changed level generation, fixed settings, score on game over page
This commit is contained in:
18
src/game.lua
18
src/game.lua
@@ -11,13 +11,12 @@ local game = {}
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local boxes = {}
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local score, totalScore = 0, 0
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local level, time, startingTime = 0, 0, 0
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local previousState
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local previousState, gameSettings
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--these are defined on each entry to this gamestate
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local screenWidth, screenHeight --defines where things are rendered
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local boxColumns, boxRows --defines how many boxes
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--these are loaded from values passed on entry to this gamestate
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--TODO ACTUALLY HAVE THESE LOAD INSTEAD OF DEFINE HERE
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local boxSize, colorStep, timeLimit = 20, 80, 10--60
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local boxSize, colorStep, timeLimit = 20, 80, 60 --default values just in case
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local function nextLevel()
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totalScore = totalScore + score
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@@ -36,7 +35,7 @@ local function nextLevel()
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end
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-- assign a random set of boxes random colors
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for i=1,math.floor(level * 1.5 + 2) do
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for i=1,math.floor(math.pow(level, 1.07) * 1.03 + 2) do --(level * 1.5 + 2)
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local x, y = love.math.random(0, #boxes), love.math.random(0, #boxes[1])
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boxes[x][y] = {love.math.random(0, 255), love.math.random(0, 255), love.math.random(0, 255)}
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boxes[x][y][1] = boxes[x][y][1] - boxes[x][y][1] % colorStep --is this right?
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@@ -64,10 +63,12 @@ function game:enter(previous, settings)
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screenHeight = love.graphics.getHeight()
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boxColumns = math.floor(screenWidth / boxSize) - 1
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boxRows = math.floor(screenHeight / boxSize) - 5
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-- save the settings for later use
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gameSettings = settings or gameSettings
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-- set how to play the game based on settings
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boxSize = settings.boxSize
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colorStep = settings.colorStep
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timeLimit = settings.timeLimit
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boxSize = gameSettings.boxSize
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colorStep = gameSettings.colorStep
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timeLimit = gameSettings.timeLimit
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-- set the font we're going to use
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love.graphics.setNewFont(28)
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-- this is nextLevel shit
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@@ -108,7 +109,7 @@ function game:update(dt)
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time = time - dt
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if time <= 0 then
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-- TODO we need to pass an image of the screen and data about time of losing
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Gamestate.push(lost, love.graphics.newScreenshot())
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Gamestate.push(lost, love.graphics.newScreenshot(), totalScore + score)
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-- call leave to clean up the gamestate
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game:leave()
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end
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@@ -185,6 +186,7 @@ function game:leave()
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score = 0
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totalScore = 0
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time = 0
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startingTime = 0
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end
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function game:keypressed(key, unicode)
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13
src/lost.lua
13
src/lost.lua
@@ -1,11 +1,11 @@
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local lost = {}
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local previousState, screenshot
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local previousState, screenshot, score
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function lost:enter(previous, screenImageData)
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function lost:enter(previous, screenImageData, totalScore)
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previousState = previous
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screenshot = love.graphics.newImage(screenImageData)
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love.graphics.setNewFont(40)
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score = totalScore
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end
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function lost:draw()
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@@ -16,8 +16,13 @@ function lost:draw()
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love.graphics.setColor(0, 0, 0, 200)
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love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight())
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-- print info
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love.graphics.setNewFont(40)
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love.graphics.setColor(255, 255, 255)
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love.graphics.printf("Game Over", 0, love.graphics.getHeight() / 2, love.graphics.getWidth(), "center")
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love.graphics.printf("Game Over", 0, love.graphics.getHeight() / 4 - 20, love.graphics.getWidth(), "center")
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love.graphics.setNewFont(50)
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love.graphics.printf(string.format("Final Score: %.1f", score), 0, love.graphics.getHeight() / 2 - 25, love.graphics.getWidth(), "center")
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love.graphics.setNewFont(16)
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love.graphics.printf("(Click to restart.)", 0, love.graphics.getHeight() * 3/4 - 8, love.graphics.getWidth(), "center")
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--[[
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love.graphics.printf(string.format("Total Score: %.1f", totalScore), 0, 3, screenWidth / 2, "center")
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--love.graphics.printf(string.format("Best Score: %.1f", bestScore), screenWidth / 2, 3, screenWidth / 2, "center")
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