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20 Commits

Author SHA1 Message Date
Tyler Scott 8d2330b101 Show help text about swapping bubbles 2022-02-16 16:16:34 +07:00
Tyler Scott 31d5c4eb03 Change points display delays and durations 2022-02-16 16:15:56 +07:00
Tyler Scott f41c6e3a91 Allow swapping current and next bubbles 2022-02-15 13:11:48 +07:00
Tyler Scott 0aa9418dc2 Fix angle to clamp launcher by 2022-02-14 06:36:18 +07:00
Tyler Scott e84feb42fb Allow some tweens to run even after game over 2022-02-13 13:52:07 +07:00
Tyler Scott 61b08d5293 Allow adjusting aim with mouse wheel 2022-02-13 13:46:52 +07:00
Tyler Scott 444e4305c5 Don't allow aiming backwards 2022-02-13 09:23:36 +07:00
Tyler Scott c03a9462a9 Tween bubble moving to launcher and next bubble 2022-02-13 08:12:28 +07:00
Tyler Scott cf0ff8a026 Vertically center level 2022-02-13 07:37:50 +07:00
Tyler Scott 214a73c2e0 Allow resetting the level after game over 2022-02-13 07:26:40 +07:00
Tyler Scott 22ce65d003 Change fade to grey to not use a tween 2022-02-12 17:11:48 +07:00
Tyler Scott a6febca64e Change screen shake intensity 2022-02-12 16:48:05 +07:00
Tyler Scott 68482f104f Draw a game over image instead of text 2022-02-12 16:03:43 +07:00
Tyler Scott 29df1c149c Draw upcoming bubble next to launcher 2022-02-12 16:00:56 +07:00
Tyler Scott 9c86ebb464 Indicate when ceiling will drop 2022-02-12 09:33:15 +07:00
Tyler Scott b04fee6d61 Recalculate aim guide after ceiling drop 2022-02-12 09:30:13 +07:00
Tyler Scott 8578bb8877 If bubbles drop too far, fade to grey and game over 2022-02-12 08:43:41 +07:00
Tyler Scott efab0a941e Change the way the walls and ceiling are drawn 2022-02-12 08:38:47 +07:00
Tyler Scott bfe12002e5 Change points for popped bubbles 2022-02-11 21:55:35 +07:00
Tyler Scott 85a6620daf Make ceiling drop after every n bubbles 2022-02-11 21:55:00 +07:00
7 changed files with 748 additions and 147 deletions

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fonts/font72.png Normal file

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After

Width:  |  Height:  |  Size: 116 KiB

610
main.lua
View File

@ -118,7 +118,7 @@ local function move_bubble(x, y, velocity_x, velocity_y)
local should_stop = false local should_stop = false
-- collision with ceiling -- collision with ceiling
if new_y - game.bubble_radius <= game.level_top then if new_y - game.bubble_radius <= game.ceiling_bottom then
should_stop = true should_stop = true
end end
@ -177,13 +177,9 @@ local function move_bubble(x, y, velocity_x, velocity_y)
} }
end end
local function generate_aim_guide(towards_x, towards_y) local function generate_aim_guide(angle)
-- TODO: don't allow aiming backwards local velocity_x = math.cos(angle) * game.bubble_speed
local diff_x = towards_x - game.launcher_x local velocity_y = math.sin(angle) * game.bubble_speed
local diff_y = towards_y - game.launcher_y
local dist = math.sqrt(diff_x * diff_x + diff_y * diff_y)
local velocity_x = diff_x / dist * game.bubble_speed
local velocity_y = diff_y / dist * game.bubble_speed
local new_x = game.launcher_x local new_x = game.launcher_x
local new_y = game.launcher_y local new_y = game.launcher_y
local radius = 5 local radius = 5
@ -293,20 +289,104 @@ local function find_unattached_bubbles()
return unattached return unattached
end end
function love.load(arg) -- don't allow aiming backwards or straight sideways
local function clamp_launcher_angle(angle)
if (angle >= 0 and angle <= tau / 4) or angle > tau * 25 / 26 then
