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turtle.lua
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273 lines (212 loc) · 10.2 KB
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require("particlesand")
Turtle = {}
Turtle.init = function()
Turtle.currentFrame = 1
Turtle.x = screen.L*0.5
Turtle.y = screen.H*0.8
Turtle.Width = 50
Turtle.Height = 50
Turtle.alpha = 1
Turtle.valpha = 0.6
Turtle.color = {1,1,1,alpha}
Turtle.win = false
Turtle.lose = false
Turtle.isBegin = false
Turtle.Assets = {}
Turtle.Assets.Run = {}
Turtle.Assets.Run.img = turtleRun
Turtle.Assets.Run.nbFrame = 4
Turtle.Assets.Run.Width = Turtle.Assets.Run.img:getWidth()/Turtle.Assets.Run.nbFrame
Turtle.Assets.Run.Height = Turtle.Assets.Run.img:getHeight()
Turtle.Assets.Run.scaleX = Turtle.Width/Turtle.Assets.Run.Width
Turtle.Assets.Run.scaleY = Turtle.Height/Turtle.Assets.Run.Height
Turtle.Assets.Jump = {}
Turtle.Assets.Jump.img = turtleJump
Turtle.Assets.Jump.nbFrame = 1
Turtle.Assets.Jump.Width = Turtle.Assets.Jump.img:getWidth()
Turtle.Assets.Jump.Height = Turtle.Assets.Jump.img:getHeight()
Turtle.Assets.Jump.scaleX = Turtle.Width/Turtle.Assets.Jump.Width
Turtle.Assets.Jump.scaleY = Turtle.Height/Turtle.Assets.Jump.Height
Turtle.Assets.Intro = {}
Turtle.Assets.Intro.img = turtleIntro
Turtle.Assets.Intro.nbFrame = 5
Turtle.Assets.Intro.Width = Turtle.Assets.Intro.img:getWidth()/Turtle.Assets.Intro.nbFrame -- -12 permet de bien croper l'image
Turtle.Assets.Intro.Height = Turtle.Assets.Intro.img:getHeight()
Turtle.Assets.Intro.scaleX = (Turtle.Width +5)/Turtle.Assets.Intro.Width
Turtle.Assets.Intro.scaleY = (Turtle.Height+5)/Turtle.Assets.Intro.Height
Turtle.Assets.Death = {}
Turtle.Assets.Death.img = turtledead
Turtle.Assets.Death.nbFrame = 4
Turtle.Assets.Death.Width = Turtle.Assets.Death.img:getWidth()/Turtle.Assets.Death.nbFrame
Turtle.Assets.Death.Height = Turtle.Assets.Death.img:getHeight()
Turtle.Assets.Death.scaleX = (Turtle.Width+10)/Turtle.Assets.Death.Width
Turtle.Assets.Death.scaleY = (Turtle.Height+10)/Turtle.Assets.Death.Height
Turtle.Vx = 300
Turtle.scrollingAcceleration = 15
Turtle.scrollingSpeed = 280
Turtle.animSpeed = 1
Turtle.scrollingSpeedMax = 650
Turtle.scrollingSpeedMin = 100
Turtle.state = "intro"
Turtle.jumpTimer = 0
Turtle.jumpTime = 0.8
Turtle.jumpScaleSpeed = 0.25
Turtle.Ombre = {}
Turtle.Ombre.y = Turtle.y + 3
Turtle.Ombre.scaleX = Turtle.Assets.Jump.scaleX
Turtle.Ombre.scaleY = Turtle.Assets.Jump.scaleY
Turtle.Ombre.Slide = 250
Turtle.Ombre.color = {0,0,0,0.5}
Turtle.AnimationRun = newAnimation(Turtle.Assets.Run.img,Turtle.Assets.Run.Width,Turtle.Assets.Run.Height,0.2,Turtle.Assets.Run.nbFrame, Turtle.animSpeed)
Turtle.AnimationIntro = newAnimation(Turtle.Assets.Intro.img,Turtle.Assets.Intro.Width,Turtle.Assets.Intro.Height,0.3,Turtle.Assets.Intro.nbFrame)
Turtle.AnimationDeath = newAnimation(Turtle.Assets.Death.img,Turtle.Assets.Death.Width,Turtle.Assets.Death.Height,0.3,Turtle.Assets.Death.nbFrame)
