Skip to content

Instantly share code, notes, and snippets.

@juaxix
Created December 25, 2012 20:46
Show Gist options
  • Star 0 You must be signed in to star a gist
  • Fork 1 You must be signed in to fork a gist
  • Save juaxix/4375317 to your computer and use it in GitHub Desktop.
Save juaxix/4375317 to your computer and use it in GitHub Desktop.
Ludum Dare #25 -- You Are The Invader
-- multiplatform Game made for Ludum Dare using Stonetrip ShiVa 3D Engine
-- More info: http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=10960
-- Support developer from XIXGAMES: http://www.xixgames.com @juaxix
--------------------------------------------------------------------------------
function alien.onInit ( )
--------------------------------------------------------------------------------
sensor.setActiveAt ( this.getObject ( ),0,false )
--------------------------------------------------------------------------------
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
function alien.onEnterFrame ( )
--------------------------------------------------------------------------------
local me = this.getObject ( )
object.translate ( me, 0,0,-0.6,object.kLocalSpace )
local x,y,z = object.getTranslation ( me, object.kGlobalSpace )
if z < -33 then
scene.destroyRuntimeObject ( application.getCurrentUserScene ( ), me )
elseif z < 40 and not sensor.isActiveAt ( me,0 ) then
sensor.setActiveAt ( this.getObject ( ),0, true )
end
--------------------------------------------------------------------------------
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
function alien.onSensorCollisionBegin ( nSensorID, hTargetObject, nTargetSensorID )
--------------------------------------------------------------------------------
if hTargetObject then
local model = object.getModelName( hTargetObject)
if model == "fire" then
log.warning ( "dead" )
user.postEvent ( application.getCurrentUser ( ), 0 , "main", "onAlienKilled",hTargetObject )
sensor.removeAll ( this.getObject ( ) )
-- remove me
scene.destroyRuntimeObject ( application.getCurrentUserScene ( ), this.getObject ( ) )
elseif model == "ship" then
user.postEvent ( application.getCurrentUser ( ), 0 , "main", "onShipKilled",hTargetObject )
sensor.removeAll ( this.getObject ( ) )
-- remove me
scene.destroyRuntimeObject ( application.getCurrentUserScene ( ), this.getObject ( ) )
else
log.warning ( "Colision:"..model )
end
end
--------------------------------------------------------------------------------
end
--------------------------------------------------------------------------------
-- multiplatform Game made for Ludum Dare using Stonetrip ShiVa 3D Engine
-- More info: http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=10960
-- Support developer from XIXGAMES: http://www.xixgames.com @juaxix
--------------------------------------------------------------------------------
function Goat.onEnterFrame ( )
--------------------------------------------------------------------------------
local goat = this.getObject ( )
if object.isVisible ( goat ) then
object.translate ( goat, 0,0,-0.15,object.kGlobalSpace )
if animation.getCurrentClip ( goat,0 )==1 then
if animation.getPlaybackCursor ( goat,0 )>= animation.getClipKeyFrameRangeMax ( goat,1 )-2 then
animation.setCurrentClip ( goat,0,0 )
animation.setPlaybackCursor ( goat,0,0 )
end
end
end
--------------------------------------------------------------------------------
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
function Goat.onSensorCollisionBegin ( nSensorID, hTargetObject, nTargetSensorID )
--------------------------------------------------------------------------------
if not object.isVisible ( this.getObject ( ) ) then return end
if hTargetObject then
local model = object.getModelName ( hTargetObject )
if model == "ship" then