angle = tau * 25 / 26
elseif angle > tau / 4 and angle < tau * 14 / 26 then
angle = tau * 14 / 26
end
return angle
end
local function start_level()
game.game_over = false
game.paused = false
game.fade_to_grey = {time = 0, duration = 120, progress = 0.0}
game.frame_by_frame = false
game.frame_counter = 0
game.timer = 0
game.score = 0
game.points_display = {}
game.bubbles_launched = 0
game.ceiling_drops_after = 5
game.ceiling_drop_tween = nil
game.ceiling_should_drop = false
game.bubble_slots = load_level(
game.levels[game.current_level], game.bubble_diameter, game.row_gap
)
local max_cols = math.max(
#game.levels[game.current_level][1],
#game.levels[game.current_level][2]
)
local num_rows = #game.levels[game.current_level]
game.level_width = max_cols * game.bubble_diameter
game.level_height = (num_rows - 1) * game.row_gap + game.bubble_diameter
game.level_left = (game.window_width - game.level_width) / 2
game.level_top = (
game.window_height - game.level_height -
game.bubble_diameter - game.bubble_radius
) / 2
game.level_right = game.level_left + game.level_width
game.level_bottom = game.level_top + game.level_height
game.ceiling_bottom = game.level_top
for i = 1, #game.bubble_slots do
game.bubble_slots[i].x = game.bubble_slots[i].x + game.level_left
game.bubble_slots[i].y = game.bubble_slots[i].y + game.ceiling_bottom
end
game.launcher_x = game.window_width / 2
game.launcher_y = game.level_bottom + game.bubble_diameter
game.launcher_rotation = -tau / 4 -- up
local total_bubble_count, counts_by_type = get_bubble_counts()
local bubble_types = {}
for bubble_type, count in pairs(counts_by_type) do
if bubble_type >= 1 and bubble_type <= 8 then
bubble_types[#bubble_types+1] = bubble_type
end
end
game.current_bubble = {
x = game.launcher_x,
y = game.launcher_y,
bubble_type = get_next_bubble_type(1, bubble_types),
velocity_x = 0,
velocity_y = 0
}
game.next_bubble = {
x = game.launcher_x + game.bubble_diameter * 2,
y = game.launcher_y,
bubble_type = get_next_bubble_type(2, bubble_types),
scale = 1
}
game.show_aim_guide = true
game.aim_guide = {}
generate_aim_guide(game.launcher_rotation)
game.bursting_bubbles = {}
game.falling_bubbles = {}
end
function love.load(arg, unfiltered_arg)
if arg[#arg] == "debug" then require("lldebugger").start() end if arg[#arg] == "debug" then require("lldebugger").start() end
game.window_width, game.window_height = love.graphics.getDimensions() game.window_width, game.window_height = love.graphics.getDimensions()
game.window_center_x = game.window_width / 2
game.window_center_y = game.window_height / 2
game.score_font = love.graphics.setNewFont(50) game.bm_font72 = love.graphics.newFont('fonts/font72.fnt', 'fonts/font72.png')
game.points_font = love.graphics.newFont(30) game.bm_font36 = love.graphics.newFont('fonts/font36.fnt', 'fonts/font36.png')
game.bm_font18 = love.graphics.newFont('fonts/font18.fnt', 'fonts/font18.png')
game.font36_widths = {}
game.paused = false game.game_over_image = love.graphics.newImage('images/game_over.png')
game.frame_by_frame = false
game.bubble_diameter = 60 game.bubble_diameter = 60
game.bubble_radius = game.bubble_diameter / 2 game.bubble_radius = game.bubble_diameter / 2
game.bubble_speed = 960 * delta_time -- 960 px/s game.bubble_speed = 960 * delta_time -- 960 px/s = 8 px/frame
-- vertical distance between bubble center points -- vertical distance between bubble center points
game.row_gap = math.ceil(math.sqrt( game.row_gap = math.ceil(math.sqrt(