Turtle.jet_de_sable = create_emitter(Turtle.x,Turtle.y,15)
end
function Turtle.getDistancePercent(collisionY, lastEnemyY)
return (collisionY/lastEnemyY) * 100
end
function Turtle.jump(dt)
if Turtle.state == "jump" then
Turtle.jumpTimer = Turtle.jumpTimer + dt
Turtle.Ombre.Slide = ((math.sin(Turtle.jumpTimer+math.pi/4))/(4*math.pi) + 1)*250
if Turtle.jumpTimer <= Turtle.jumpTime/2 then
Turtle.Ombre.y = Turtle.Ombre.y + Turtle.Ombre.Slide * dt
Turtle.Assets.Jump.scaleX = Turtle.Assets.Jump.scaleX + Turtle.jumpScaleSpeed * dt
Turtle.Assets.Jump.scaleY =Turtle.Assets.Jump.scaleY + Turtle.jumpScaleSpeed * dt
Turtle.Ombre.scaleX = Turtle.Ombre.scaleX - Turtle.jumpScaleSpeed * dt
Turtle.Ombre.scaleY = Turtle.Ombre.scaleY - Turtle.jumpScaleSpeed * dt
elseif Turtle.jumpTimer <= Turtle.jumpTime then
Turtle.Ombre.y = Turtle.Ombre.y - Turtle.Ombre.Slide * dt
Turtle.Assets.Jump.scaleX =Turtle.Assets.Jump.scaleX - Turtle.jumpScaleSpeed * dt
Turtle.Assets.Jump.scaleY =Turtle.Assets.Jump.scaleY - Turtle.jumpScaleSpeed * dt
Turtle.Ombre.scaleX = Turtle.Ombre.scaleX + Turtle.jumpScaleSpeed * dt
Turtle.Ombre.scaleY = Turtle.Ombre.scaleY + Turtle.jumpScaleSpeed * dt
end
if Turtle.jumpTimer >= Turtle.jumpTime then
Turtle.state = "run"
Turtle.jumpTimer = 0
Turtle.Assets.Jump.scaleX = Turtle.Width/Turtle.Assets.Jump.Width
Turtle.Assets.Jump.scaleY = Turtle.Height/Turtle.Assets.Jump.Height
Turtle.Ombre.y = Turtle.y + 3
Turtle.Ombre.scaleX = Turtle.Assets.Jump.scaleX
Turtle.Ombre.scaleY = Turtle.Assets.Jump.scaleY
snd_atterissage:play()
end
end
end
function Turtle.Hatch()
if Turtle.AnimationIntro:getCurrentFrame() == 5 then
Turtle.AnimationIntro:stop()
Turtle.AnimationIntro:reset()
Game.startAnimation()
Turtle.state = "run"
music_man.play("ambiance_game",0)
Turtle.jet_de_sable.init()
end
end
function Turtle.EndLevelAnim (dt)
if Turtle.y > screen.H*0.3 then
Turtle.y = Turtle.y - 100 * dt
Turtle.Ombre.y = Turtle.y + 3
Turtle.AnimationRun:update(dt, 0.3)
if Turtle.y > screen.H*0.5 then
Turtle.jet_de_sable.y=Turtle.y
else
Turtle.state = "swim"
Turtle.alpha = Turtle.alpha - Turtle.valpha*dt
Turtle.color = {Turtle.alpha,Turtle.alpha,1,Turtle.alpha}
Turtle.Ombre.color = {0,0,0,Turtle.alpha*0.5}
end
elseif not(Turtle.win) then
love.mouse.setVisible(true)
Turtle.win = true
scene_man.next_scene = scene_man.list["victory"]
music_man.play("menu",0)
end
end
function Turtle.update(dt, isAccelerate)
isAccelerate = isAccelerate or true
if Turtle.state == "run" or Turtle.state == "jump" then
if Turtle.AnimationRun:getCurrentFrame()~= Turtle.currentFrame and Turtle.AnimationRun:getCurrentFrame()%2==1 then
snd_walk:play()
Turtle.currentFrame = Turtle.AnimationRun:getCurrentFrame()
end
if love.keyboard.isDown("right") then
Turtle.x = math.min(Turtle.x + Turtle.Vx*dt , 650 - Turtle.Width*1.5)
if Turtle.x + Turtle.Vx*dt < 650 - Turtle.Width*1.5 then
Turtle.jet_de_sable.x=Turtle.x
for _, particle in pairs(Turtle.jet_de_sable.list) do
particle.x = particle.x + Turtle.Vx*dt
end
end
