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3 changes: 1 addition & 2 deletions conf.lua
Original file line number Diff line number Diff line change
Expand Up @@ -2,6 +2,5 @@ love.conf = function(t)
t.gammacorrect = true
t.title, t.identity = "Gravity:Fall", "gravity-fall"
t.modules.joystick, t.modules.physics = false, false
t.version = "0.10.2"
t.version = "11.2"
end

22 changes: 11 additions & 11 deletions level.fnl
Original file line number Diff line number Diff line change
Expand Up @@ -13,7 +13,7 @@
(var level-switcher nil)
(var level-replay nil)

(defn find-mouse-intersect-planet [planets]
(lambda find-mouse-intersect-planet [planets]
(let [x (love.mouse.getX)
y (love.mouse.getY)]
(lume.first
Expand All @@ -24,10 +24,10 @@
(<= y1 y y2))
p)))))))

(defn launch-level [level]
(lambda launch-level [level]
(set level.state :in-flight))

(defn reset-level [level]
(lambda reset-level [level]
(set level.state :awaiting-launch)
(set level.duration 0)
(set level.ship (ship.create level.level-info.ship.vx
Expand All @@ -37,13 +37,13 @@
(each [k p (ipairs level.planets)]
(planet.reset p)))

(defn trigger-game-over [level]
(lambda trigger-game-over [level]
;; when game is over due to crash, first the game state goes to
;; :crash, we need to tell the ship that it needs to animate to crash
(set level.state :crashed)
(ship.trigger-crash level.ship))

(defn finish-level [level]
(lambda finish-level [level]
(ship.fall-into-vortex level.ship
[level.level-info.vortex.x
level.level-info.vortex.y])
Expand All @@ -57,10 +57,10 @@
(set level-switcher switcher)
(set level-replay replay)

(set bg-music (love.audio.newSource "assets/alone.mp3"))
(set bg-music (love.audio.newSource "assets/alone.mp3" "static"))
(: bg-music :setLooping true)

(set victory-music (love.audio.newSource "assets/victory.mp3"))
(set victory-music (love.audio.newSource "assets/victory.mp3" "static"))
(: victory-music :setVolume 0.3))

:create (fn [level-info]
Expand Down Expand Up @@ -113,7 +113,7 @@
(and (= key "r")
(= level.state :complete))
(level-replay)))

:update (fn [level tt]
;; play music if we are not paying
(when (and (not (: bg-music :isPlaying))
Expand All @@ -135,7 +135,7 @@
(math.min
10000
(+ level.survival-score-offered (math.floor (* tt 1000)))))

(set level.duration (+ level.duration tt))

;; apply any forces due to gravity on the ship
Expand Down Expand Up @@ -201,14 +201,14 @@
;; if there's a resource collision add score
(set level.resource-score
(+ level.resource-score (* 50000 resource-collides)))

(when (and (= level.state :in-flight)
full-collide?)
(trigger-game-over level))))

:reset (fn [level]
(reset-level level))