--object.setVisible ( this.getObject ( ), false )
animation.setCurrentClip ( this.getObject ( ),0,1 )
user.postEvent ( application.getCurrentUser ( ), 0, "main", "onShipKilled", hTargetObject )
elseif model == "fire" then
user.postEvent ( application.getCurrentUser ( ), 0, "main", "onGoatGotFire" )
if math.random ( 1,100 )>97 then
--sensor.setAllActive ( this.getObject ( ), false )
object.setVisible ( this.getObject ( ), false )
end
end
end
--------------------------------------------------------------------------------
end
--------------------------------------------------------------------------------
-- multiplatform Game made for Ludum Dare using Stonetrip ShiVa 3D Engine
-- More info: http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=10960
-- Support developer from XIXGAMES: http://www.xixgames.com @juaxix
function main.checkKills ( )
--------------------------------------------------------------------------------
for i=0,5 do
if object.isVisible ( application.getCurrentUserSceneTaggedObject ( "fighter"..i ) )
then
return
end
end
hud.callAction ( application.getCurrentUser ( ), "game.showGameOver" )
this.mode ( -1 ) --game over
this.postEvent ( 6, "onResetGame" )
--------------------------------------------------------------------------------
function main.colorSelectedShip ( )
--------------------------------------------------------------------------------
local select = this.selected ( )
local fighter = nil
local R , G , B = 215, 251, 250
if select==-1 then
-- all invaders at once:
for i=0,5 do
fighter = application.getCurrentUserSceneTaggedObject ( "fighter"..i )
shape.overrideMeshSubsetMaterialAmbient (
fighter,
0, R/255, G/255, B/255, 1
)
end
elseif select==-2 then --none
R , G , B = 127, 127, 127
-- all invaders at once:
for i=0,5 do
fighter = application.getCurrentUserSceneTaggedObject ( "fighter"..i )
shape.overrideMeshSubsetMaterialAmbient (
fighter,
0, R/255, G/255, B/255, 1
)
end
elseif select>-1 then
fighter = application.getCurrentUserSceneTaggedObject ( "fighter"..select )
shape.overrideMeshSubsetMaterialAmbient (
fighter,
0, R/255, G/255, B/255, 1
)
end
--------------------------------------------------------------------------------
function main.computeShipsMovements ( nX0,nY0 )
--------------------------------------------------------------------------------
local nStick0BackMaxX = 23
local nStick0BackMinX = 4.5
local nStick0BackMinY = 4.5
local nStick0BackMaxY = 23
local tcX = this.nStick0TrackCX ( )
local tcY = this.nStick0TrackCY ( )
local tlX = this.nStick0TrackLX ( )
local tlY = this.nStick0TrackLY ( )
local nAspect = application.getCurrentUserViewportAspectRatio ( )
if ( math.vectorLength ( nX0 - tlX, nY0 - tlY, 0 ) < 25 )
then
local sX = 0.5 * ( nStick0BackMaxX - nStick0BackMinX )
local sY = 0.5 * ( nStick0BackMaxY - nStick0BackMinY )
local cX = 0.5 * ( nStick0BackMaxX + nStick0BackMinX )
local cY = 0.5 * ( nStick0BackMaxY + nStick0BackMinY )
local dX = nX0 - cX
local dY = ( nY0 - cY ) / nAspect
local dL = math.sqrt ( dX * dX + dY * dY )
local dLimX = sX * 0.7
local dLimY = sY * 0.7
if ( dL > dLimX or dL > dLimY )
then
dX = dX / dL * dLimX
dY = dY / dL * dLimY
else
dY = dY * nAspect
end
--user_sendEvent ( hUser, this_sTargetAIModel, "onJoypadStickMove", 0, 0, dX * nAspect, dY )
--hud_setComponentPosition ( hStick0Thumb, cX + dX, cY + dY )
this.nStick0TrackLX ( nX0 )
this.nStick0TrackLY ( nY0 )
this.nStick0TrackCX ( nX0 )
this.nStick0TrackCY ( nY0 )
this.moveX ( dX * nAspect / 10 )
this.moveY ( dY / 10 )
end
--------------------------------------------------------------------------------
end
--------------------------------------------------------------------------------
function main.createMoveFires ( )
--------------------------------------------------------------------------------