@ -328,9 +408,6 @@ function love.load(arg)
love.graphics.newImage('images/white.png') -- 8 love.graphics.newImage('images/white.png') -- 8
} }
game.score = 0
game.points_display = {}
game.levels = {} game.levels = {}
game.levels[1] = { game.levels[1] = {
{1,1,1,3,3,2,2,2}, {1,1,1,3,3,2,2,2},
@ -350,59 +427,94 @@ function love.load(arg)
} }
game.current_level = 1 game.current_level = 1
game.bubble_slots = load_level(
game.levels[game.current_level], game.bubble_diameter, game.row_gap
)
local max_cols = math.max(
#game.levels[game.current_level][1],
#game.levels[game.current_level][2]
)
local num_rows = #game.levels[game.current_level]
game.level_width = max_cols * game.bubble_diameter
game.level_height = (num_rows - 1) * game.row_gap + game.bubble_diameter
game.level_left = (game.window_width - game.level_width) / 2
game.level_top = game.bubble_radius
game.level_right = game.level_left + game.level_width
game.level_bottom = game.level_top + game.level_height
for i = 1, #game.bubble_slots do
game.bubble_slots[i].x = game.bubble_slots[i].x + game.level_left
game.bubble_slots[i].y = game.bubble_slots[i].y + game.level_top
end
game.launcher_image = love.graphics.newImage('images/launcher.png') game.launcher_image = love.graphics.newImage('images/launcher.png')
game.launcher_height = game.launcher_image:getHeight() game.launcher_height = game.launcher_image:getHeight()
game.launcher_width = game.launcher_image:getWidth() game.launcher_width = game.launcher_image:getWidth()
game.launcher_x = game.window_width / 2
game.launcher_y = game.level_top + game.level_height + game.bubble_diameter
game.launcher_offset_x = 90 -- rotation point in launcher image game.launcher_offset_x = 90 -- rotation point in launcher image
game.launcher_offset_y = game.launcher_height / 2 game.launcher_offset_y = game.launcher_height / 2
game.launcher_rotation = -tau / 4 -- up
game.show_aim_guide = true
game.aim_guide = {}
local total_bubble_count, counts_by_type = get_bubble_counts()
local bubble_types = {}
for bubble_type, count in pairs(counts_by_type) do
if bubble_type >= 1 and bubble_type <= 8 then
bubble_types[#bubble_types+1] = bubble_type
end
end
game.next_bubble_index = 1
game.next_bubble = {
x = game.launcher_x,
y = game.launcher_y,
bubble_type = get_next_bubble_type(game.next_bubble_index, bubble_types),
velocity_x = 0,
velocity_y = 0
}
game.bursting_bubbles = {} game.shader = love.graphics.newShader [[
game.falling_bubbles = {} uniform float progress;
vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 screen_coords)
{
vec4 pixel = Texel(texture, texture_coords);
number average = (pixel.r + pixel.b + pixel.g) / 3.0;
pixel.r = pixel.r + (average-pixel.r) * progress;
pixel.g = pixel.g + (average-pixel.g) * progress;
pixel.b = pixel.b + (average-pixel.b) * progress;
return pixel;
}
]]
start_level()
end end
function love.update(dt) function love.update(dt)
if game.paused then if game.game_over then
if game.fade_to_grey.time < game.fade_to_grey.duration then
game.fade_to_grey.time = game.fade_to_grey.time + 1
game.fade_to_grey.progress =
game.fade_to_grey.time / game.fade_to_grey.duration
game.shader:send("progress", game.fade_to_grey.progress)
end
end
if game.current_bubble and game.current_bubble_tween then
game.current_bubble_tween.t = game.current_bubble_tween.t + 1
if game.current_bubble_tween.t < game.current_bubble_tween.d then
game.current_bubble.x = easing.outBack(
game.current_bubble_tween.t,
game.current_bubble_tween.b,
game.current_bubble_tween.c,
