and now, for something completely different
This commit is contained in:
parent
ebc0d903e1
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81
src/EnemySpawns.lua
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81
src/EnemySpawns.lua
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@ -0,0 +1,81 @@
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--[[
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straight left (varrying speeds!)
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following sin circle while moving left
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(sin(time) * radius + time * some constant to keep moving left at certain speed)
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groupings? rapid uniform group (2 or 3 or 6 or something)
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rapid random assortment
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slow predictable top and bottom
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]]
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local lg = love.graphics
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local defaultSpeed = 960/3
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local function Enemy(x, y, w, h, color, update)
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self = {}
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self.w = w or 10
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self.h = h or 10
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self.x = x or lg.getWidth() + self.w
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self.y = y or lg.getHeight() / 2
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self.color = color or {255, 0, 0}
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self.update = update or function(self, dt)
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self.x = self.x - defaultSpeed * dt
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end
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return self
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end
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local function EnemyGroup(enemiesTable, enemyType, movementType, placement, amount)
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if not enemiesTable then
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enemiesTable = {}
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end
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if not amount or amount == "random" then
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if placement == "random" then
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amount = math.random(1, 3)
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elseif placement == "chain" then
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amount = math.random(1, 9)
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end
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end
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for i=1,amount do
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local x = false
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local y = false
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local w = false
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local h = false
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local color = false
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local update = false
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--[[
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if enemyType == "something" then
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-- do something
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end
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--]]
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if movementType == "randomSpeed" then
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local speed = math.random(defaultSpeed / 2, defaultSpeed * 2)
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update = function(self, dt)
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self.x = self.x - speed * dt
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end
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end
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if placement == "random" then
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x = math.random(lg.getWidth() + 5, lg.getWidth() + 5 * 10)
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y = math.random(5, lg.getHeight() - 5)
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end
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--table.insert stuff
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table.insert(enemiesTable, Enemy(x, y, w, h, color, update))
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end
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--[[
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EnemyGroup creates groups, based on a movement type (straight movement, sin movement, others),
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a placement (duo top/bottom, center, random),
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a number (random, specified) <- how many to spawn,
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a enemy type (right now just one type)
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]]
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return enemiesTable
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end
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return {
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CreateEnemy = Enemy,
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CreateEnemyGroup = EnemyGroup
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}
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327
src/lib/inspect.lua
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327
src/lib/inspect.lua
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@ -0,0 +1,327 @@
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local inspect ={
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_VERSION = 'inspect.lua 3.0.0',
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_URL = 'http://github.com/kikito/inspect.lua',
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_DESCRIPTION = 'human-readable representations of tables',
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_LICENSE = [[
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MIT LICENSE
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Copyright (c) 2013 Enrique García Cota
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the
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"Software"), to deal in the Software without restriction, including
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without limitation the rights to use, copy, modify, merge, publish,
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distribute, sublicense, and/or sell copies of the Software, and to
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permit persons to whom the Software is furnished to do so, subject to
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the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
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CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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]]
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}
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inspect.KEY = setmetatable({}, {__tostring = function() return 'inspect.KEY' end})
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inspect.METATABLE = setmetatable({}, {__tostring = function() return 'inspect.METATABLE' end})
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-- Apostrophizes the string if it has quotes, but not aphostrophes
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-- Otherwise, it returns a regular quoted string
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local function smartQuote(str)
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if str:match('"') and not str:match("'") then
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return "'" .. str .. "'"
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end
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return '"' .. str:gsub('"', '\\"') .. '"'
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end
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local controlCharsTranslation = {
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["\a"] = "\\a", ["\b"] = "\\b", ["\f"] = "\\f", ["\n"] = "\\n",
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["\r"] = "\\r", ["\t"] = "\\t", ["\v"] = "\\v"
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}
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local function escape(str)
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local result = str:gsub("\\", "\\\\"):gsub("(%c)", controlCharsTranslation)