:draw (fn [level]
(each [k p (ipairs level.planets)]
(planet.draw p))
Expand Down
142 changes: 72 additions & 70 deletions level.lua
Original file line number Diff line number Diff line change
Expand Up @@ -9,28 +9,31 @@ local bg_music = nil
local victory_music = nil
local level_switcher = nil
local level_replay = nil
local function _0_(planets)
local x = love.mouse.getX()
local y = love.mouse.getY()
local function _1_(p)
local _2_ = planet.bounds(p)
local x1 = _2_[1]
local y1 = _2_[2]
local x2 = _2_[3]
local y2 = _2_[4]
if ((x1) <= (x) and ((x) <= (x2)) and (y1) <= (y) and ((y) <= (y2))) then
return p
local function find_mouse_intersect_planet(planets)
assert((nil ~= planets), ("Missing argument %s on %s:%s"):format("planets", "level.fnl", 16))
do
local x = love.mouse.getX()
local y = love.mouse.getY()
local function _0_(p)
local _1_ = planet.bounds(p)
local x1 = _1_[1]
local y1 = _1_[2]
local x2 = _1_[3]
local y2 = _1_[4]
if (((x1 <= x) and (x <= x2)) and ((y1 <= y) and (y <= y2))) then
return p
end
end
return lume.first(lume.filter(planets, _0_))
end
return lume.first(lume.filter(planets, _1_))
end
local find_mouse_intersect_planet = _0_
local function _1_(level)
local function launch_level(level)
assert((nil ~= level), ("Missing argument %s on %s:%s"):format("level", "level.fnl", 27))
level.state = "in-flight"
return nil
end
local launch_level = _1_
local function _2_(level)
local function reset_level(level)
assert((nil ~= level), ("Missing argument %s on %s:%s"):format("level", "level.fnl", 30))
level.state = "awaiting-launch"
level.duration = 0
level.ship = ship.create(level["level-info"].ship.vx, level["level-info"].ship.vy)
Expand All @@ -41,111 +44,110 @@ local function _2_(level)
end
return nil
end
local reset_level = _2_
local function _3_(level)
local function trigger_game_over(level)
assert((nil ~= level), ("Missing argument %s on %s:%s"):format("level", "level.fnl", 40))
level.state = "crashed"
return ship["trigger-crash"](level.ship)
end
local trigger_game_over = _3_
local function _4_(level)
ship["fall-into-vortex"](level.ship, ({level["level-info"].vortex.x, level["level-info"].vortex.y}))
local function finish_level(level)
assert((nil ~= level), ("Missing argument %s on %s:%s"):format("level", "level.fnl", 46))
ship["fall-into-vortex"](level.ship, {level["level-info"].vortex.x, level["level-info"].vortex.y})
level.state = "complete"
return nil
end
local finish_level = _4_
local function _5_(level_info)
local planets = ({})
local function _0_(level_info)
local planets = {}
for k, p in ipairs(level_info.planets) do
table.insert(planets, planet.create(p.size, p.distance, p.resources, p.tile))
end
util.pp(planets)
return ({["level-info"] = level_info, ["resource-score"] = 0, ["speed-up"] = 1, ["survival-score-offered"] = 0, duration = 0, planets = planets, ship = ship.create(level_info.ship.vx, level_info.ship.vy), state = "awaiting-launch", vortex = vortex.create(level_info.vortex.x, level_info.vortex.y, level_info.vortex.radius)})
return {["level-info"] = level_info, ["resource-score"] = 0, ["speed-up"] = 1, ["survival-score-offered"] = 0, duration = 0, planets = planets, ship = ship.create(level_info.ship.vx, level_info.ship.vy), state = "awaiting-launch", vortex = vortex.create(level_info.vortex.x, level_info.vortex.y, level_info.vortex.radius)}
end
local function _6_(level)
local function _1_(level)
for k, p in ipairs(level.planets) do
planet.draw(p)
end
ship.draw(level.ship)
vortex.draw(level.vortex)
return hud.draw(level)
end
local function _7_(level, key, unicode)
if (key) == ("s") then
local function _2_(level, key, unicode)
if (key == "s") then
local new_s = (level["speed-up"] + 1)
local function _8_()
if (new_s) > (4) then
local function _3_()
if (new_s > 4) then
return 1
else
return new_s
end
end
level["speed-up"] = _8_()
level["speed-up"] = _3_()
return nil
elseif ((key) == ("space") and (level.state) == ("awaiting-launch")) then
elseif ((key == "space") and (level.state == "awaiting-launch")) then
return launch_level(level)
elseif ((key) == ("space") and (level.state) == ("in-flight")) then
elseif ((key == "space") and (level.state == "in-flight")) then
return reset_level(level)
elseif ((key) == ("space") and (level.state) == ("in-flight")) then
elseif ((key == "space") and (level.state == "in-flight")) then
return reset_level(level)
elseif ((key) == ("space") and (level.state) == ("crashed")) then
elseif ((key == "space") and (level.state == "crashed")) then