game.current_bubble_tween.d
)
else
game.current_bubble_tween = nil
game.current_bubble.x = game.launcher_x
end
end
if game.next_bubble_tween then
game.next_bubble_tween.t = game.next_bubble_tween.t + 1
if game.next_bubble_tween.t < game.next_bubble_tween.d then
game.next_bubble.scale = easing.outBack(
game.next_bubble_tween.t,
game.next_bubble_tween.b,
game.next_bubble_tween.c,
game.next_bubble_tween.d
)
else
game.next_bubble_tween = nil
game.next_bubble.scale = 1
end
end
if game.bubble_swap_tween then
game.bubble_swap_tween.t = game.bubble_swap_tween.t + 1
if game.bubble_swap_tween.t < game.bubble_swap_tween.d then
game.current_bubble.x = easing.outBack(
game.bubble_swap_tween.t,
game.bubble_swap_tween.b1,
game.bubble_swap_tween.c1,
game.bubble_swap_tween.d
)
game.next_bubble.x = easing.outBack(
game.bubble_swap_tween.t,
game.bubble_swap_tween.b2,
game.bubble_swap_tween.c2,
game.bubble_swap_tween.d
)
else
game.bubble_swap_tween = nil
game.next_bubble.bubble_type, game.current_bubble.bubble_type =
game.current_bubble.bubble_type, game.next_bubble.bubble_type
game.current_bubble.x = game.launcher_x
game.next_bubble.x = game.launcher_x + game.bubble_diameter * 2
end
end
if game.paused or game.game_over then
return return
end end
@ -425,29 +537,77 @@ function love.update(dt)
end end
end end
if game.next_bubble and if game.ceiling_drop_tween then
(game.next_bubble.velocity_x ~= 0 or game.next_bubble.velocity_y ~= 0) then local old_y = game.ceiling_bottom
game.ceiling_drop_tween.t = game.ceiling_drop_tween.t + 1
game.ceiling_bottom = easing.outBack(
game.ceiling_drop_tween.t,
game.ceiling_drop_tween.b,
game.ceiling_drop_tween.c,
game.ceiling_drop_tween.d
)
local diff_y = game.ceiling_bottom - old_y
for i = 1, #game.bubble_slots do
game.bubble_slots[i].y = game.bubble_slots[i].y + diff_y
if game.bubble_slots[i].bubble_type ~= 0 and
game.bubble_slots[i].y > game.level_bottom then
game.game_over = true
game.fade_to_grey.time = 0
game.fade_to_grey.progress = 0.0
end
end
if game.game_over then
return
end
if game.ceiling_drop_tween.t == game.ceiling_drop_tween.d then
game.ceiling_drop_tween = nil
end
if game.show_aim_guide then
generate_aim_guide(game.launcher_rotation)
end
end
if game.current_bubble and
(game.current_bubble.velocity_x ~= 0 or game.current_bubble.velocity_y ~= 0) then
local movement_info local movement_info
movement_info = move_bubble( movement_info = move_bubble(
game.next_bubble.x, game.current_bubble.x,
game.next_bubble.y, game.current_bubble.y,
game.next_bubble.velocity_x, game.current_bubble.velocity_x,
game.next_bubble.velocity_y game.current_bubble.velocity_y
) )
game.next_bubble.x = movement_info.x game.current_bubble.x = movement_info.x
game.next_bubble.y = movement_info.y game.current_bubble.y = movement_info.y
game.next_bubble.velocity_x = movement_info.velocity_x game.current_bubble.velocity_x = movement_info.velocity_x
game.next_bubble.velocity_y = movement_info.velocity_y game.current_bubble.velocity_y = movement_info.velocity_y
if movement_info.should_stop then if movement_info.should_stop then
game.bubble_slots[movement_info.nearest_slot_index].bubble_type = 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 = {
t = 0,
d = 30,
b = game.ceiling_bottom,
c = game.row_gap
}
end
game.ceiling_should_drop = false
local matches = find_matches(movement_info.nearest_slot_index) local matches = find_matches(movement_info.nearest_slot_index)
if #matches < 3 and game.current_bubble.y > game.level_bottom then
