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