local f = this.fires ( )
local n = table.getSize ( f )
if n > 333 then return end
local s = application.getCurrentUserScene ( )
local x,y,z = 0,0,0
local fire = nil
--
if math.random ( 1,100 )>40 then
local i = math.roundToNearestInteger ( math.random ( 0,5 ) )
local ship = table.getAt ( this.ships ( ), i )
if object.isVisible ( ship ) then
x,y,z = object.getTranslation ( ship, object.kGlobalSpace )
-- create fire
fire = scene.createRuntimeObject ( s, "fire" )
object.setTranslation ( fire, x,y,z+0.1,object.kGlobalSpace )
table.add ( f, fire )
n = table.getSize ( f )
end
end
for j=0,n do
fire = table.getAt ( f,j )
if fire then
x,y,z = object.getTranslation ( fire, object.kGlobalSpace )
if z > 50 then
scene.destroyRuntimeObject ( s, fire )
table.removeAt ( f,j )
else
object.translate ( fire, 0,0,3,object.kLocalSpace )
end
end
end
--------------------------------------------------------------------------------
end
--------------------------------------------------------------------------------
function main.generateShipsInfo ( )
--------------------------------------------------------------------------------
application.loadCurrentUserEnvironment ( "YouAreTheInvader" )
local gev = application.getCurrentUserEnvironmentVariable
local sev = application.setCurrentUserEnvironmentVariable
--[[for i=0,22 do
end]]--
local fs = table.newInstance ( )
if not gev( "f0speed" ) then
for i=0,5 do
local k = -1
while k== -1 or table.contains ( fs,k ) do
k = math.roundToNearestInteger ( math.random ( 0,22 ) )
end
-- save
table.add ( fs,k )
end
else
for i=0,5 do
-- load info
table.add ( fs, gev("f"..i.."model" ))
end
end
for i=0,5 do
local j = table.getAt ( fs,i )
if not gev( "f"..i.."speed" ) then
sev( "f"..i.."speed" , this.getShipStat ("speed",j))
sev( "f"..i.."shield" , this.getShipStat ("shield",j))
sev( "f"..i.."power" , this.getShipStat ("power",j))
sev( "f"..i.."name" , this.getShipStat ("name",j))
sev( "f"..i.."model", j)
end
-- paint ship
local fighter = application.getCurrentUserSceneTaggedObject ( "fighter"..i )
if fighter then
shape.overrideMeshSubsetMaterialEffectMap0 ( fighter, 0,
"fighter".. j
)
end
end
application.saveCurrentUserEnvironment ( )
--------------------------------------------------------------------------------
end
--------------------------------------------------------------------------------
function main.getShipName (c )
--------------------------------------------------------------------------------
local s = "The "
if c == 1 then s = s.."Avar"
elseif c == 2 then s = s.. "Despot"
elseif c == 3 then s = s.. "Cruel"
elseif c == 4 then s = s.. "Parent"
elseif c == 5 then s = s.. "Hypocrite"
elseif c == 6 then s = s.. "Merciless"
elseif c == 7 then s = s.. "Manipulator"
elseif c == 8 then s = s.. "Liar"
elseif c == 9 then s = s.. "Interested"
elseif c == 10 then s = s.. "Stalker"
elseif c == 11 then s = s.. "Violent"
elseif c == 12 then s = s.. "Arrogant"
elseif c == 13 then s = s.. "scoundrel"
elseif c == 14 then s = s.. "Alcoholic"
elseif c == 15 then s = s.. "Junkie"
elseif c == 16 then s = s.. "convicted"
elseif c == 17 then s = s.. "Murderer"
elseif c == 18 then s = s.. "Arson"
elseif c == 19 then s = s.. "Looter"
elseif c == 20 then s = s.. "Thief"
elseif c == 21 then s = s.. "Rapist"
elseif c == 22 then s = s.. "Evil"
elseif c == 23 then s = s.. "Aggressive"
end
return s
--------------------------------------------------------------------------------
end
--------------------------------------------------------------------------------
function main.getShipStat ( field, c )
--------------------------------------------------------------------------------
local speed = 0
local shield= 0
local power = 0
local name = ""
if c == 1 then
name = "Avar"
power = 6
shield= 7
speed = 9
elseif c == 2 then
name = "Despot"
power = 7
