430 lines
13 KiB
Lua
430 lines
13 KiB
Lua
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ag.import("std")
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function newGame()
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current_frame = 1
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setupScore()
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newFrame()
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position_x = 0
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target_x = 0
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game_state = "waiting"
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end
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function resetPins()
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local head_x = 0
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local head_y = 15
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local spacing = 0.75
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for i = 1, 10 do
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if (pins[i] ~= nil) then
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pins[i]:destroy()
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end
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end
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local n = 1
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for row = 0, 3 do
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for j = 0, row do
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pins[n] = reference_pin:clone()
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pins[n]:setPosition(head_x - row * spacing / 2 + j * spacing,
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head_y + 0.866 * spacing * row,
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1 - pin_minz)
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n = n + 1
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end
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end
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end
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function setupStars()
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stars = ag.startList()
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local dist = 500
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for i = 1, 500 do
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local rx = math.random() * math.pi
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local ry = (math.random() - 0.5) * math.pi * 0.8
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local x = dist * math.cos(ry) * math.cos(rx)
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local y = dist * math.cos(ry) * math.sin(rx)
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local z = dist * math.sin(ry)
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local size = math.random(1, 6)
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ag.drawPoint(size, 1, 1, 1, x, y, z)
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end
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ag.endList()
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end
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function setupScore()
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current_frame = 1
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current_ball = 1
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score = {}
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for i = 1, 10 do
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local s = {}
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s[1] = -1
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s[2] = -1
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if (i == 10) then
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s[3] = -1
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end
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s["tot"] = -1
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score[i] = s
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end
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end
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function init_event()
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lane = ag.loadModelStatic("bowling_lane")
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local minx, miny, minz, maxx, maxy, maxz = lane:getAABB()
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local lane_bottom = minz
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local lane_top = maxz
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pins = {}
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reference_pin = ag.loadModel("bowling_pin", 1.0/4.3)
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minx, miny, minz, maxx, maxy, maxz = reference_pin:getAABB()
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pin_minz = minz
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pin_maxz = maxz
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pin_standing_position = lane_top - pin_minz
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local box = ag.createBoxStatic(1, 10, 0.1)
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box:setVisible(false)
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box:setPosition(0, 0, lane_bottom - (maxz - minz) - 0.4)
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reference_pin:setPosition(0, 0, lane_bottom - maxz - 0.1)
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reference_ball = ag.createSphere(0.25)
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reference_ball:setColor(0.7, 0.1, 0.9)
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reference_ball:setMass(10)
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reference_ball:setPosition(0, -2, -1.5)
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setupStars()
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game_state = "waiting"
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mouse_moved = false
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newGame()
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last_update_time = ag.elapsedTime()
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setCamera(last_update_time)
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end
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function setCamera(now)
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if (game_state == "launched") then
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local pct = (now - launch_time) / 2500
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if (pct > 1) then
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pct = 1
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end
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ag.setCamera(position_x + (-position_x * pct), -10 + 10 * pct, 5 + 5 * pct, target_x, 20, 0)
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else
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ag.setCamera(position_x, -10, 5, target_x, 20, 0)
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end
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end
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function update_event()
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local now = ag.elapsedTime()
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if (game_state == "waiting") then
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if (ag.isKeyDown("a") or ag.isKeyDown("left")) then
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position_x = position_x - (now - last_update_time) / 300
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if (position_x < -2) then
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position_x = -2
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end
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end
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if (ag.isKeyDown("d") or ag.isKeyDown("right")) then
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position_x = position_x + (now - last_update_time) / 300
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if (position_x > 2) then
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position_x = 2
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end
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end
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end
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last_update_time = now
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if (game_state == "launched") then
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if (now - launch_time > 7000) then
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endBall()
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end
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end
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setCamera(now)
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ag.callList(stars)
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end
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function mouse_motion_event(x, y, xrel, yrel)
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if (mouse_moved and game_state == "waiting") then
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target_x = target_x + xrel / 100
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if (target_x < -3) then
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target_x = -3
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elseif (target_x > 3) then
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target_x = 3
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end
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end
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mouse_moved = true
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end
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function drawFrameScore(width, height, frame, fs)
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local size = 60
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local ball_size = 24
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local local_width = size
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if (frame == 10) then
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local_width = 80
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end
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local base_x = size / 2 + size * (frame - 1)
