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https://github.com/libretro/lutro-iyfct.git
synced 2024-11-23 07:59:43 +00:00
Implemented inside of trains and global raising speed
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@ -7,7 +7,7 @@ function Cloud.create(y,size,type)
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self.x = WIDTH
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self.y = y
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self.size = size
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self.speed = math.random(25,50)
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self.speed = global_speed*math.random(25,50)
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self.type = type
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self.alive = true
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return self
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gfx/mockup.png
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gfx/mockup.png
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Before Width: | Height: | Size: 1.9 KiB After Width: | Height: | Size: 2.5 KiB |
11
main.lua
11
main.lua
@ -10,6 +10,8 @@ SCRNHEIGHT = HEIGHT*SCALE
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track_quad = love.graphics.newQuad(0,48,121,5,128,128)
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global_speed = 1.0
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function love.load()
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love.graphics.setMode(SCRNWIDTH,SCRNHEIGHT,false)
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love.graphics.setBackgroundColor(255,255,255)
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@ -23,7 +25,7 @@ function love.load()
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nextCloud = 0
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train = Train.create(10,1)
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train.x = -200
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train.x = -190
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end
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function love.update(dt)
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@ -43,17 +45,20 @@ function love.update(dt)
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Train.update(train,dt)
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if train.x < -200 then
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train.x = WIDTH
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train.speed = math.random(150,200)
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train.speed = global_speed*math.random(TRAIN_MIN_SPEED,TRAIN_MAX_SPEED)
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train.type = math.random(1,2)
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end
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Player.collideWithTrain(pl)
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-- Move tracks
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track_frame = track_frame + dt*150
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track_frame = track_frame + global_speed * dt * 150
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if track_frame >= 11 then
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track_frame = 0
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end
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-- Increase speed
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global_speed = global_speed + 0.05*dt
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end
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function love.draw()
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19
player.lua
19
player.lua
@ -37,6 +37,9 @@ function Player.update(self,dt)
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elseif self.status == 1 then
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self.x = train.x-10
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elseif self.status == 3 then
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self.y = 66
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end
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-- Update walk frame
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@ -53,14 +56,17 @@ function Player.draw(self)
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end
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function Player.collideWithTrain(self)
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if train.type == 1 then -- closed train
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if self.status == 0 then
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-- check collision with front of train
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if Player.collideWithPoint(self,train.x+4,train.y+10) or
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Player.collideWithPoint(self,train.x+2,train.y+24) then
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if train.type == 1 then -- hit by closed train
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self.status = 1 -- hit by train
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if self.y < train.y-9 then
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self.y = train.y-9
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end
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elseif train.type == 2 then -- hit by open train
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self.status = 3
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end
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end
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-- check if landed on train
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@ -73,6 +79,13 @@ function Player.collideWithTrain(self)
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end
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end
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if self.status == 3 then
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if self.x > train.x+135 then
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self.status = 0
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end
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end
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end
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function Player.collideWithPoint(self,x,y)
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if x > self.x and x < self.x+PLAYER_WIDTH
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and y > self.y and y < self.y+PLAYER_HEIGHT then
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@ -85,5 +98,7 @@ end
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--[[ Status values:
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0 = alive
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1 = hit by train
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2 = hit by bird?
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2 = hit by bird
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3 = inside train
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4 = falling through ground
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--]]
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@ -3,6 +3,9 @@ normal_train_quad = love.graphics.newQuad(0,0,132,36,256,256)
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open_train_quad = love.graphics.newQuad(0,48,146,36,256,256)
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inside_train_quad = love.graphics.newQuad(0,96,146,36,256,256)
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TRAIN_MIN_SPEED = 160
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TRAIN_MAX_SPEED = 220
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function Train.create(speed,type)
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local self = {}
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self.speed = speed
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@ -20,6 +23,10 @@ function Train.draw(self)
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if self.type == 1 then -- closed train
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love.graphics.drawq(imgTrains,normal_train_quad,self.x,self.y)
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elseif self.type == 2 then -- open train from outside
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if pl.status == 3 then
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love.graphics.drawq(imgTrains,inside_train_quad,self.x-7,self.y)
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else
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love.graphics.drawq(imgTrains,open_train_quad,self.x-7,self.y)
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end
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end
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end
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