shield= 7
speed = 8
elseif c == 3 then
name = "Cruel"
power = 9
shield= 6
speed = 7
elseif c == 4 then
name = "Parent"
power = 8
shield= 7
speed = 7
elseif c == 5 then
name = "Hypocrite"
power = 6
shield= 7
speed = 9
elseif c == 6 then
name = "Merciless"
power = 6
shield= 7
speed = 9
elseif c == 7 then
name = "Manipulator"
power = 6
shield= 7
speed = 9
elseif c == 8 then
name = "Liar"
power = 6
shield= 7
speed = 9
elseif c == 9 then
name = "Interested"
power = 6
shield= 7
speed = 9
elseif c == 10 then
name = "Stalker"
power = 6
shield= 7
speed = 9
elseif c == 11 then
name = "Violent"
power = 6
shield= 7
speed = 9
elseif c == 12 then
name = "Arrogant"
power = 6
shield= 7
speed = 9
elseif c == 13 then
name = "scoundrel"
power = 6
shield= 7
speed = 9
elseif c == 14 then
name = "Alcoholic"
power = 6
shield= 7
speed = 9
elseif c == 15 then
name = "Junkie"
power = 6
shield= 7
speed = 9
elseif c == 16 then
name = "convicted"
power = 6
shield= 7
speed = 9
elseif c == 17 then
name = "Murderer"
power = 6
shield= 7
speed = 9
elseif c == 18 then
name = "Arson"
power = 6
shield= 7
speed = 9
elseif c == 19 then
name = "Looter"
power = 6
shield= 7
speed = 9
elseif c == 20 then
name = "Thief"
power = 6
shield= 7
speed = 9
elseif c == 21 then
name = "Rapist"
power = 6
shield= 7
speed = 9
elseif c == 22 then
name = "Evil"
power = 6
shield= 7
speed = 9
elseif c == 23 then
name = "Aggressive"
power = 6
shield= 7
speed = 9
end
if field == "name" then return name
elseif field == "speed" then return speed
elseif field == "power" then return power
elseif field == "shield" then return shield
elseif field == "all" then
return "Power: "..power.."\n"..
"Shield: "..shield.."\n"..
"Speed: "..speed
end
-- @TODO: Set random statuses...
--------------------------------------------------------------------------------
end
--------------------------------------------------------------------------------
function main.moveShips ( )
--------------------------------------------------------------------------------
-- move fighter
--[[
local fighter = nil
if this.selected ( )==-1 then
-- all invaders at once:
fighter = application.getCurrentUserSceneTaggedObject ( "invaders" )
elseif this.selected ( )>-1 then
fighter = application.getCurrentUserSceneTaggedObject ( "fighter"..this.selected ( ) )
end
]]--
local fighter = this.invaders()
if fighter then
object.translate ( fighter, 0 , this.moveY ( ), this.moveX ( ), object.kGlobalSpace )
local x,y,z = object.getTranslation ( fighter, object.kGlobalSpace )
if y > 40 then
y = 40
elseif y < 5 then
y = 5
end
if z<-26 then
z = -26
elseif z > 23 then
z = 23
end
object.setTranslation ( fighter, x,y,z,object.kGlobalSpace )
--object.translate ( fighter, 0, trY, 0, object.kLocalSpace )
if this.moveY ( )>0 then
if this.shiprz ( ) > -9 then
this.shiprz ( this.shiprz ( ) - 1 )
for i = 0, 5 do
object.setRotation (
application.getCurrentUserSceneTaggedObject ( "fighter"..i),
0,0,this.shiprz ( ),object.kLocalSpace )
end
end
elseif this.moveY ( )<0 then
if this.shiprz ( ) < 9 then
this.shiprz ( this.shiprz ( ) + 1 )
for i = 0, 5 do
object.setRotation (
application.getCurrentUserSceneTaggedObject ( "fighter"..i),
0,0,this.shiprz ( ),object.kLocalSpace
)
end
end
--[[else
if math.floor ( rz ) ~= 0 then
object.rotateTo ( fighter,0,0,0,object.kLocalSpace, application.getLastFrameTime ( ) )
this.shiprz ( 0 )
end]]--
end
else
end
--------------------------------------------------------------------------------
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
function main.paintShip ( i )
--------------------------------------------------------------------------------
-- painting ships
local fighter = application.getCurrentUserSceneTaggedObject ( "fighter"..i )
if fighter then
shape.overrideMeshSubsetMaterialEffectMap0 ( fighter, 0,
"fighter"..
