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left = {dx = -1, dy = 0},
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right = {dx = 1, dy = 0}
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}
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function startMoving(entity, direction)
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entity.want[direction] = true
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end
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function stopMoving(entity, direction)
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if not direction then
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entity.want = {}
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else
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entity.want[direction] = nil
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end
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end
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function pause(entity)
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entity.paused = true
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end
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function unpause(entity)
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entity.paused = false
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end
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function move(entity, dt)
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if not entity.paused then
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for dir,delta in pairs(directions) do
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if entity.want[dir] then
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entity.x = entity.x + delta.dx * entity.speed
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entity.y = entity.y + delta.dy * entity.speed
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end
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end
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end
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end
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function checkCollision(a,b)
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local ax1, ay1, ax2, ay2 = a.x, a.y, a.x+16, a.y+16
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local bx1, by1, bx2, by2 = b.x, b.y, b.x+16, b.y+16
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if ax1 < bx2 and ax2 > bx1 and ay1 < by2 and ay2 > by1 then
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beholder.trigger("COLLISION", a, b)
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beholder.trigger("COLLISION", b, a)
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end
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end
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function draw(entity)
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love.graphics.setColor(unpack(entity.color))
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love.graphics.rectangle("line", entity.x, entity.y, 16, 16)
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end
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function relativePosition(entity)
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local position = {}
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local dx = entity.target.x - entity.x
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local dy = entity.target.y - entity.y
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table.insert(position, dy > 0 and 'down' or dy < 0 and 'up')
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table.insert(position, dx > 0 and 'right' or dx < 0 and 'left')
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return position
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end
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function chooseDirection(entity)
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if entity.target then
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stopMoving(entity)
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for _,dir in ipairs(relativePosition(entity)) do
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startMoving(entity, dir)
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end
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end
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end
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function all(collection, f,...)
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for i=#collection,1,-1 do
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f(collection[i], ...)
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end
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end
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function allWithIndex(collection, f)
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for i=#collection,1,-1 do
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f(collection[i], i, collection)
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end
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end
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function removeIfDead(entity, id, collection)
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if entity.dead then table.remove(collection, id) end
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end
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function gameOver()
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print("braains")
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beholder.reset()
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love.event.push('q')
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end
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entities, zombies = {},{}
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function createPlayer()
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player = {
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x = 400,
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y = 300,
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want={},
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color = {200,200,50},
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speed = 2
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}
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setmetatable(player, {__tostring = function(t) return 'player' end})
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for dir,_ in pairs(directions) do
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beholder.observe("KEYPRESSED", dir, function() startMoving(player, dir) end)
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beholder.observe("KEYRELEASED", dir, function() stopMoving(player, dir) end)
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end
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beholder.observe("KEYPRESSED", " ", activateMine)
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beholder.observe("COLLISION", player, gameOver)
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table.insert(entities, player)
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end
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function createZombie()
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local zombie = {
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x = math.random(20,780),
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y = math.random(20,580),
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want = {},
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color = {50,150,50},
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speed = math.max(math.random()/2, 0.4),
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target = player
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}
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setmetatable(zombie, {__tostring = function(t) return 'zombie' end})
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table.insert(zombies, zombie)
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table.insert(entities, zombie)
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end
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function createMine()
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mine = {
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x = player.x,
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y = player.y,
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want = {},
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color = {100,100,200},
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speed = 0
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}
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setmetatable(mine, {__tostring = function(t) return 'mine' end})
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beholder.observe("COLLISION", mine, function(zombie)
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if not mine.exploded then
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mine.exploded = true
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mine.color = {50,50,50}
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zombie.dead = true
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beholder.trigger("KILLED", zombie)
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end
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end)
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table.insert(entities, mine)
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end
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function activateMine()
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if mine.exploded then
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mine.exploded = false
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mine.color = {100,100,200}
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mine.x,mine.y = player.x, player.y
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end
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end
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function love.update(dt)
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all(zombies,chooseDirection)
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all(entities,move)
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all(zombies,checkCollision,player)
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all(zombies,checkCollision,mine)
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allWithIndex(zombies, removeIfDead)
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allWithIndex(entities, removeIfDead)
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end
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function love.draw()
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all(entities,draw)
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love.graphics.setColor(255,255,255)
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love.graphics.print("Last pressed key: " .. lastPressedKey, 0, 580)
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end
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function love.keypressed(key)
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beholder.trigger("KEYPRESSED", key)
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end
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function love.keyreleased(key)
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beholder.trigger("KEYRELEASED", key)
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end
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function love.load()
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math.randomseed(os.time())
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local zombieCount = 20
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local killCount = 0
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createPlayer()
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createMine()
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for i=1,zombieCount do
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createZombie()
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end
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beholder.observe(print) -- print every event on the terminal
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-- prints the last pressed key on the screen
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lastPressedKey = "<none yet>"
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beholder.observe("KEYPRESSED", function(key)
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lastPressedKey = key
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end)
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-- binds escape to the gameOver function (quit game)
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beholder.observe("KEYPRESSED", "escape", gameOver)
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-- handle pause
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beholder.observe("KEYPRESSED", "pause", function()
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all(entities, pause)
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local id
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id = beholder.observe("KEYPRESSED", function()
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all(entities, unpause)
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beholder.stopObserving(id)
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end)
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end)
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-- victor is triggered if enough kills are done
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beholder.observe("KILLED", function()
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killCount = killCount + 1
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if killCount == zombieCount then
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print("You win!")
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beholder.reset()
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love.event.push('q')
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end
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end)
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end
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