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return result
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end
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local function isIdentifier(str)
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return type(str) == 'string' and str:match( "^[_%a][_%a%d]*$" )
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end
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local function isSequenceKey(k, length)
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return type(k) == 'number'
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and 1 <= k
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and k <= length
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and math.floor(k) == k
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end
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local defaultTypeOrders = {
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['number'] = 1, ['boolean'] = 2, ['string'] = 3, ['table'] = 4,
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['function'] = 5, ['userdata'] = 6, ['thread'] = 7
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}
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local function sortKeys(a, b)
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local ta, tb = type(a), type(b)
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-- strings and numbers are sorted numerically/alphabetically
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if ta == tb and (ta == 'string' or ta == 'number') then return a < b end
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local dta, dtb = defaultTypeOrders[ta], defaultTypeOrders[tb]
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-- Two default types are compared according to the defaultTypeOrders table
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if dta and dtb then return defaultTypeOrders[ta] < defaultTypeOrders[tb]
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elseif dta then return true -- default types before custom ones
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elseif dtb then return false -- custom types after default ones
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end
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-- custom types are sorted out alphabetically
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return ta < tb
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end
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local function getNonSequentialKeys(t)
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local keys, length = {}, #t
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for k,_ in pairs(t) do
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if not isSequenceKey(k, length) then table.insert(keys, k) end
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end
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table.sort(keys, sortKeys)
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return keys
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end
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local function getToStringResultSafely(t, mt)
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local __tostring = type(mt) == 'table' and rawget(mt, '__tostring')
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local str, ok
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if type(__tostring) == 'function' then
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ok, str = pcall(__tostring, t)
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str = ok and str or 'error: ' .. tostring(str)
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end
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if type(str) == 'string' and #str > 0 then return str end
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end
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local maxIdsMetaTable = {
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__index = function(self, typeName)
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rawset(self, typeName, 0)
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return 0
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end
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}
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local idsMetaTable = {
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__index = function (self, typeName)
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local col = setmetatable({}, {__mode = "kv"})
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rawset(self, typeName, col)
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return col
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end
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}
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local function countTableAppearances(t, tableAppearances)
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tableAppearances = tableAppearances or setmetatable({}, {__mode = "k"})
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if type(t) == 'table' then
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if not tableAppearances[t] then
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tableAppearances[t] = 1
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for k,v in pairs(t) do
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countTableAppearances(k, tableAppearances)
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countTableAppearances(v, tableAppearances)
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end
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countTableAppearances(getmetatable(t), tableAppearances)
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else
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tableAppearances[t] = tableAppearances[t] + 1
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end
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end
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return tableAppearances
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end
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local copySequence = function(s)
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local copy, len = {}, #s
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for i=1, len do copy[i] = s[i] end
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return copy, len
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end
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local function makePath(path, ...)
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local keys = {...}
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local newPath, len = copySequence(path)
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for i=1, #keys do
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newPath[len + i] = keys[i]
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end
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return newPath
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end
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local function processRecursive(process, item, path)
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if item == nil then return nil end
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local processed = process(item, path)
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if type(processed) == 'table' then
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local processedCopy = {}
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local processedKey
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for k,v in pairs(processed) do
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processedKey = processRecursive(process, k, makePath(path, k, inspect.KEY))
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if processedKey ~= nil then
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processedCopy[processedKey] = processRecursive(process, v, makePath(path, processedKey))
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end
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end
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local mt = processRecursive(process, getmetatable(processed), makePath(path, inspect.METATABLE))
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setmetatable(processedCopy, mt)
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processed = processedCopy
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end
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return processed
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end
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-------------------------------------------------------------------
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local Inspector = {}
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local Inspector_mt = {__index = Inspector}
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function Inspector:puts(...)
