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cf0ff8a026
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cf0ff8a026 | |
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214a73c2e0 |
136
main.lua
136
main.lua
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@ -293,7 +293,73 @@ local function find_unattached_bubbles()
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return unattached
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end
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function love.load(arg)
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local function start_level()
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game.game_over = false
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game.paused = false
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game.fade_to_grey = {time = 0, duration = 120, progress = 0.0}
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game.frame_by_frame = false
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game.frame_counter = 0
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game.timer = 0
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game.score = 0
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game.points_display = {}
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game.bubbles_launched = 0
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game.ceiling_drops_after = 5
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game.ceiling_drop_tween = nil
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game.ceiling_should_drop = false
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game.bubble_slots = load_level(
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game.levels[game.current_level], game.bubble_diameter, game.row_gap
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)
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local max_cols = math.max(
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#game.levels[game.current_level][1],
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#game.levels[game.current_level][2]
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)
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local num_rows = #game.levels[game.current_level]
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game.level_width = max_cols * game.bubble_diameter
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game.level_height = (num_rows - 1) * game.row_gap + game.bubble_diameter
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game.level_left = (game.window_width - game.level_width) / 2
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game.level_top = (
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game.window_height - game.level_height -
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game.bubble_diameter - game.bubble_radius
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) / 2
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game.level_right = game.level_left + game.level_width
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game.level_bottom = game.level_top + game.level_height
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game.ceiling_bottom = game.level_top
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for i = 1, #game.bubble_slots do
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game.bubble_slots[i].x = game.bubble_slots[i].x + game.level_left
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game.bubble_slots[i].y = game.bubble_slots[i].y + game.ceiling_bottom
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end
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game.launcher_x = game.window_width / 2
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game.launcher_y = game.level_bottom + game.bubble_diameter
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game.launcher_rotation = -tau / 4 -- up
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local total_bubble_count, counts_by_type = get_bubble_counts()
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local bubble_types = {}
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for bubble_type, count in pairs(counts_by_type) do
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if bubble_type >= 1 and bubble_type <= 8 then
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bubble_types[#bubble_types+1] = bubble_type
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end
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end
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game.current_bubble = {
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x = game.launcher_x,
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y = game.launcher_y,
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bubble_type = get_next_bubble_type(1, bubble_types),
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velocity_x = 0,
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velocity_y = 0
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}
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game.next_bubble_type = get_next_bubble_type(2, bubble_types)
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game.show_aim_guide = true
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game.aim_guide = {}
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generate_aim_guide(game.window_width / 2, game.window_height / 2)
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game.bursting_bubbles = {}
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game.falling_bubbles = {}
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end
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function love.load(arg, unfiltered_arg)
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if arg[#arg] == "debug" then require("lldebugger").start() end
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game.window_width, game.window_height = love.graphics.getDimensions()
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@ -304,14 +370,10 @@ function love.load(arg)
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game.points_font = love.graphics.newFont(30)
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game.game_over_image = love.graphics.newImage('images/game_over.png')
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game.game_over = false
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game.fade_to_grey = {time = 0, duration = 120, progress = 0.0}
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game.paused = false
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game.frame_by_frame = false
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game.bubble_diameter = 60
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game.bubble_radius = game.bubble_diameter / 2
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game.bubble_speed = 960 * delta_time -- 960 px/s
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game.bubble_speed = 960 * delta_time -- 960 px/s = 8 px/frame
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-- vertical distance between bubble center points
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game.row_gap = math.ceil(math.sqrt(
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@ -333,9 +395,6 @@ function love.load(arg)
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love.graphics.newImage('images/white.png') -- 8
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}
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game.score = 0
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game.points_display = {}
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game.levels = {}
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game.levels[1] = {
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{1,1,1,3,3,2,2,2},
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@ -355,61 +414,12 @@ function love.load(arg)
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}
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game.current_level = 1
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game.bubbles_launched = 0
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game.ceiling_drops_after = 5
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game.ceiling_drop_tween = nil
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game.ceiling_should_drop = false
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game.bubble_slots = load_level(
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game.levels[game.current_level], game.bubble_diameter, game.row_gap
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)
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local max_cols = math.max(
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#game.levels[game.current_level][1],
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#game.levels[game.current_level][2]
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)
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local num_rows = #game.levels[game.current_level]
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game.level_width = max_cols * game.bubble_diameter
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game.level_height = (num_rows - 1) * game.row_gap + game.bubble_diameter
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game.level_left = (game.window_width - game.level_width) / 2
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game.level_top = game.bubble_radius
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game.level_right = game.level_left + game.level_width
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game.level_bottom = game.level_top + game.level_height
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game.ceiling_bottom = game.level_top
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for i = 1, #game.bubble_slots do
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game.bubble_slots[i].x = game.bubble_slots[i].x + game.level_left
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game.bubble_slots[i].y = game.bubble_slots[i].y + game.ceiling_bottom
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end
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game.launcher_image = love.graphics.newImage('images/launcher.png')
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game.launcher_height = game.launcher_image:getHeight()
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game.launcher_width = game.launcher_image:getWidth()
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game.launcher_x = game.window_width / 2
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game.launcher_y = game.level_top + game.level_height + game.bubble_diameter
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game.launcher_offset_x = 90 -- rotation point in launcher image
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game.launcher_offset_y = game.launcher_height / 2
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game.launcher_rotation = -tau / 4 -- up
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game.show_aim_guide = true
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game.aim_guide = {}
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local total_bubble_count, counts_by_type = get_bubble_counts()
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local bubble_types = {}
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for bubble_type, count in pairs(counts_by_type) do
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if bubble_type >= 1 and bubble_type <= 8 then
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bubble_types[#bubble_types+1] = bubble_type
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end
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end
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game.current_bubble = {
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x = game.launcher_x,
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y = game.launcher_y,
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bubble_type = get_next_bubble_type(1, bubble_types),
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velocity_x = 0,
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velocity_y = 0
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}
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game.next_bubble_type = get_next_bubble_type(2, bubble_types)
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game.bursting_bubbles = {}
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game.falling_bubbles = {}
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game.shader = love.graphics.newShader [[
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uniform float progress;
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@ -423,6 +433,8 @@ function love.load(arg)
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return pixel;
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}
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]]
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start_level()
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end
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function love.update(dt)
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@ -891,7 +903,11 @@ function love.draw(alpha)
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end
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function love.mousepressed(x, y, button, is_touch, presses)
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if not game.game_over and button == 1 and game.current_bubble and
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if game.game_over then
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start_level()
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return
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end
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if button == 1 and game.current_bubble and
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game.current_bubble.x == game.launcher_x and
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game.current_bubble.y == game.launcher_y and
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game.current_bubble.velocity_x == 0 and
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@ -931,6 +947,8 @@ end
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function love.keypressed(key, scan_code, is_repeat)
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if key == 'escape' then
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love.event.quit()
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elseif game.game_over or key == 'r' then
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start_level()
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elseif key == 'space' then
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game.paused = not game.paused
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elseif key == 'n' and game.paused then
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