game.game_over = true
game.fade_to_grey.time = 0
game.fade_to_grey.progress = 0.0
return
end
if #matches >= 3 then if #matches >= 3 then
game.next_bubble = nil game.current_bubble = nil
-- remove matches -- remove matches
for i = 1, #matches do for i = 1, #matches do
@ -461,16 +621,16 @@ function love.update(dt)
alpha = 1.0 alpha = 1.0
} }
game.bubble_slots[index].bubble_type = 0 game.bubble_slots[index].bubble_type = 0
local points = i * 5 local points = (i + 1) ^ 2
game.score = game.score + points game.score = game.score + points
game.points_display[#game.points_display+1] = { game.points_display[#game.points_display+1] = {
points = points, points = points,
x = game.bubble_slots[index].x, x = game.bubble_slots[index].x,
y = game.bubble_slots[index].y, y = game.bubble_slots[index].y,
tween = { tween = {
delay = 0, delay = (i - 1) * 5,
t = 0, t = 0,
d = 50, d = (i - 1) * 10 + 40,
b = game.bubble_slots[index].y - 10, b = game.bubble_slots[index].y - 10,
c = -game.bubble_radius c = -game.bubble_radius
} }
@ -491,15 +651,14 @@ function love.update(dt)
game.bubble_slots[index].bubble_type = 0 game.bubble_slots[index].bubble_type = 0
local points = (i + 1) ^ 3 local points = (i + 1) ^ 3
game.score = game.score + points game.score = game.score + points
print(points, "points")
game.points_display[#game.points_display+1] = { game.points_display[#game.points_display+1] = {
points = points, points = points,
x = game.bubble_slots[index].x, x = game.bubble_slots[index].x,
y = game.bubble_slots[index].y, y = game.bubble_slots[index].y,
tween = { tween = {
delay = 0, delay = (i - 1) * 5,
t = 0, t = 0,
d = 50, d = (i - 1) * 10 + 40,
b = game.bubble_slots[index].y - 10, b = game.bubble_slots[index].y - 10,
c = -game.bubble_radius c = -game.bubble_radius
} }
@ -508,7 +667,7 @@ function love.update(dt)
end end
if game.show_aim_guide then if game.show_aim_guide then
generate_aim_guide(love.mouse:getX(), love.mouse:getY()) generate_aim_guide(game.launcher_rotation)
end end
-- calculate remaining bubble types -- calculate remaining bubble types
@ -523,14 +682,22 @@ function love.update(dt)
end end
end end
-- get next bubble -- get next bubble
game.next_bubble_index = game.next_bubble_index + 1 game.current_bubble = {
game.next_bubble = { x = game.launcher_x + game.bubble_diameter * 2,
x = game.launcher_x,
y = game.launcher_y, y = game.launcher_y,
bubble_type = get_next_bubble_type(game.next_bubble_index, bubble_types), bubble_type = game.next_bubble.bubble_type,
velocity_x = 0, velocity_x = 0,
velocity_y = 0 velocity_y = 0
} }
game.current_bubble_tween = {
t = 0,
d = 30,
b = game.current_bubble.x,
c = game.launcher_x - game.current_bubble.x
}
game.next_bubble.bubble_type = get_next_bubble_type(game.bubbles_launched+1, bubble_types)
game.next_bubble.scale = 0
game.next_bubble_tween = {t = 0, d = 30, b = 0, c = 1}
end end
end end
end end
@ -599,7 +766,58 @@ function love.draw(alpha)
love.graphics.draw(game.background_image, 0, 0) love.graphics.draw(game.background_image, 0, 0)
love.graphics.draw(game.background_image, game.background_width, 0) love.graphics.draw(game.background_image, game.background_width, 0)
-- draw walls
love.graphics.setColor(0, 0, 0, 1)
love.graphics.rectangle(
'line',
game.level_left,
game.level_top,
game.level_width,
game.level_height,
game.bubble_radius,
game.bubble_radius
)
if game.ceiling_bottom > game.level_top then
love.graphics.line(
game.level_left,
game.ceiling_bottom,
game.level_right,