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local base_y = height - 2 * size
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local str = string.format("%d", frame)
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local w, h = ag.getTextSize(str, 16)
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ag.drawText(str, 1, 0.6, 0, 16,
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base_x + local_width / 2 - w / 2, base_y + size + 5)
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ag.drawRect(1, 0.6, 0, local_width, size,
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base_x + local_width / 2, base_y + size / 2)
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ag.drawRect(1, 0.6, 0, ball_size, ball_size,
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base_x + local_width - ball_size / 2, base_y + size - ball_size / 2)
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if (frame == 10) then
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ag.drawRect(1, 0.6, 0, ball_size, ball_size,
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base_x + local_width - ball_size * 1.5,
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base_y + size - ball_size / 2)
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end
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local balls = 2
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if (frame == 10) then
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balls = 3
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end
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for ball = 1, balls do
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if (fs[ball] ~= -1) then
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local ball_base_x = base_x + local_width - (1 + balls - ball) * ball_size + 7
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local ball_base_y = base_y + size - ball_size + 7
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if (fs[ball] == 10) then -- strike
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ag.drawLine(1, 0.6, 0, ball_base_x, ball_base_y,
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ball_base_x + 10, ball_base_y + 10)
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ag.drawLine(1, 0.6, 0, ball_base_x, ball_base_y + 10,
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ball_base_x + 10, ball_base_y)
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elseif (ball == 2 and fs[1] + fs[2] == 10) then -- spare
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ag.drawLine(1, 0.6, 0, ball_base_x, ball_base_y,
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ball_base_x + 10, ball_base_y + 10)
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else
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ag.drawText(fs[ball], 1, 0.6, 0, 14, ball_base_x, ball_base_y)
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end
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if (fs["tot"] ~= -1) then
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local w, h = ag.getTextSize(fs["tot"], 16)
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ag.drawText(fs["tot"], 1, 0.6, 0, 16, base_x + local_width - 10 - w, base_y + 10)
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end
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end
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end
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end
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function drawScore(width, height)
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ag.drawText("Score:", 1, 0.6, 0, 16, 30, height - 25)
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for i = 1, 10 do
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drawFrameScore(width, height, i, score[i])
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end
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end
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function update_overlay_event(width, height)
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drawScore(width, height)
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if (game_state == "get_power" or game_state == "get_accuracy" or game_state == "launched") then
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drawPowerBar(width, height)
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end
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if (game_state == "get_accuracy" or game_state == "launched") then
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drawAccuracyBar(width, height)
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end
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if (game_state == "waiting") then
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local cursor_size = 8
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ag.drawLine(0, 1, 0, width / 2, height / 2 - cursor_size, width / 2, height / 2 + cursor_size)
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ag.drawLine(0, 1, 0, width / 2 - cursor_size, height / 2, width / 2 + cursor_size, height / 2)
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end
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if (game_state == "gameover") then
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local w, h = ag.getTextSize("GAME OVER", 72)
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ag.drawText("GAME OVER", 1, 1, 0, 72, width / 2 - w / 2, height * 0.7 + 20)
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local score_str = string.format("Score: %d", score[10]["tot"])
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w, h = ag.getTextSize(score_str, 56)
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ag.drawText(score_str, 1, 1, 0, 56, width / 2 - w / 2, height * 0.7 - 20 - h / 2)
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else
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local str = string.format("%d", current_frame)
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local w, h = ag.getTextSize(str, 72)
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ag.drawText(str, 1, 0.6, 0, 72, 20, 20)
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ag.drawText("Frame:", 1, 0.6, 0, 24, 20, 40 + h)
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str = string.format("%d", current_ball)
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w, h = ag.getTextSize(str, 72)
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ag.drawText(str, 1, 0.6, 0, 72, 200, 20)
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ag.drawText("Ball:", 1, 0.6, 0, 24, 200, 40 + h)
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end
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end
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function key_down_event(key)
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if (key == "g") then
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for i = 1, 9 do
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score[i][1] = i
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score[i][2] = 0
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end
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current_frame = 10
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newFrame()
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end
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end
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function mousebutton_down_event(button, x, y)
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if (button == 1) then
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if (game_state == "waiting") then
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getPower()
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elseif (game_state == "get_power") then
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getAccuracy()
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elseif (game_state == "get_accuracy") then
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launchBall()
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elseif (game_state == "gameover") then
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newGame()
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end
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end
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end
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function getPower()
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game_state = "get_power"
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power = 0
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power_last_time = ag.elapsedTime()
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power_direction = 1
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end
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function getAccuracy()
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game_state = "get_accuracy"
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accuracy = 0
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accuracy_last_time = ag.elapsedTime()
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accuracy_direction = 1
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end
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function launchBall()
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game_state = "launched"
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launch_time = ag.elapsedTime()
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bowling_ball = reference_ball:clone()
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bowling_ball:setPosition(position_x, -10, 1.26)
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local fx = target_x + accuracy * 3 - position_x
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local fy = 30 -- should match setCamera()'s dy
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local d = math.sqrt(fx*fx + fy*fy)
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fx = fx / d
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fy = fy / d
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local force = 150000
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force = force * 0.5 + force * 0.5 * power
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bowling_ball:addForce(fx * force, fy * force, 0)
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end
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function endBall()