elseif love.keyboard.isDown("left") then
Turtle.x = math.max(Turtle.x - Turtle.Vx*dt , Turtle.Width*1.5)
if Turtle.x - Turtle.Vx*dt > Turtle.Width*1.5 then
Turtle.jet_de_sable.x=Turtle.x
for _, particle in pairs(Turtle.jet_de_sable.list) do
particle.x = particle.x - Turtle.Vx*dt
end
end
end
end
if isAccelerate then
Turtle.scrollingSpeed = Turtle.scrollingSpeed + Turtle.scrollingAcceleration * dt
Turtle.animSpeed = Turtle.animSpeed + Turtle.scrollingAcceleration/1000*dt
end
Turtle.jump(dt)
Turtle.AnimationRun:update(dt, Turtle.animSpeed)
Turtle.AnimationIntro:update(dt, Turtle.animSpeed)
if Turtle.isBegin then
Turtle.AnimationRun:play()
else
Turtle.AnimationRun:stop()
Turtle.AnimationDeath:stop()
Turtle.Hatch()
end
Turtle.jet_de_sable.update(dt)
if Turtle.lose then
if Turtle.AnimationDeath:getCurrentFrame() == Turtle.Assets.Death.nbFrame then
Turtle.AnimationDeath:stop()
love.mouse.setVisible(true)
scene_man.next_scene = scene_man.list["game_over"]
music_man.play("game_over",0)
Turtle.state = "intro"
end
Game.stopAnimation()
Turtle.AnimationDeath:play()
Turtle.state = "dead"
end
Turtle.AnimationDeath:update(dt,Turtle.animSpeed)
if Map.oy <= -Map.image.height*1.5 then
Turtle.EndLevelAnim(dt)
end
end
function Turtle.draw()
--love.graphics.print(Turtle.state)
if Turtle.state == "run" then
Turtle.jet_de_sable.draw()
love.graphics.setColor(Turtle.Ombre.color)
Turtle.AnimationRun:draw(Turtle.x,Turtle.Ombre.y,0,Turtle.Ombre.scaleX,Turtle.Ombre.scaleY,Turtle.Assets.Run.Width*0.5,Turtle.Assets.Run.Height*0.5)
love.graphics.setColor(Turtle.color)
Turtle.AnimationRun:draw(Turtle.x,Turtle.y,0,Turtle.Assets.Run.scaleX,Turtle.Assets.Run.scaleY,Turtle.Assets.Run.Width*0.5,Turtle.Assets.Run.Height*0.5)
elseif Turtle.state == "jump" or Turtle.state == "swim" then
love.graphics.setColor(Turtle.Ombre.color)
love.graphics.draw(Turtle.Assets.Jump.img,Turtle.x,Turtle.Ombre.y,0,Turtle.Ombre.scaleX,Turtle.Ombre.scaleY,Turtle.Assets.Jump.Width*0.5,Turtle.Assets.Jump.Height*0.5)
love.graphics.setColor(Turtle.color)
love.graphics.draw(Turtle.Assets.Jump.img,Turtle.x,Turtle.y,0,Turtle.Assets.Jump.scaleX,Turtle.Assets.Jump.scaleY,Turtle.Assets.Jump.Width*0.5,Turtle.Assets.Jump.Height*0.5)
elseif Turtle.state == "intro" then
love.graphics.setColor(Turtle.color)
Turtle.AnimationIntro:draw(Turtle.x,Turtle.y,0,Turtle.Assets.Intro.scaleX,Turtle.Assets.Intro.scaleY,Turtle.Assets.Intro.Width*0.5,Turtle.Assets.Intro.Height*0.5)
elseif Turtle.state == "dead" then
love.graphics.setColor(Turtle.Ombre.color)
Turtle.AnimationDeath:draw(Turtle.x,Turtle.Ombre.y,0,Turtle.Ombre.scaleX,Turtle.Ombre.scaleY,Turtle.Assets.Death.Width*0.5,Turtle.Assets.Death.Height*0.5)
love.graphics.setColor(Turtle.color)
Turtle.AnimationDeath:draw(Turtle.x,Turtle.y,0,Turtle.Assets.Death.scaleX,Turtle.Assets.Death.scaleY,Turtle.Assets.Death.Width*0.5,Turtle.Assets.Death.Height*0.5)
end
end
function Turtle.keypressed(key)
if key == "space" and Turtle.state == "run" then
Turtle.state = "jump"
snd_jump:play()
end
end