Rocket-Bytes/Source/Saws.lua
2022-06-12 22:51:48 -06:00

157 lines
No EOL
4.6 KiB
Lua

import "CoreLibs/animator"
import "CoreLibs/animation"
local gfx <const> = playdate.graphics
local imgSaw = gfx.imagetable.new("gfx/sawblades")
local imgFuel = gfx.imagetable.new("gfx/fuel")
local imgTarget = gfx.image.new("gfx/target")
assert(imgSaw)
assert(imgTarget)
local loopSaws = gfx.animation.loop.new(200, imgSaw)
local loopFuel = gfx.animation.loop.new(400, imgFuel)
local blades = {}
local spinblades = {}
local fuels = {}
function loadBlades(_blades)
for i = 1, #_blades,1 do
local b = _blades[i]
b.start = playdate.geometry.point.new(b.start.x+8,b.start.y+8)
b.ends = playdate.geometry.point.new(b.ends.x+8,b.ends.y+8)
b.saw = gfx.sprite.new(loopSaws:image())
b.saw:moveTo(b.start)
b.saw:setZIndex(1)
b.saw:setCollideRect(0,0,16,16)
b.saw:add()
local a = gfx.animator.new(b.speed*1000, b.start, b.ends)
b.saw:setAnimator(a)
b.t1 = gfx.sprite.new(imgTarget)
b.t1:moveTo(b.start)
b.t2 = gfx.sprite.new(imgTarget)
b.t2:moveTo(b.ends)
b.t1:add()
b.t2:add()
blades[i] = b
end
end
function loadSpins(_spins)
for i = 1, #_spins, 1 do
local s = _spins[i]
if s.middle then
s.middle = gfx.sprite.new(loopSaws:image())
s.middle:setCollideRect(0,0,16,16)
else
s.middle = gfx.sprite.new(imgTarget)
end
s.middle:moveTo(s.x,s.y)
s.middle:setZIndex(1)
s.middle:add()
local sb = {speed=s.speed,arms={},mid=s.middle,time=0}
for i = 1, s.arms, 1 do
sb.arms[i] = {}
for p = 1, s.armlen, 1 do
local degrees = (360 / s.arms) * i
local position = {x=math.sin(math.rad(degrees)) * 20 * p,y=math.cos(math.rad(degrees)) * 20 * p}
sb.arms[i][p] = gfx.sprite.new(loopSaws:image())
sb.arms[i][p]:moveTo(s.x + position.x, s.y + position.y)
sb.arms[i][p]:setCollideRect(0,0,16,16)
sb.arms[i][p]:setZIndex(1)
sb.arms[i][p]:add()
end
end
spinblades[#spinblades+1] = sb
end
end
function loadFuel(_fuel)
for i = 1, #_fuel, 1 do
local fuel = _fuel[i]
fuels[i] = gfx.sprite.new()
fuels[i]:moveTo(fuel.x+15,fuel.y+15)
fuels[i]:setGroups({2})
fuels[i]:setCollidesWithGroups({3})
fuels[i].active = true
fuels[i]:setZIndex(2)
fuels[i]:setCollideRect(-6,-6 ,30,30)
fuels[i]:add()
totalEnergy += 1
showEnergy = true
end
end
function updateSaws()
local ox, oy = gfx.getDrawOffset()
for fuel = 1, #fuels, 1 do
fuels[fuel]:setImage(loopFuel:image())
if #fuels[fuel]:overlappingSprites() > 0 and fuels[fuel].active then
fuels[fuel].active = false
fuels[fuel]:remove()
energy += 1
end
end
for b=1, #blades, 1 do
b = blades[b]
b.saw:setImage(loopSaws:image())
local pos = playdate.geometry.point.new(b.saw:getPosition())
if pos == b.start then
local a = gfx.animator.new(b.speed*1000, b.start, b.ends)
b.saw:setAnimator(a)
elseif pos == b.ends then
local a = gfx.animator.new(b.speed*1000, b.ends, b.start)
b.saw:setAnimator(a)
end
end
for spinner = 1, #spinblades, 1 do
for arm = 1, #spinblades[spinner].arms do
for blade = 1, #spinblades[spinner].arms[arm] do
spinblades[spinner].time += spinblades[spinner].speed
local degrees = (360 / #spinblades[spinner].arms * arm + spinblades[spinner].time)
local position = {x=math.sin(math.rad(degrees)) * 20 * blade,y=math.cos(math.rad(degrees)) * 20 * blade}
spinblades[spinner].arms[arm][blade]:setImage(loopSaws:image())
spinblades[spinner].arms[arm][blade]:moveTo(spinblades[spinner].mid.x + position.x, spinblades[spinner].mid.y + position.y)
end
end
end
end
function killBlades()
for fuel = 1, #fuels, 1 do
fuels[fuel]:remove()
end
fuels = {}
for i = 1, #blades, 1 do
blades[i].t1:remove()
blades[i].t2:remove()
blades[i].saw:remove()
end
blades = {}
for i = 1, #spinblades, 1 do
spinblades[i].mid:remove()
for arm = 1, #spinblades[i].arms do
for blade = 1, #spinblades[i].arms[arm] do
spinblades[i].arms[arm][blade]:remove()
end
end
end
spinblades = {}
end