Skip to content

Instantly share code, notes, and snippets.

@Westenburg
Created August 12, 2014 07:55
Show Gist options
  • Save Westenburg/7ef74e2edd4da341f1cb to your computer and use it in GitHub Desktop.
Save Westenburg/7ef74e2edd4da341f1cb to your computer and use it in GitHub Desktop.
Missile Command Type game
-- Missile command type game
-- by West
displayMode(FULLSCREEN)
function setup()
touches={}
tsup={} --tsup contains the supplementary info about the start position of the touch
resetGame()
--starfield setup --credit to Simeon @TLL: http://codea.io/talk/discussion/644/flicker-drawing-large-images-any-advice/p1
local gradSize = 2
grad = image(gradSize,gradSize)
local toColor = color(29, 27, 38, 255)
local fromColor = color(31, 32, 59, 255)
-- Make a gradient
local c = nil
for i = 1,gradSize do
for x = 1,gradSize do
local a = i/gradSize
c = blend( fromColor, toColor, a )
grad:set(x, i, c)
end
end
starMesh = mesh()
starMesh.texture = starImage(32)
for i = 1,100 do
local x = math.random(WIDTH)
local y = math.random(HEIGHT)
local s = math.random(8, 32)
local idx = starMesh:addRect(x, y, s, s)
local o = math.random(40,255)
starMesh:setRectColor( idx, color(255,255,255,o) )
end
end
-- This function gets called once every frame
function draw()
--check to see if there are any bases or missle silos left
basecount=0
missilebasecount=0 --number of missile bases
missilemax=0
for i,b in pairs(base) do
if b.state==1 then
basecount = basecount + 1
elseif b.state==2 then
missilebasecount = missilebasecount + 1
missilemax = missilemax + mps
end
end
if missilestock>missilemax then
missilestock=missilemax
end
if basecount==0 then
gamestate=2
end
if gamestate==1 then
--generate new stock of missles
if missilestock<missilemax then
missileregen = missileregen + 3
if missileregen>missileregenrate then
missileregen=0
missilestock = missilestock + 1
end
end
if math.random(100-math.min(80,math.floor((ElapsedTime-gametime)/2)))==1 then
local kind=math.random(15)
if kind>4 then kind=1 end
local startx=math.random(WIDTH)
local starty=HEIGHT*1.05
addMissle(startx,starty,kind)
end
-- This sets a background color
background(106, 164, 152, 255)
sprite( grad, WIDTH/2, HEIGHT/2,
WIDTH+20, HEIGHT+20 )
starMesh:draw()
--draw the ground
noStroke()
fill(59, 135, 41, 255)
rect(0,0,WIDTH,40)
fill(255)
font("Futura-CondensedExtraBold")
text("Score: "..score.." Hi-score: "..hiscore,WIDTH/2,HEIGHT*0.98)
--draw bases
for i,b in pairs(base) do
if b.state==1 then
sprite("Small World:Observatory",b.x,b.y,40)
elseif b.state==2 then
sprite("Small World:Windmill",b.x,b.y,40)
else
sprite("Small World:Base Small",b.x,b.y-10,40)
if math.random(45)==1 then
table.insert(smoke,{x=b.x-4+math.random(7),y=b.y,fade=255,size=0.5+math.random(5)/10,ang=math.random(360),rot=math.random(6)-3,shrink=math.random(10)/1000,rise=1})
end
end
end
--draw the missile stock
for m= 1,missilemax do
if m<=missilestock then
sprite("Tyrian Remastered:Missile Small",(WIDTH*0.05)+(m-1)*WIDTH/50,0.98*HEIGHT,10,20)
end
end
--draw spacedust sparkles
for s,d in pairs(spacedust) do