game.ceiling_bottom
)
end
-- draw ceiling drop indicator
love.graphics.setColor(0, 0, 0, 1)
for i = 1, game.ceiling_drops_after do
love.graphics.circle(
'line',
game.level_left + (i - 1) * 15 + 15,
game.level_bottom + 15,
6
)
end
love.graphics.setColor(1, 1, 1, 1)
local ceiling_progress = game.bubbles_launched % game.ceiling_drops_after
for i = 1, ceiling_progress do
love.graphics.circle(
'fill',
game.level_left + (i - 1) * 15 + 15,
game.level_bottom + 15,
5
)
end
if game.game_over then
love.graphics.setShader(game.shader)
end
-- draw stationary bubbles -- draw stationary bubbles
local ceiling_drops_in = game.ceiling_drops_after - ceiling_progress
if not game.game_over and (ceiling_drops_in == 1 or game.ceiling_should_drop) then
local dx = love.math.random(-2, 2)
local dy = love.math.random(-2, 2)
love.graphics.translate(dx, dy)
end
love.graphics.setColor(1, 1, 1, 1) love.graphics.setColor(1, 1, 1, 1)
for i = 1, #game.bubble_slots do for i = 1, #game.bubble_slots do
local slot = game.bubble_slots[i] local slot = game.bubble_slots[i]
@ -612,25 +830,9 @@ function love.draw(alpha)
game.bubble_radius, game.bubble_radius,
game.bubble_radius game.bubble_radius
) )
else
love.graphics.circle(
'line',
slot.x,
slot.y,
game.bubble_radius
)
end end
end end
love.graphics.origin()
-- draw walls
love.graphics.setColor(0, 0, 0, 1)
love.graphics.rectangle(
'line',
game.level_left,
game.level_top,
game.level_width,
game.level_height
)
-- draw launcher -- draw launcher
love.graphics.setColor(1, 1, 1, 1) love.graphics.setColor(1, 1, 1, 1)
@ -681,42 +883,6 @@ function love.draw(alpha)
end end
end end
-- draw next bubble
-- if moving, extrapolate position based on alpha value from love.run
if game.next_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,
0,
1,
1,
game.bubble_radius,
game.bubble_radius
)
end
-- draw score
love.graphics.setFont(game.score_font)
love.graphics.setColor(0, 0, 0, 1)
love.graphics.print(
string.format("%08d", game.score),
game.bubble_radius,
game.bubble_radius
)
love.graphics.setFont(game.points_font)
for i = 1, #game.points_display do
local p = game.points_display[i]
love.graphics.printf(
p.points,
p.x - game.bubble_radius,
p.y,
game.bubble_diameter, -- TODO: fix this, wraps sometimes
'center'
)
end
-- draw aim guide -- draw aim guide
if game.show_aim_guide then if game.show_aim_guide then
love.graphics.setColor(0, 0, 0, 1) love.graphics.setColor(0, 0, 0, 1)
@ -729,31 +895,181 @@ function love.draw(alpha)
) )
end end
end end
-- draw upcoming bubble
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.y,
0,
game.next_bubble.scale,
game.next_bubble.scale,
game.bubble_radius,
game.bubble_radius
)
-- draw current bubble
-- if moving, extrapolate position based on alpha value from love.run
if game.current_bubble then
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(
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,
game.bubble_radius,
game.bubble_radius
)
end
if game.game_over then
love.graphics.setShader()
end
-- draw help text
love.graphics.setFont(game.bm_font18)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf(
"S to swap",
game.launcher_x + game.bubble_diameter,
game.launcher_y + game.bubble_radius + 10,
game.bubble_diameter * 2,
'center'
)
-- draw score
love.graphics.setFont(game.bm_font72)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.print(
string.format("%08d", game.score),
game.bubble_radius,
game.bubble_radius
)
love.graphics.setFont(game.bm_font36)
for i = 1, #game.points_display do