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local args = {...}
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local buffer = self.buffer
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local len = #buffer
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for i=1, #args do
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len = len + 1
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buffer[len] = tostring(args[i])
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end
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end
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function Inspector:down(f)
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self.level = self.level + 1
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f()
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self.level = self.level - 1
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end
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function Inspector:tabify()
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self:puts(self.newline, string.rep(self.indent, self.level))
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end
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function Inspector:alreadyVisited(v)
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return self.ids[type(v)][v] ~= nil
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end
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function Inspector:getId(v)
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local tv = type(v)
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local id = self.ids[tv][v]
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if not id then
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id = self.maxIds[tv] + 1
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self.maxIds[tv] = id
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self.ids[tv][v] = id
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end
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return id
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end
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function Inspector:putKey(k)
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if isIdentifier(k) then return self:puts(k) end
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self:puts("[")
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self:putValue(k)
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self:puts("]")
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end
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function Inspector:putTable(t)
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if t == inspect.KEY or t == inspect.METATABLE then
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self:puts(tostring(t))
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elseif self:alreadyVisited(t) then
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self:puts('<table ', self:getId(t), '>')
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elseif self.level >= self.depth then
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self:puts('{...}')
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else
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if self.tableAppearances[t] > 1 then self:puts('<', self:getId(t), '>') end
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local nonSequentialKeys = getNonSequentialKeys(t)
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local length = #t
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local mt = getmetatable(t)
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local toStringResult = getToStringResultSafely(t, mt)
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self:puts('{')
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self:down(function()
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if toStringResult then
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self:puts(' -- ', escape(toStringResult))
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if length >= 1 then self:tabify() end
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end
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local count = 0
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for i=1, length do
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if count > 0 then self:puts(',') end
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self:puts(' ')
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self:putValue(t[i])
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count = count + 1
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end
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for _,k in ipairs(nonSequentialKeys) do
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if count > 0 then self:puts(',') end
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self:tabify()
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self:putKey(k)
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self:puts(' = ')
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self:putValue(t[k])
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count = count + 1
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end
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if mt then
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if count > 0 then self:puts(',') end
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self:tabify()
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self:puts('<metatable> = ')
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self:putValue(mt)
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end
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end)
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if #nonSequentialKeys > 0 or mt then -- result is multi-lined. Justify closing }
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self:tabify()
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elseif length > 0 then -- array tables have one extra space before closing }
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self:puts(' ')
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end
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self:puts('}')
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end
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end
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function Inspector:putValue(v)
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local tv = type(v)
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if tv == 'string' then
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self:puts(smartQuote(escape(v)))
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elseif tv == 'number' or tv == 'boolean' or tv == 'nil' then
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self:puts(tostring(v))
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elseif tv == 'table' then
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self:putTable(v)
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else
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self:puts('<',tv,' ',self:getId(v),'>')
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end
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end
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-------------------------------------------------------------------
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function inspect.inspect(root, options)
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options = options or {}
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local depth = options.depth or math.huge
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local newline = options.newline or '\n'