tint(255,255,255,d.fade)
if d.type==1 then
sprite("Cargo Bot:Star Filled",d.x,d.y,1*d.size)
else
sprite("Space Art:Asteroid Small",d.x,d.y,1*d.size)
end
d.x = d.x + d.speed*math.sin(math.rad(-d.dir))
d.y = d.y + d.speed*math.cos(math.rad(-d.dir))
d.fade = d.fade -d.faderate
if d.fade<0 then
table.remove(spacedust,s)
end
end
tint(255)
--draw smoke
for i,s in pairs(smoke) do
tint(255,255,255,s.fade)
pushMatrix()
translate(s.x,s.y)
rotate(s.ang)
sprite("Cargo Bot:Smoke Particle",0,0,30*s.size)
popMatrix()
s.ang = s.ang + s.rot
s.size = s.size-s.shrink
s.fade = s.fade -2
if s.rise==1 then
s.y = s.y + 1
end
if s.fade<0 or s.size<0 then
table.remove(smoke,i)
end
noTint()
end
--draw missles
for i,m in pairs(a) do
if m.mtype==2 then
tint(255, 186, 0, 255)
elseif m.mtype==3 then
tint(215, 0, 255, 255)
if math.random(200)==1 or m.y<HEIGHT/3 then
num=1+math.random(4)
for w=1,num do
addMissle(m.x,m.y,1)
end
table.remove(a,i)
end
elseif m.mtype==4 then
tint(4, 255, 0, 255)
if math.random(200)==1 or m.y<HEIGHT/3 then
num=1+math.random(4)
for w=1,num do
addMissle(m.x,m.y,2)
end
table.remove(a,i)
end
end
pushMatrix()
translate(m.x,m.y)
rotate(-m.angle+180)
sprite("Tyrian Remastered:Missile Big",0,0,15,28)
popMatrix()
noTint()
if math.random(25)==1 then
table.insert(smoke,{x=m.x,y=m.y,fade=255,size=0.5+math.random(5)/10,ang=math.random(360),rot=math.random(6)-3,shrink=math.random(10)/1000,rise=0})
end
m.x = m.x + m.spd*math.sin(math.rad(m.angle))
m.y = m.y + m.spd*math.cos(math.rad(m.angle))
--check if missle has hit base
for j,b in pairs(base) do
if vec2(m.x,m.y):dist(vec2(b.x,b.y))<20 and b.state~=0 then
explode(b.x,b.y,i)
b.state=0
end
end
--check if missle has hit ground
if m.y<30 then
table.remove(a,i)
end
end
--draw any active touch pulses
for i,p in pairs(pulse) do
local pulsesize=p.size --the maximum radius of the touch circle pulse
local fade=100-(p.r/pulsesize)*100 --calculate the fade factor
fill(255,255,255,fade)
ellipse(p.x,p.y,p.r)
p.rate = p.rate + 1.5
p.r = p.r + p.rate
if p.r>pulsesize then
table.remove(pulse,i)
end
for j,missile in pairs(a) do
if vec2(missile.x,missile.y):dist(vec2(p.x,p.y))<p.r/2 and missile.mtype~=2 and missile.mtype~=4 then
explode(missile.x,missile.y,j)
score = score + 10
end
end
end
fill(255)
stroke(255)
strokeWidth(2)
for i,t in pairs(touches) do
if missilebasecount>0 then
ellipse(t.x,t.y,10)
local endpt=math.max(1200-800*(ElapsedTime-tsup[i].starttime),50+10*math.sin(5*ElapsedTime))
local spin=ElapsedTime*40
tint(248, 19, 19, 255)
if ElapsedTime-tsup[i].starttime>1.5 then
tint(38, 255, 0, 255)
end
pushMatrix()
translate(t.x,t.y)
rotate(spin)
for sp=1,4 do
translate(-endpt,0)
sprite("Cargo Bot:How Arrow",0,0)
translate(endpt,0)
rotate(90)
end
popMatrix()
end
end
noTint()
if flash==1 then
flash=0
background(255)
sound(SOUND_SHOOT, 21350)
end
else
--game over
noStroke()
fill(255,0,0,gameoverfade)
gameoverfade = gameoverfade + 1
rect(0,0,WIDTH,HEIGHT)
fill(0,0,0,255)
fontSize(70)
text("Game Over",WIDTH/2,0.55*HEIGHT)
text("Final Score: "..score,WIDTH/2,0.45*HEIGHT)
