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bullets 4
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function setup() | |
physics.gravity(0,0) | |
bullets={} | |
ball = {} --NEW | |
for i = 1,5 do --NEW | |
ball[i] = Ballons() | |
end | |
end | |
function touched(touch) | |
x = touch.x | |
y = touch.y | |
if touch.state == BEGAN then --create bullet | |
local bullet = physics.body(CIRCLE,10) | |
bullet.x,bullet.y = x,y | |
bullet.linearVelocity = vec2(1000,0) | |
bullet.restitution = 0 | |
bullet.type = DYNAMIC | |
table.insert(bullets,bullet) | |
end | |
end | |
function draw() | |
background(255) | |
pushStyle() | |
fill(255, 255, 255, 255) | |
if collision~=nil then -----------NEW | |
ball[collision[1]].ballon:destroy() | |
table.remove(ball,collision[1]) | |
bullets[collision[2]]:destroy() | |
table.remove(bullets,collision[2]) | |
collision=nil | |
end | |
fill(0) | |
for i,b in pairs(bullets) do | |
if b.x<1 or b.x>WIDTH or b.y<1 or b.y>HEIGHT then | |
b:destroy() | |
table.remove(bullets,i) | |
else | |
ellipse(b.x,b.y,10) | |
end | |
end | |
popStyle() | |
for i = 1,#ball do --drawing the ballons | |
pushStyle() | |
fill(ball[i].ballon.colr) | |
ellipse(ball[i].ballon.x, ball[i].ballon.y, ball[i].radius*2) | |
popStyle() | |
end | |
pushStyle() | |
popStyle() | |
end | |
function collide(contact) --NEW | |
for i,b in pairs(ball) do | |
if b.ballon==contact.bodyA or b.ballon==contact.bodyB then | |
for j,bb in pairs(bullets) do | |
if bb==contact.bodyA or bb==contact.bodyB then | |
sound(DATA, "ZgNAXS4wQEBAQEBA/9iePiN3mD64nKs+cgBAf0BAQEBAb0BA ") | |
collision={i,j} | |
end | |
end | |
end | |
end | |
end | |
Ballons = class() --NEW | |
function Ballons:init(x,y,r,c,lv) | |
self.radius = r or math.random(25,50) | |
self.ballon = physics.body(CIRCLE,self.radius) | |
self.ballon.x = x or math.random(WIDTH/2,WIDTH) | |
self.ballon.y = y or math.random(-HEIGHT/2,-self.radius) | |
self.ballon.linearVelocity = lv or vec2(0,math.random(100,150)) | |
self.ballon.colr = c or color(math.random(255),math.random(255),math.random(255),math.random(100,150)) | |
end | |
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