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local indent = options.indent or ' '
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local process = options.process
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if process then
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root = processRecursive(process, root, {})
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end
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local inspector = setmetatable({
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depth = depth,
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buffer = {},
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level = 0,
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ids = setmetatable({}, idsMetaTable),
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maxIds = setmetatable({}, maxIdsMetaTable),
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newline = newline,
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indent = indent,
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tableAppearances = countTableAppearances(root)
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}, Inspector_mt)
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inspector:putValue(root)
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return table.concat(inspector.buffer)
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end
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setmetatable(inspect, { __call = function(_, ...) return inspect.inspect(...) end })
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return inspect
|
154
src/main.lua
154
src/main.lua
@ -1,72 +1,146 @@
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math.randomseed(os.time())
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local cron = require "lib.cron"
|
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local lg = love.graphics
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local lk = love.keyboard
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local function Enemy(enemyType)
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local cron = require "lib.cron"
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local inspect = require "lib.inspect"
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|
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local Spawn = require "EnemySpawns"
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local enemies = {}
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Spawn.CreateEnemyGroup(enemies, false, "randomSpeed", "random", "random")
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local whaaaa = cron.every(1, function() Spawn.CreateEnemyGroup(enemies, false, "randomSpeed", "random", "random") end)
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local function outOfBounds(e)
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-- I decided to only check if gone far enough left, regardless of entry / exit,
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-- everything once it reaches the far left is dead
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--if e.x < e.w / 2 or e.y < e.h / 2 or e.y > lg.getHeight() + e.h / 2 then
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if e.x < e.w / 2 then
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return true
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end
|
||||
end
|
||||
|
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local player = {
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x = 10,
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y = lg.getHeight() / 2,
|
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v = {
|
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x = 0,
|
||||
y = 0
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},
|
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w = 10,
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h = 10,
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color = {0, 255, 0},
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speed = 540/3
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}
|
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|
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local bullets = {}
|
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|
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local function Bullet(x, y, w, h, speed, color)
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self = {}
|
||||
self.x = lg.getWidth() + 10
|
||||
if enemyType == 'top' then
|
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self.y = lg.getHeight() * 1/5
|
||||
elseif enemyType == 'bottom' then
|
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self.y = lg.getHeight() * 4/5
|
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elseif enemyType == 'random' then
|
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self.y = math.random(10, lg.getHeight() - 10)
|
||||
end
|
||||
self.w = 20
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||||
self.h = 20
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self.color = {255, 0, 0}
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|
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self.x = x or 0
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||||
self.y = y or lg.getHeight() / 2
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|
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self.w = w or 13
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self.h = h or 3
|
||||
|
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if not speed then speed = player.speed * 2 end
|
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--self.speed = speed or player.speed
|
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self.update = function(self, dt)
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self.x = self.x - 960/3 * dt
|
||||
self.x = self.x + speed * dt
|
||||
end
|
||||
|
||||
self.color = color or {0, 0, 255}
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
local enemies = {}
|
||||
|
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table.insert(enemies, Enemy('top'))
|
||||
table.insert(enemies, Enemy('bottom'))
|
||||
|
||||
local newEnemies = cron.every(1, function()
|
||||
table.insert(enemies, Enemy('top'))
|
||||
table.insert(enemies, Enemy('bottom'))
|
||||
end)
|
||||
|
||||
local randEnemies
|
||||
|
||||
local function randEneesfs()
|
||||
for i=0,math.random(2) do
|
||||
table.insert(enemies, Enemy('random'))
|
||||
local bulletFiring
|
||||
local function fireBullet()
|
||||
if lk.isDown(' ') then
|
||||
table.insert(bullets, Bullet(player.x, player.y, false, false, player.v.x + player.speed * 2))
|
||||
bulletFiring = cron.after(1/12, fireBullet)
|
||||
end
|
||||
randEnemies = cron.after(math.random(5, 22) / 2, randEneesfs)
|
||||
end
|
||||
|
||||
randEnemies = cron.after(3.2, randEneesfs)
|
||||
|
||||
function love.update(dt)
|
||||
newEnemies:update(dt)
|
||||
randEnemies:update(dt)
|
||||
whaaaa:update(dt)
|
||||
--[[ --this version would end up outside of bounds because #enemies was only calculated once
|
||||
for i=1,#enemies do
|
||||
if enemies[i].update then
|
||||
if enemies[i]:update(dt) then
|
||||
--enemies[i] = nil
|
||||
--table.remove(enemies, i)
|
||||
end
|
||||
enemies[i]:update(dt)
|
||||
if outOfBounds(enemies[i]) then
|
||||
table.remove(enemies, i)
|
||||
i = i - 1 --so we don't skip one!
|
||||
end
|
||||
end
|
||||
]]
|
||||
for i=#bullets,1,-1 do
|
||||
bullets[i]:update(dt)
|
||||
if bullets[i].x > lg.getWidth() + bullets[i].w / 2 then
|
||||
table.remove(bullets, i)
|
||||
i = i + 1
|
||||
end
|
||||
end
|
||||
for i=#enemies,1,-1 do
|
||||
enemies[i]:update(dt)
|
||||
if outOfBounds(enemies[i]) then
|
||||
table.remove(enemies, i)
|
||||
i = i + 1 --so we don't skip one!