local p = game.points_display[i]
if not game.font36_widths[p.points] then
game.font36_widths[p.points] = game.bm_font36:getWidth(p.points)
end
if p.tween.delay == 0 then
love.graphics.printf(
p.points,
p.x - game.bubble_radius,
p.y,
game.font36_widths[p.points],
'center'
)
end
end
-- draw game over
if game.game_over and game.fade_to_grey.progress == 1.0 then
love.graphics.setColor(0, 0, 0, 0.8)
love.graphics.rectangle(
'fill',
game.level_left + 10,
game.window_height / 2 - 80,
game.level_width - 20,
160,
20,
20
)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(
game.game_over_image,
game.window_center_x,
game.window_center_y,
0,
1,
1,
game.game_over_image:getWidth() / 2,
game.game_over_image:getHeight() / 2
)
end
end end
function love.mousepressed(x, y, button, is_touch, presses) function love.mousepressed(x, y, button, is_touch, presses)
if button == 1 and game.next_bubble then if game.game_over then
local diff_x = x - game.launcher_x start_level()
local diff_y = y - game.launcher_y return
local dist = math.sqrt(diff_x * diff_x + diff_y * diff_y) end
game.next_bubble.velocity_x = diff_x / dist * game.bubble_speed if button == 1 and game.current_bubble and
game.next_bubble.velocity_y = diff_y / dist * game.bubble_speed 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
-- use the angle from mousemoved to calculate the velocity so that shooting
-- backwards is not possible
game.current_bubble.velocity_x =
math.cos(game.launcher_rotation) * game.bubble_speed
game.current_bubble.velocity_y =
math.sin(game.launcher_rotation) * game.bubble_speed
game.bubbles_launched = game.bubbles_launched + 1
-- if ceiling_should_drop is true, it will create a tween to drop the
-- ceiling (and bubbles) after the bubble that was just launched comes to a
-- stop in love.update()
game.ceiling_should_drop = game.bubbles_launched % game.ceiling_drops_after == 0
end
end
function love.wheelmoved(x, y)
if y ~= 0 then
local angle = game.launcher_rotation
angle = angle + (y < 0 and 0.01 or -0.01)
game.launcher_rotation = clamp_launcher_angle(angle)
if game.show_aim_guide then
generate_aim_guide(game.launcher_rotation)
end
end end
end end
function love.mousemoved(x, y, dx, dy, is_touch) function love.mousemoved(x, y, dx, dy, is_touch)
local diff_x = x - game.launcher_x if not game.game_over then
local diff_y = y - game.launcher_y local diff_x = x - game.launcher_x
game.launcher_rotation = math.atan2(diff_y, diff_x) local diff_y = y - game.launcher_y
local angle = math.atan2(diff_y, diff_x)
if game.show_aim_guide then -- force angle to be positive
generate_aim_guide(x, y) if y < game.launcher_y then
angle = angle + tau
end
game.launcher_rotation = clamp_launcher_angle(angle)
if game.show_aim_guide then
generate_aim_guide(game.launcher_rotation)
end
end end
end end
function love.keypressed(key, scan_code, is_repeat) function love.keypressed(key, scan_code, is_repeat)
if key == 'escape' then if key == 'escape' then
love.event.quit() love.event.quit()
elseif game.game_over or key == 'r' then
start_level()
elseif key == 's' then
if 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
game.bubble_swap_tween = {
t = 0,
d = 30,
b1 = game.launcher_x,
b2 = game.launcher_x + game.bubble_diameter * 2,
c1 = game.bubble_diameter * 2,
c2 = -game.bubble_diameter * 2
}
end
elseif key == 'space' then elseif key == 'space' then
game.paused = not game.paused game.paused = not game.paused
elseif key == 'n' and game.paused then elseif key == 'n' and game.paused then