return reset_level(level)
elseif ((key) == ("space") and (level.state) == ("complete")) then
elseif ((key == "space") and (level.state == "complete")) then
return level_switcher()
elseif ((key) == ("r") and (level.state) == ("complete")) then
elseif ((key == "r") and (level.state == "complete")) then
return level_replay()
end
end
local function _8_(switcher, replay)
local function _3_(switcher, replay)
planet.load()
ship.load()
hud.load()
level_switcher = switcher
level_replay = replay
bg_music = love.audio.newSource("assets/alone.mp3")
bg_music = love.audio.newSource("assets/alone.mp3", "static")
bg_music:setLooping(true)
victory_music = love.audio.newSource("assets/victory.mp3")
victory_music = love.audio.newSource("assets/victory.mp3", "static")
return victory_music:setVolume(0.29999999999999999)
end
local function _9_(level)
local function _4_(level)
return reset_level(level)
end
local function _10_(level, tt)
local function _11_()
if (not bg_music:isPlaying() and (level.state) == ("awaiting-launch")) then
local function _5_(level, tt)
local function _6_()
if (not bg_music:isPlaying() and (level.state == "awaiting-launch")) then
victory_music:stop()
return bg_music:play()
end
end
_11_()
local function _12_()
if (bg_music:isPlaying() and (level.state) == ("complete")) then
_6_()
local function _7_()
if (bg_music:isPlaying() and (level.state == "complete")) then
victory_music:play()
return bg_music:stop()
end
end
_12_()
_7_()
do
local t = (tt * level["speed-up"])
local function _13_()
if (level.state) == ("in-flight") then
local function _8_()
if (level.state == "in-flight") then
level["survival-score-offered"] = math.min(10000, (level["survival-score-offered"] + math.floor((tt * 1000))))
level.duration = (level.duration + tt)
ship["apply-planetary-forces"](level.ship, level.planets)
return ship["update-forces"](level.ship, t)
end
end
_13_()
local function _14_()
if (level.state) == ("awaiting-launch") then
local function _14_()
_8_()
local function _9_()
if (level.state == "awaiting-launch") then
local function _9_()
if love.mouse.isDown(1) then
if not tracking_info then
local p = find_mouse_intersect_planet(level.planets)
if p then
print("found planet:", p)
love.mouse.setGrabbed(true)
planet["mark-highlight"](p)
tracking_info = ({planet = p, x = love.mouse.getX(), y = love.mouse.getY()})
tracking_info = {planet = p, x = love.mouse.getX(), y = love.mouse.getY()}
return nil
end
end
Expand All @@ -158,7 +160,7 @@ local function _10_(level, tt)
end
end
end
_14_()
_9_()
if tracking_info then
local mx = love.mouse.getX()
local my = love.mouse.getY()
Expand All @@ -171,7 +173,7 @@ local function _10_(level, tt)
end
end
end
_14_()
_9_()
for k, p in ipairs(level.planets) do
planet.update(p, t)
end
Expand All @@ -181,31 +183,31 @@ local function _10_(level, tt)
do
local vortex_bounds = vortex["center-and-radius"](level.vortex)
local ship_bounds = ship["center-and-radius"](level.ship)
local function _13_()
if (util["sphere-collision"](vortex_bounds, ship_bounds) and (level.state) == ("in-flight")) then
local function _8_()
if (util["sphere-collision"](vortex_bounds, ship_bounds) and (level.state == "in-flight")) then
return finish_level(level)
end
end
_13_()
_8_()
end
do
local ship_center_and_radius = ship["center-and-radius"](level.ship)
local function _13_(p)
local function _8_(p)
return planet.collide(p, ship_center_and_radius)
end
local coll_status = lume.map(level.planets, _13_)
local function _14_(s)
return (s) == ("full-collide")
local coll_status = lume.map(level.planets, _8_)
local function _9_(s)
return (s == "full-collide")
end
local full_collide_3f = lume.first(lume.filter(coll_status, _14_))
local function _15_(s)
return (s) == ("resource-collide")
local full_collide_3f = lume.first(lume.filter(coll_status, _9_))
local function _10_(s)
return (s == "resource-collide")
end
local resource_collides = #lume.filter(coll_status, _15_)
local resource_collides = #lume.filter(coll_status, _10_)
level["resource-score"] = (level["resource-score"] + (50000 * resource_collides))
if ((level.state) == ("in-flight") and full_collide_3f) then
if ((level.state == "in-flight") and full_collide_3f) then
return trigger_game_over(level)
end
end
end
return ({create = _5_, draw = _6_, keypressed = _7_, load = _8_, reset = _9_, update = _10_})
return {create = _0_, draw = _1_, keypressed = _2_, load = _3_, reset = _4_, update = _5_}
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