|
||||
end
|
||||
end
|
||||
if lk.isDown('w') then
|
||||
player.v.y = player.v.y - player.speed * dt
|
||||
elseif lk.isDown('s') then
|
||||
player.v.y = player.v.y + player.speed * dt
|
||||
end
|
||||
if lk.isDown('a') then
|
||||
player.v.x = player.v.x - player.speed * dt
|
||||
elseif lk.isDown('d') then
|
||||
player.v.x = player.v.x + player.speed * dt
|
||||
end
|
||||
player.v.x = player.v.x * 0.9
|
||||
player.v.y = player.v.y * 0.9
|
||||
player.x = player.x + player.v.x
|
||||
player.y = player.y + player.v.y
|
||||
if player.x < player.w / 2 then
|
||||
player.x = player.w / 2
|
||||
player.v.x = 0
|
||||
elseif player.x > lg.getWidth() - player.w / 2 then
|
||||
player.x = lg.getWidth() - player.w / 2
|
||||
player.v.x = 0
|
||||
end
|
||||
if player.y < player.h / 2 then
|
||||
player.y = player.h / 2
|
||||
player.v.y = 0
|
||||
elseif player.y > lg.getHeight() - player.h / 2 then
|
||||
player.y = lg.getHeight() - player.h / 2
|
||||
player.v.y = 0
|
||||
end
|
||||
|
||||
if bulletFiring then bulletFiring:update(dt) end
|
||||
end
|
||||
|
||||
function love.draw()
|
||||
for i=1,#bullets do
|
||||
lg.setColor(bullets[i].color)
|
||||
lg.rectangle("fill", bullets[i].x - bullets[i].w / 2, bullets[i].y - bullets[i].h / 2, bullets[i].w, bullets[i].h)
|
||||
end
|
||||
for i=1,#enemies do
|
||||
lg.setColor(enemies[i].color)
|
||||
lg.rectangle("fill", enemies[i].x - enemies[i].w / 2, enemies[i].y - enemies[i].h / 2, enemies[i].w, enemies[i].h)
|
||||
end
|
||||
lg.setColor(player.color)
|
||||
lg.rectangle("fill", player.x - player.w / 2, player.y - player.h / 2, player.w, player.h)
|
||||
end
|
||||
|
||||
function love.keypressed(key, unicode)
|
||||
if key == 'escape' then
|
||||
love.event.quit()
|
||||
end
|
||||
|
||||
fireBullet()
|
||||
end
|
||||
|
72
src/oldmain.lua
Normal file
72
src/oldmain.lua
Normal file
@ -0,0 +1,72 @@
|
||||
math.randomseed(os.time())
|
||||
|
||||
local cron = require "lib.cron"
|
||||
|
||||
local lg = love.graphics
|
||||
|
||||
local function Enemy(enemyType)
|
||||
self = {}
|
||||
self.x = lg.getWidth() + 10
|
||||
if enemyType == 'top' then
|
||||
self.y = lg.getHeight() * 1/5
|
||||
elseif enemyType == 'bottom' then
|
||||
self.y = lg.getHeight() * 4/5
|
||||
elseif enemyType == 'random' then
|
||||
self.y = math.random(10, lg.getHeight() - 10)
|
||||
end
|
||||
self.w = 20
|
||||
self.h = 20
|
||||
self.color = {255, 0, 0}
|
||||
self.update = function(self, dt)
|
||||
self.x = self.x - 960/3 * dt
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
local enemies = {}
|
||||
|
||||
table.insert(enemies, Enemy('top'))
|
||||
table.insert(enemies, Enemy('bottom'))
|
||||
|
||||
local newEnemies = cron.every(1, function()
|
||||
table.insert(enemies, Enemy('top'))
|
||||
table.insert(enemies, Enemy('bottom'))
|
||||
end)
|
||||
|
||||
local randEnemies
|
||||
|
||||
local function randEneesfs()
|
||||
for i=0,math.random(2) do
|
||||
table.insert(enemies, Enemy('random'))
|
||||
end
|
||||
randEnemies = cron.after(math.random(5, 22) / 2, randEneesfs)
|
||||
end
|
||||
|
||||
randEnemies = cron.after(3.2, randEneesfs)
|
||||
|
||||
function love.update(dt)
|
||||
newEnemies:update(dt)
|
||||
randEnemies:update(dt)
|
||||
for i=1,#enemies do
|
||||
if enemies[i].update then
|
||||
if enemies[i]:update(dt) then
|
||||
--enemies[i] = nil
|
||||
--table.remove(enemies, i)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function love.draw()
|
||||
for i=1,#enemies do
|
||||
lg.setColor(enemies[i].color)
|
||||
lg.rectangle("fill", enemies[i].x - enemies[i].w / 2, enemies[i].y - enemies[i].h / 2, enemies[i].w, enemies[i].h)
|
||||
end
|
||||
end
|
||||
|
||||
function love.keypressed(key, unicode)
|
||||
if key == 'escape' then
|
||||
love.event.quit()
|
||||
end
|
||||
end
|
Loading…
Reference in New Issue
Block a user