application.getCurrentUserEnvironmentVariable ( "f"..i.."model" )
)
end
--------------------------------------------------------------------------------
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
function main.selectShips ( nButton, nPointX, nPointY, nRayPntX, nRayPntY, nRayPntZ, nRayDirX, nRayDirY, nRayDirZ )
--------------------------------------------------------------------------------
-----
-- check if the click is over the hud
local c = hud.getUnderCursorComponent ( this.getUser ( ) )
if c then
local nX0 = 50 * ( nPointX + 1 )
local nY0 = 50 * ( nPointY + 1 )
local stick = hud.getComponent ( this.getUser ( ), "game.padStick" )
hud.setComponentPosition ( stick, nX0,nY0 )
this.computeShipsMovements ( nX0, nY0 )
return
end
local sce = application.getCurrentUserScene ( )
local hObj, dist,sid = scene.getFirstHitSensor ( sce, nRayPntX, nRayPntY, nRayPntZ, nRayDirX, nRayDirY, nRayDirZ, 300 )
if hObj then
local tag = scene.getObjectTag ( sce , hObj )
local model = object.getModelName ( hObj )
if ( string.getSubString ( tag,0,7 ) == "fighter") then
local i = string.getSubString ( tag,7,string.getLength ( tag ) - 7 ) + 0
if this.selected ( ) == i then
return
-- select all
--this.selected ( -1 )
-- hightlight all ships
--this.colorSelectedShip()
else
this.selected ( i )
this.colorSelectedShip( )
this.showShipOption ( i, true )
end
end
else
this.selected ( -2 ) --none
this.colorSelectedShip()
hud.callAction ( this.getUser ( ), "game.hideShipOption" )
end
--------------------------------------------------------------------------------
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
function main.setRandomColorsToInvaders ( shipNumber )
--------------------------------------------------------------------------------
if shipNumber == nil then
-- painting ships
for i=0, 5 do
local fighter = application.getCurrentUserSceneTaggedObject ( "fighter"..i )
if fighter then
shape.overrideMeshSubsetMaterialEffectMap0 ( fighter, 0,
"fighter"..
math.roundToNearestInteger ( math.random ( 0,23 ) )
)
end
end
else
local fighter = application.getCurrentUserSceneTaggedObject ( "fighter"..shipNumber )
if fighter then
shape.overrideMeshSubsetMaterialEffectMap0 ( fighter, 0,
"fighter"..
math.roundToNearestInteger ( math.random ( 0,23 ) )
)
end
end
--------------------------------------------------------------------------------
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
function main.showShipOption ( i, call )
--------------------------------------------------------------------------------
local s = this.selected ( )
local gev = application.getCurrentUserEnvironmentVariable
local u = application.getCurrentUser ( )
hud.setEditText (
hud.getComponent ( u,"game.txtStats" ),
"Speed: ".. gev( "f"..i.."speed" ).."\n"..
"Shield: "..gev( "f"..i.."shield" ).."\n"..