if gameoverfade>300 then
text("Tap to play again",WIDTH/2,0.3*HEIGHT)
end
end
end
function touched(touch)
if touch.state==ENDED or touch.state==CANCELLED then
if gamestate==2 and gameoverfade>300 then
if score>hiscore then
saveLocalData("hiscore",score)
end
resetGame()
end
if missilebasecount>0 and missilestock>0 then processTouch(touch) end
touches[touch.id] = nil
tsup[touch.id]=nil
else
touches[touch.id] = touch
--if there is no supplementary info associated with the current touch then add it
if tsup[touch.id]==nil then
tsup[touch.id]={tstartx=touch.x,tstarty=touch.y,starttime=ElapsedTime}
end
end
end
function processTouch(touch)
for j,missile in pairs(a) do
if ElapsedTime-tsup[touch.id].starttime>1.5 then
flash=1
end
if ElapsedTime-tsup[touch.id].starttime>0 and vec2(touch.x,touch.y):dist(vec2(missile.x,missile.y))<touchacc then
explode(missile.x,missile.y,j)
sound(SOUND_EXPLODE, 21347)
end
end
table.insert(pulse,{x=touch.x,y=touch.y,r=8,rate=1,size=50+300*math.min(1.5,ElapsedTime-tsup[touch.id].starttime)}) --add a new pulse
missilestock = missilestock -1
sound(SOUND_SHOOT, 21338)
end
function starImage(s)
local s2 = s/2
local i = image(s,s)
setContext(i)
pushStyle()
for i = 1,6 do
fill( 240, 245, 255, i*10 )
ellipse( s2, s2, (s-1) / i )
end
fill(255)
ellipse( s2, s2, 3 )
popStyle()
setContext()
return i
end
function blend(c1, c2, a)
return color(c1.r * a + c2.r * (1-a),
c1.g * a + c2.g * (1-a),
c1.b * a + c2.b * (1-a),
c1.a)
end
function addMissle(startx,starty,kind)
local t=math.random(#base)
local startangle=math.deg(math.atan2(startx-base[t].x,starty-base[t].y))
table.insert(a,{x=startx,y=starty,dir=-1^math.random(2),spd=0.5+math.random(5)/2,angle=startangle+180,mtype=kind})
end
function explode(x,y,j)
local ix=x
local iy=y
if a[j].mtype==2 then
score = score + 25
sound(SOUND_EXPLODE, 21337)
elseif a[j].mtype==4 then
score = score + 50
sound(SOUND_EXPLODE, 28733)
else
score = score + 10
sound(SOUND_EXPLODE, 42349)
end
table.remove(a,j) --remove missle
table.insert(pulse,{x=ix,y=iy,r=8,rate=7,size=200}) --add a new pulse
for s=0,360,12 do
table.insert(spacedust,{x=ix,y=iy,dir=s,fade=175+math.random(50)+3,size=2+math.random(5),speed=4+math.random(10),faderate=2+math.random(3),type=1})
end
end
function resetGame()
points={}
pulse={}
smoke={}
score=0
gamestate=1
gameoverfade=0
spacedust={}
base={}
for i= 1,10 do
local bldg=1
if i==1 or i==10 or i==5 then
bldg=2
end
table.insert(base,{x=i*WIDTH/11,y=0.05*HEIGHT,state=bldg})
end
missilestock=9
missileregen=0
missileregenrate=200
mps=5 --missiles per silo
touchacc=25 -- how near to a missile a touch is to cause an explosion
a={}
for i=1,5 do
local startx=math.random(WIDTH)
local starty=HEIGHT*1.05
addMissle(startx,starty,1)
end
flash=0
missilemax=0
--calculate missle stockpile
for i,b in pairs(base) do
if b.state==2 then
missilemax = missilemax + mps
end
end
missilestock=missilemax
if readLocalData("hiscore")~=nil then
hiscore=readLocalData("hiscore")
else
hiscore=0
end
fontSize(22)
gametime=ElapsedTime
end
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment