local screen_width, screen_height = 960, 540 love.window.setMode(screen_width, screen_height) local game_time = os.time() love.math.setRandomSeed(game_time) game_time = 0 -- TEMP ? -- local core -- local generate_system -- generate_system = function(object) -- end -- core = generate_system() local star = { x = 0, y = 0, orbital_radius = 0, body_radius = 100^0.5, children = { { orbital_radius = 100, body_radius = 6^0.5, children = { { orbital_radius = 10, body_radius = 1.5^0.5, } } }, { orbital_radius = 50, body_radius = 3^0.5, }, { orbital_radius = 200, body_radius = 12^0.5, children = { { orbital_radius = 25, body_radius = 3^0.5, children = { { orbital_radius = 5, body_radius = 1^0.5, } } } } } } } local set_offsets set_offsets = function(object) object.rotation_offset = math.pi * 2 * love.math.random() if object.children then for i = 1, #object.children do set_offsets(object.children[i]) end end end set_offsets(star) -- max size star star = { x = 0, y = 0, orbital_radius = 0, body_radius = 100^0.5, rotation_offset = 0, children = { { orbital_radius = 950 / 2, body_radius = 10^0.5, rotation_offset = 0, }, { orbital_radius = 530 / 2, body_radius = 10^0.5, rotation_offset = math.pi / 2, }, { orbital_radius = 30 / 2, body_radius = 1^0.5, rotation_offset = 0, } } } -- min size star star = { x = 0, y = 0, orbital_radius = 0, body_radius = 10^0.5, rotation_offset = 0, children = { { orbital_radius = 950 / 2, body_radius = 2^0.5, rotation_offset = 0, }, { orbital_radius = 530 / 2, body_radius = 2^0.5, rotation_offset = math.pi / 2, }, { orbital_radius = 30 / 2, body_radius = 0.1^0.5, rotation_offset = 0, } } } local generate_bodies generate_bodies = function(parent) local object if parent then object = { rotation_offset = math.pi * 2 * love.math.random(), body_radius = love.math.random() * math.sqrt(parent.body_radius / 2) + parent.body_radius * 0.05, } object.orbital_radius = object.body_radius * 1.1 + parent.body_radius * 1.05 + love.math.random() * parent.body_radius^2.5 else object = { x = 0, y = 0, orbital_radius = 0, rotation_offset = 0, body_radius = math.sqrt(love.math.random() * 200 + 20), } end object.children = {} local potential_child_count = math.floor(object.body_radius) if love.math.random() > 0.5 then return object end if potential_child_count >= 1 then for i = 1, potential_child_count do local child_object = generate_bodies(object) if child_object then table.insert(object.children, child_object) end end end return object end star = generate_bodies() function love.update(dt) game_time = game_time + dt local update_object_position update_object_position = function(object, parent_x, parent_y, parent_mass) local temporary_speed_up = 1 local argument = game_time / object.orbital_radius^1.337 * temporary_speed_up * parent_mass + object.rotation_offset if (argument == math.huge) or (argument ~= argument) then argument = 0 end object.x, object.y = parent_x + object.orbital_radius * math.cos(argument), parent_y + object.orbital_radius * math.sin(argument) if object.children then for i = 1, #object.children do update_object_position(object.children[i], object.x, object.y, object.body_radius^2) end end end update_object_position(star, 0, 0, 0) end function love.draw() love.graphics.setColor(1, 1, 1, 1) love.graphics.translate(screen_width / 2, screen_height / 2) local draw_object draw_object = function(object, parent_x, parent_y) love.graphics.circle("fill", object.x, object.y, math.max(object.body_radius, 0.8)) love.graphics.circle("line", parent_x, parent_y, object.orbital_radius) -- orbital path if object.children then for i = 1, #object.children do draw_object(object.children[i], object.x, object.y) end end end draw_object(star, 0, 0) end function love.keypressed(key) if key == "escape" then love.event.quit() elseif key == "r" then star = generate_bodies() end end