"Power: ".. gev( "f"..i.."power" )
)
hud.setLabelText (
hud.getComponent ( u, "game.ShipName" ),
gev( "f"..i.."name" )
)
local model = gev( "f"..i.."model" )+0
hud.setSliderValue ( hud.getComponent ( u, "game.selectedShip" ), model )
if call then
hud.callAction ( this.getUser ( ), "game.showShipOption" )
end
--------------------------------------------------------------------------------
end
--------------------------------------------------------------------------------
function main.game_onEnter ( )
--------------------------------------------------------------------------------
local sce= application.getCurrentUserScene ( )
-- set the ships in their initial position
local g = application.getCurrentUserSceneTaggedObject ( "invaders" )
this.invaders(g)
object.translateTo ( g, 0,21,0,object.kGlobalSpace, 1)
--rotate each ship
local t = this.ships ( )
for i=0,5 do
local s = table.getAt ( t,i)
object.rotateTo ( s,0,0,0,object.kGlobalSpace,1 )
end
-- set the camera in it position
local c = application.getCurrentUserActiveCamera ( )
object.rotateTo ( c,0, -90,0, object.kGlobalSpace, 1 )
object.translateTo ( c,-66,23,0,object.kGlobalSpace, 1)
hud.callAction ( application.getCurrentUser ( ), "game.showJoyPad" )
music.stop ( sce,2 )
music.play ( sce, 2, 1 )
table.empty ( this.fires ( ) )
table.empty ( this.aliens ( ) )
--------------------------------------------------------------------------------
end
--------------
function main.game_onLoop ( )
--------------------------------------------------------------------------------
this.moveShips ( )
this.createMoveFires()
--------------------------------------------------------------------------------
end
--------------------------------------------------------------------------------
function main.startingGame_onEnter ( )
--------------------------------------------------------------------------------
local sce = application.getCurrentUserScene ( )
local s = this.ships ( )
-- empty table
local k = this.selected ( )
table.empty ( s )
-- first the selected
table.add ( s, application.getCurrentUserSceneTaggedObject ( "fighter"..k ) )
for i=0,5 do
if i == k then
else
table.add (
s,
application.getCurrentUserSceneTaggedObject ( "fighter"..i )
)
end
end
-- begin moving to the start position
--[[camera initial position:
translation: -3.094, 45.446, 57.449
rotation: -24.505, -2.760, 0
]]--
object.rotateTo (application.getCurrentUserSceneTaggedObject ( "invaders" ) ,0,0,0,object.kGlobalSpace,1 )
this.postStateChange ( 6, "game" )
object.postEvent ( this.planet ( ), 1, "planet","onStartGame" )
application.forceModelToStayLoaded ( "Goat",true )
application.forceModelToStayLoaded ( "alien",true )
application.forceModelToStayLoaded ( "fire",true )
this.postEvent (6,"onCreateAlien")
music.stop ( sce,2 )
music.play ( sce, 1, 1 )
--------------------------------------------------------------------------------
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
function main.startingGame_onLoop ( )
--------------------------------------------------------------------------------
local dt = application.getLastFrameTime( )
local g = application.getCurrentUserSceneTaggedObject ( "invaders" )
object.translateTo ( g, 0,21,0,object.kGlobalSpace, dt)
--rotate each ship
local t = this.ships ( )
for i=0,5 do
local s = table.getAt ( t,i)
object.rotateTo ( s,0,0,0,object.kGlobalSpace,dt )
if i == 0 then
object.translateTo ( s,1,21,1,object.kGlobalSpace,dt )
end
end
local c = application.getCurrentUserActiveCamera ( )
object.rotateTo ( c,0, -90,0, object.kGlobalSpace, dt )
object.translateTo ( c,-66,23,0,object.kGlobalSpace, dt)
--------------------------------------------------------------------------------
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
function main.onAlienKilled ( fireObj )
--------------------------------------------------------------------------------
local f = this.fires ( )
local n = table.getSize ( f )
for i=0,n do
local fire = table.getAt ( f,i )
if fire and fire == fireObj then
scene.destroyRuntimeObject ( application.getCurrentUserScene ( ), fire )
table.removeAt ( f,i )
end
end
--------------------------------------------------------------------------------
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
function main.onChangingShip ( newShip )
--------------------------------------------------------------------------------
if this.selected ( )<0 then return end
local i = this.selected ( )
local sev = application.setCurrentUserEnvironmentVariable
sev( "f"..i.."speed" , this.getShipStat ("speed",newShip))
sev( "f"..i.."shield" , this.getShipStat ("shield",newShip))
sev( "f"..i.."power" , this.getShipStat ("power",newShip))
sev( "f"..i.."name" , this.getShipStat ("name",newShip))
sev( "f"..i.."model", newShip)
this.paintShip ( i )
this.showShipOption ( i, false )
--------------------------------------------------------------------------------
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
function main.onCloseShipOptions ( )
