Difference between revisions of "Short-Issue-1"
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== Overheat By '''PaulH''' == | == Overheat By '''PaulH''' == | ||
Gideros Short— N°1 —June 2023 | Gideros Short— N°1 —June 2023 | ||
− | [[Media:Short-Issue1-Overheat.pdf| | + | [[Media:Short-Issue1-Overheat.pdf|PDF link]] |
=== Description === | === Description === | ||
− | [[File:Short-OverHeat-Img.png|thumb]] | + | [[File:{{#setmainimage:Short-OverHeat-Img.png}}|thumb]] |
This one is a side-scrolling flight game. You're flying an airplane over rugged terrain, but the engine is overheating. As you climb the heat increases, both with rate of climb and with altitude. As you glide it cools down. If it overheats too much, you lose power. | This one is a side-scrolling flight game. You're flying an airplane over rugged terrain, but the engine is overheating. As you climb the heat increases, both with rate of climb and with altitude. As you glide it cools down. If it overheats too much, you lose power. | ||
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=== The code === | === The code === | ||
− | < | + | <syntaxhighlight lang="lua"> |
SCREEN_W, SCREEN_H = 320,480 | SCREEN_W, SCREEN_H = 320,480 | ||
function makeShape(p,fcol,px,lcol,scale) | function makeShape(p,fcol,px,lcol,scale) | ||
Line 113: | Line 113: | ||
stage:addEventListener(Event.MOUSE_MOVE, function(e) in_y = e.y end) | stage:addEventListener(Event.MOUSE_MOVE, function(e) in_y = e.y end) | ||
stage:addEventListener(Event.MOUSE_UP, function() in_y = nil end) | stage:addEventListener(Event.MOUSE_UP, function() in_y = nil end) | ||
− | </ | + | </syntaxhighlight> |
+ | |||
+ | {{GIDEROS IMPORTANT LINKS}} |
Latest revision as of 03:59, 7 November 2023
Overheat By PaulH
Gideros Short— N°1 —June 2023 PDF link
Description
This one is a side-scrolling flight game. You're flying an airplane over rugged terrain, but the engine is overheating. As you climb the heat increases, both with rate of climb and with altitude. As you glide it cools down. If it overheats too much, you lose power.
Graphically it's a 3 layer scrolling landscape, with the mountains you need to clear in the foreground, and two more distant layers of mountains in the background.
How to play: how high you click or touch on the screen controls how sharply the airplane will pitch upwards, and how fast the heat will build up. Touching near the top will turn the plane upwards as quickly as possible, but will also build up heat the fastest. Ending the touch will let the engine cool but the airplane will begin to dive. If you crash, relaunch the game to try again.
If I had space to spare I'd love to add power-ups, like clouds you could fly through to cool the engine.
The code
SCREEN_W, SCREEN_H = 320,480
function makeShape(p,fcol,px,lcol,scale)
local s=Shape.new()
s:setLineStyle(px or 0,lcol or 0)
s:setFillStyle(Shape.SOLID,fcol)
s:beginPath()
local sc=scale or 1
s:moveTo(p[1]*sc,p[2]*sc)
for i = 3, #p,2 do
s:lineTo(p[i]*sc,p[i+1]*sc)
end
s:endPath()
return s
end
local bg = makeShape({0,0,SCREEN_W,0,SCREEN_W,SCREEN_H,0,SCREEN_H,0,0}, 0xbbffee)
stage:addChild(bg)
LandScroll = gideros.class(Sprite)
function LandScroll:init(speed,col,min_h,max_h,rugged,block_w)
self.speed, self.col, self.min_h, self.max_h, self.rugged, self.block_w=speed,col,min_h,max_h,rugged,block_w
self.right, self.height = -block_w, math.random(self.min_h, self.max_h)
while self.right < SCREEN_W + self.block_w do self:addBlock() end
self:addEventListener(Event.ENTER_FRAME,
function()
self.right-=self.speed*gspeed
for i = self:getNumChildren(), 1, -1 do
local ch = self:getChildAt(i)
local x, y = ch:getPosition()
ch:setPosition(x - self.speed*gspeed, y)
if x < 0 - block_w then
ch:removeFromParent()
self:addBlock()
end
end
end
)
end
function LandScroll:addBlock()
local new_h = math.min(self.max_h, math.max(self.min_h, self.height + math.random(-20, 20) * 0.001 * self.rugged))
local s=makeShape({0, SCREEN_H*(1-self.height),self.block_w+1,SCREEN_H*(1-new_h),self.block_w+1, SCREEN_H,0, SCREEN_H,0,0},self.col)
s:setAnchorPoint(0,1)
s:setPosition(self.right, SCREEN_H)
self.right+=self.block_w
self:addChild(s)
s.start_height, s.end_height = self.height, new_h
self.height = new_h
end
function LandScroll:getHeight(x)
local h = 0
for i = 1, self:getNumChildren() do
local ch = self:getChildAt(i)
local chx, chy = ch:getPosition()
if x >= chx and x <= chx + self.block_w then
h = ch.start_height + (ch.end_height - ch.start_height) * (x - chx) / self.block_w
break
end
end
return (1-h)*SCREEN_H
end
stage:addChild(LandScroll.new(0.1,0xff9944,0.5, 0.8,2,10))
stage:addChild(LandScroll.new(0.3,0xee8833,0.2, 0.7,1.5,20))
t1=LandScroll.new(1,0x773322,0.05,0.6,5,30)
stage:addChild(t1)
plane=makeShape({0,0,3,0,6,3,7,4,15,4.5,18,4,20,2.2,23.5,2.5,24,4,18,4,17,5,20,6,24,6,26,5,24,4,26,5,30,5,31,5.5,30,6,30,3,30,8,
30,5,30,6,29,7.5,27,8,21,8.5,20,8.2,4,6,2,5.5,1.7,5,6.5,5,6.4,5.2,1.7,5,0,0},0x00ffff,1,0,1)
plane:setAnchorPoint(0.75,0.5)
stage:addChild(plane)
px,py = SCREEN_W * 0.3, SCREEN_H * 0.2
heat_tf=TextField.new(null,"HEAT")
stage:addChild(heat_tf)
heat_tf:setPosition(100, 50)
heat_tf:setScale(3)
needle=makeShape({2,0,4,50,0,50,2,0},0xff0000)
needle:setPosition(132,55)
stage:addChild(needle)
needle:setAnchorPoint(0,1)
heat,max_heat,climb=0,200,0
gspeed,climb = 1,0
function on_enter_frame()
if not game_over then
if in_y and heat < max_heat then
climb -= ((in_y > SCREEN_H * 0.5 and 1) or -1) * 0.01
heat+=(SCREEN_H - py)/ SCREEN_H * 2
else
heat=math.max(0, heat-1) climb-=0.01
end
py = math.min(SCREEN_H, math.max(SCREEN_H * 0.1, py - climb))
plane:setPosition(px, py)
local h=t1:getHeight(px)
if py>h then py=h game_over=1 gspeed=0 end
plane:setRotation(climb*-30)
needle:setRotation(heat/max_heat*180-90)
end
end
stage:addEventListener(Event.ENTER_FRAME, on_enter_frame)
stage:addEventListener(Event.MOUSE_DOWN, function(e) in_y = e.y end)
stage:addEventListener(Event.MOUSE_MOVE, function(e) in_y = e.y end)
stage:addEventListener(Event.MOUSE_UP, function() in_y = nil end)