Draw upcoming bubble next to launcher
parent
9c86ebb464
commit
29df1c149c
73
main.lua
73
main.lua
|
|
@ -396,13 +396,14 @@ function love.load(arg)
|
|||
bubble_types[#bubble_types+1] = bubble_type
|
||||
end
|
||||
end
|
||||
game.next_bubble = {
|
||||
game.current_bubble = {
|
||||
x = game.launcher_x,
|
||||
y = game.launcher_y,
|
||||
bubble_type = get_next_bubble_type(game.bubbles_launched+1, bubble_types),
|
||||
bubble_type = get_next_bubble_type(1, bubble_types),
|
||||
velocity_x = 0,
|
||||
velocity_y = 0
|
||||
}
|
||||
game.next_bubble_type = get_next_bubble_type(2, bubble_types)
|
||||
|
||||
game.bursting_bubbles = {}
|
||||
game.falling_bubbles = {}
|
||||
|
|
@ -485,25 +486,25 @@ function love.update(dt)
|
|||
end
|
||||
end
|
||||
|
||||
if game.next_bubble and
|
||||
(game.next_bubble.velocity_x ~= 0 or game.next_bubble.velocity_y ~= 0) then
|
||||
if game.current_bubble and
|
||||
(game.current_bubble.velocity_x ~= 0 or game.current_bubble.velocity_y ~= 0) then
|
||||
|
||||
local movement_info
|
||||
|
||||
movement_info = move_bubble(
|
||||
game.next_bubble.x,
|
||||
game.next_bubble.y,
|
||||
game.next_bubble.velocity_x,
|
||||
game.next_bubble.velocity_y
|
||||
game.current_bubble.x,
|
||||
game.current_bubble.y,
|
||||
game.current_bubble.velocity_x,
|
||||
game.current_bubble.velocity_y
|
||||
)
|
||||
game.next_bubble.x = movement_info.x
|
||||
game.next_bubble.y = movement_info.y
|
||||
game.next_bubble.velocity_x = movement_info.velocity_x
|
||||
game.next_bubble.velocity_y = movement_info.velocity_y
|
||||
game.current_bubble.x = movement_info.x
|
||||
game.current_bubble.y = movement_info.y
|
||||
game.current_bubble.velocity_x = movement_info.velocity_x
|
||||
game.current_bubble.velocity_y = movement_info.velocity_y
|
||||
|
||||
if movement_info.should_stop then
|
||||
game.bubble_slots[movement_info.nearest_slot_index].bubble_type =
|
||||
game.next_bubble.bubble_type
|
||||
game.current_bubble.bubble_type
|
||||
|
||||
if game.ceiling_should_drop then
|
||||
game.ceiling_drop_tween = {
|
||||
|
|
@ -517,14 +518,14 @@ function love.update(dt)
|
|||
|
||||
local matches = find_matches(movement_info.nearest_slot_index)
|
||||
|
||||
if #matches < 3 and game.next_bubble.y > game.level_bottom then
|
||||
if #matches < 3 and game.current_bubble.y > game.level_bottom then
|
||||
game.game_over = true
|
||||
game.fade_to_grey_tween = {t = 0, d = 120, b = 0, c = 1, p = 0.0}
|
||||
return
|
||||
end
|
||||
|
||||
if #matches >= 3 then
|
||||
game.next_bubble = nil
|
||||
game.current_bubble = nil
|
||||
|
||||
-- remove matches
|
||||
for i = 1, #matches do
|
||||
|
|
@ -600,13 +601,14 @@ function love.update(dt)
|
|||
end
|
||||
end
|
||||
-- get next bubble
|
||||
game.next_bubble = {
|
||||
game.current_bubble = {
|
||||
x = game.launcher_x,
|
||||
y = game.launcher_y,
|
||||
bubble_type = get_next_bubble_type(game.bubbles_launched+1, bubble_types),
|
||||
bubble_type = game.next_bubble_type,
|
||||
velocity_x = 0,
|
||||
velocity_y = 0
|
||||
}
|
||||
game.next_bubble_type = get_next_bubble_type(game.bubbles_launched+2, bubble_types)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
|
@ -805,14 +807,14 @@ function love.draw(alpha)
|
|||
end
|
||||
end
|
||||
|
||||
-- draw next bubble
|
||||
-- draw current bubble
|
||||
-- if moving, extrapolate position based on alpha value from love.run
|
||||
if game.next_bubble then
|
||||
if game.current_bubble then
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
love.graphics.draw(
|
||||
game.bubble_images[game.next_bubble.bubble_type],
|
||||
game.next_bubble.x + game.next_bubble.velocity_x * alpha,
|
||||
game.next_bubble.y + game.next_bubble.velocity_y * alpha,
|
||||
game.bubble_images[game.current_bubble.bubble_type],
|
||||
game.current_bubble.x + game.current_bubble.velocity_x * alpha,
|
||||
game.current_bubble.y + game.current_bubble.velocity_y * alpha,
|
||||
0,
|
||||
1,
|
||||
1,
|
||||
|
|
@ -821,6 +823,19 @@ function love.draw(alpha)
|
|||
)
|
||||
end
|
||||
|
||||
-- draw upcoming bubble
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
love.graphics.draw(
|
||||
game.bubble_images[game.next_bubble_type],
|
||||
game.launcher_x + game.bubble_diameter * 2,
|
||||
game.launcher_y,
|
||||
0,
|
||||
1,
|
||||
1,
|
||||
game.bubble_radius,
|
||||
game.bubble_radius
|
||||
)
|
||||
|
||||
if game.game_over then
|
||||
love.graphics.setShader()
|
||||
end
|
||||
|
|
@ -870,18 +885,18 @@ function love.draw(alpha)
|
|||
end
|
||||
|
||||
function love.mousepressed(x, y, button, is_touch, presses)
|
||||
if not game.game_over and button == 1 and game.next_bubble and
|
||||
game.next_bubble.x == game.launcher_x and
|
||||
game.next_bubble.y == game.launcher_y and
|
||||
game.next_bubble.velocity_x == 0 and
|
||||
game.next_bubble.velocity_y == 0 then
|
||||
if not game.game_over and button == 1 and game.current_bubble and
|
||||
game.current_bubble.x == game.launcher_x and
|
||||
game.current_bubble.y == game.launcher_y and
|
||||
game.current_bubble.velocity_x == 0 and
|
||||
game.current_bubble.velocity_y == 0 then
|
||||
local diff_x = x - game.launcher_x
|
||||
local diff_y = y - game.launcher_y
|
||||
local dist = math.sqrt(diff_x * diff_x + diff_y * diff_y)
|
||||
-- TODO: don't allow shooting backwards
|
||||
|
||||
game.next_bubble.velocity_x = diff_x / dist * game.bubble_speed
|
||||
game.next_bubble.velocity_y = diff_y / dist * game.bubble_speed
|
||||
game.current_bubble.velocity_x = diff_x / dist * game.bubble_speed
|
||||
game.current_bubble.velocity_y = diff_y / dist * game.bubble_speed
|
||||
|
||||
game.bubbles_launched = game.bubbles_launched + 1
|
||||
|
||||
|
|
|
|||
Loading…
Reference in New Issue