--------------------------------------------------------------------------------
this.selected ( -2 ) --none
this.colorSelectedShip()
--------------------------------------------------------------------------------
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
function main.onCreateAlien ( )
--------------------------------------------------------------------------------
if this.mode ( )==1 then
local sce = application.getCurrentUserScene ( )
this.postEvent ( math.random ( 6,9 ),"onCreateAlien")
local alien = scene.createRuntimeObject ( sce, "alien" )
object.setTranslation ( alien, 0,math.random ( 6,33 ),math.random ( 23,44 ),object.kGlobalSpace )
end
--------------------------------------------------------------------------------
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
function main.onGoatGotFire ( fireObj )
--------------------------------------------------------------------------------
local f = this.fires ( )
local n = table.getSize ( f )
for i=0,n do
local fire = table.getAt ( f,i )
if fire and fire == fireObj then
scene.destroyRuntimeObject ( application.getCurrentUserScene ( ), fire )
table.removeAt ( f,i )
end
end
--------------------------------------------------------------------------------
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
function main.onInit ( )
--------------------------------------------------------------------------------
hud.newTemplateInstance ( this.getUser ( ) , "game","game" )
--
application.setCurrentUserScene ( "space" )
this.generateShipsInfo()
this.planet ( application.getCurrentUserSceneTaggedObject ( "planet" ) )
-- play music
local sce = application.getCurrentUserScene()
music.setVolume ( sce, 0.6, 0 )
music.play ( sce, 0, 0.1 )
--------------------------------------------------------------------------------
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
function main.onMouseButtonDown ( nButton, nPointX, nPointY, nRayPntX, nRayPntY, nRayPntZ, nRayDirX, nRayDirY, nRayDirZ )
--------------------------------------------------------------------------------
if nButton ~= 0 then
return
end
this.button0 ( true )
if this.mode ( ) == 0 then
this.selectShips ( nButton, nPointX, nPointY, nRayPntX, nRayPntY, nRayPntZ, nRayDirX, nRayDirY, nRayDirZ )
elseif this.mode ( ) == 1 then
end
--------------------------------------------------------------------------------
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
function main.onMouseButtonUp ( nButton, nPointX, nPointY, nRayPntX, nRayPntY, nRayPntZ, nRayDirX, nRayDirY, nRayDirZ )
--------------------------------------------------------------------------------
if nButton ~= 0 then
return
end
-- check if the click is over the hud
local stick = hud.getComponent ( this.getUser ( ), "game.padStick" )
hud.setComponentPosition ( stick, 15,15 )
this.button0 ( false )
this.moveX ( 0 )
this.moveY ( 0 )
--------------------------------------------------------------------------------
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
function main.onMouseMove ( nPointX, nPointY, nDeltaX, nDeltaY, nRayPntX, nRayPntY, nRayPntZ, nRayDirX, nRayDirY, nRayDirZ )
--------------------------------------------------------------------------------
if this.button0 ( ) then
local c = hud.getUnderCursorComponent ( this.getUser ( ) )
if c then
local nX0 = 50 * ( nPointX + 1 )
local nY0 = 50 * ( nPointY + 1 )
local stick = hud.getComponent ( this.getUser ( ), "game.padStick" )
hud.setComponentPosition ( stick, nX0,nY0 )
this.computeShipsMovements ( nX0, nY0 )
return
end
end
--------------------------------------------------------------------------------
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
function main.onPlanetGotFire ( fireObj )
--------------------------------------------------------------------------------
local f = this.fires ( )
local n = table.getSize ( f )
for i=0,n do
local fire = table.getAt ( f,i )
if fire and fire == fireObj then
scene.destroyRuntimeObject ( application.getCurrentUserScene ( ), fire )
table.removeAt ( f,i )
end
end
--------------------------------------------------------------------------------
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
function main.onPlay ( )
--------------------------------------------------------------------------------
this.mode ( 1 )
application.saveCurrentUserEnvironment ( )
-- start the travel
this.startingGame ( )
--------------------------------------------------------------------------------
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
function main.onResetGame ( )
--------------------------------------------------------------------------------
application.restart ( )
--------------------------------------------------------------------------------
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
function main.onShipKilled ( shipObj )
--------------------------------------------------------------------------------
--
object.setVisible ( shipObj, false ) -- add particle system...