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game_state = "waiting"
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bowling_ball:destroy()
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-- find all the pins that were knocked over
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local pin_count = 0
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for i = 1, 10 do
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if (pins[i] ~= nil) then
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local x, y, z = pins[i]:getPosition()
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if (z < pin_standing_position - 0.05) then
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pins[i]:destroy()
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pins[i] = nil
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pin_count = pin_count + 1
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end
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end
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end
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updateScore(pin_count)
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end
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function getNextBall(frame, ball)
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ball = ball + 1
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if (ball > 2 and frame < 10) then
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frame = frame + 1
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ball = 1
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end
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return frame, ball
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end
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function getNextBallAfterStrike(frame, ball)
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if (frame == 10) then
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ball = ball + 1
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else
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frame = frame + 1
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end
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return frame, ball
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end
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function updateScore(pin_count)
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score[current_frame][current_ball] = pin_count
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-- update total score
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for f = 1, 10 do
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local prevscore = 0
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if (f > 1) then
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prevscore = score[f-1]["tot"]
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end
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if (score[f][1] == 10) then -- strike
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local nf, nb = getNextBallAfterStrike(f, 1)
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if (score[nf][nb] == -1) then
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break
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else
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local nf2, nb2
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if (score[nf][nb] == 10) then
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nf2, nb2 = getNextBallAfterStrike(nf, nb)
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else
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nf2, nb2 = getNextBall(nf, nb)
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end
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if (score[nf2][nb2] == -1) then
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break
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else
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score[f]["tot"] = prevscore + 10 + score[nf][nb] + score[nf2][nb2]
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end
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end
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elseif (score[f][1] == -1 or score[f][2] == -1) then
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break
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elseif (score[f][1] + score[f][2] == 10) then -- spare
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local nf, nb = getNextBall(f, 2)
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if (score[nf][nb] == -1) then
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break
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else
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score[f]["tot"] = prevscore + 10 + score[nf][nb]
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end
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else
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score[f]["tot"] = prevscore + score[f][1] + score[f][2]
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end
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end
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if (pin_count == 10 and current_frame < 10) then
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current_frame = current_frame + 1
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newFrame()
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elseif (current_frame == 10) then
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if ((current_ball == 1 and pin_count == 10)
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or (current_ball == 2 and score[10][1] + score[10][2] == 10)) then
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resetPins()
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end
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current_ball = current_ball + 1
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if ((current_ball == 3 and (score[10][1] + score[10][2]) < 10)
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or (current_ball == 4)) then
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gameOver()
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end
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else
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current_ball = current_ball + 1
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if (current_ball > 2) then
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current_frame = current_frame + 1
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newFrame()
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end
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end
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end
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function newFrame()
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current_ball = 1
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resetPins()
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end
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function gameOver()
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game_state = "gameover"
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end
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function drawPowerBar(width, height)
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local bar_width = 80
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local bar_height = 400
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if (game_state == "get_power") then
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local now = ag.elapsedTime()
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power = power + (now - power_last_time) / 250 * power_direction
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if (power > 1) then
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power = 1
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power_direction = -1
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elseif (power < 0) then
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power = 0
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power_direction = 1
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end
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power_last_time = now
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end
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ag.drawRect(1, 1, 1, bar_width, bar_height,
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width - 50 - bar_width / 2, height / 2)
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ag.fillRect(0.1, 1, 0.1, bar_width - 2, (bar_height - 2) * power,
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width - 50 - bar_width / 2, height / 2)
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end
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function drawAccuracyBar(width, height)
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local bar_width = 400
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local bar_height = 60
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if (game_state == "get_accuracy") then
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local now = ag.elapsedTime()
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accuracy = accuracy + (now - accuracy_last_time) / 300 * accuracy_direction
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if (accuracy > 1) then
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accuracy = 1
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accuracy_direction = -1
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elseif (accuracy < -1) then
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accuracy = -1
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accuracy_direction = 1
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end
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accuracy_last_time = now
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end
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ag.drawRect(1, 1, 1, bar_width, bar_height, width / 2, 50 + bar_height / 2)
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ag.drawLine(1, 1, 1, width / 2, 50, width / 2, 50 + bar_height)
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ag.fillRect(0.1, 1, 0.1, 3, bar_height - 2, width / 2 + (bar_width - 4) / 2 * accuracy, 50 + bar_height / 2)
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end
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