this.checkKills()
--------------------------------------------------------------------------------
end
--------------------------------------------------------------------------------
-- multiplatform Game made for Ludum Dare using Stonetrip ShiVa 3D Engine
-- More info: http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=10960
-- Support developer from XIXGAMES: http://www.xixgames.com @juaxix
--------------------------------------------------------------------------------
function planet.game_onLoop ( )
--------------------------------------------------------------------------------
local dt = application.getAverageFrameTime ( )
--
object.rotate ( this.getObject ( ), 0, 2*dt, 0, object.kLocalSpace )
object.translate ( this.getObject ( ), 0,0,-0.1,object.kGlobalSpace )
local x,y,z = object.getTranslation ( this.getObject ( ),object.kGlobalSpace )
if z <= -66 then
object.setTranslation (
this.getObject ( ),
0,
math.random ( -17,42 ),
66
,object.kGlobalSpace
)
sensor.setActiveAt ( this.getObject ( ),0,true )
object.setVisible ( this.getObject ( ),true )
local goat = application.getCurrentUserSceneTaggedObject ( "Goat" )
if math.random ( 1,100 )>20 then
object.setTranslation( goat, 0,y+12,66,object.kGlobalSpace )
object.setVisible ( goat,true )
else
object.setVisible ( goat,false )
end
end
--------------------------------------------------------------------------------
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
function planet.waiting_onEnter ( )
--------------------------------------------------------------------------------
object.resetRotation ( this.getObject ( ), object.kGlobalSpace )
object.resetTranslation ( this.getObject ( ), object.kGlobalSpace )
--------------------------------------------------------------------------------
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
function planet.waiting_onLoop ( )
--------------------------------------------------------------------------------
local dt = application.getAverageFrameTime ( )
--
object.rotate ( this.getObject ( ), 0, 1*dt, 0, object.kLocalSpace )
--
--------------------------------------------------------------------------------
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
function planet.onSensorCollisionBegin ( nSensorID, hTargetObject, nTargetSensorID )
--------------------------------------------------------------------------------
if hTargetObject then
local model = object.getModelName ( hTargetObject )
if model == "ship" then
user.postEvent ( application.getCurrentUser ( ), 0, "main","onShipKilled",hTargetObject )
elseif model == "fire" then
user.postEvent ( application.getCurrentUser ( ),0,"main","onPlanetGotFire",hTargetObject )
if math.random ( 1,100 )>99 then
sensor.setActiveAt ( this.getObject ( ),0,false )
object.setVisible ( this.getObject ( ),false )
end
end
end
--------------------------------------------------------------------------------
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
function planet.onStartGame ( )
--------------------------------------------------------------------------------
this.game ( )
--------------------------------------------------------------------------------
end
--------------------------------------------------------------------------------
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment