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Copy pathlevel.lua
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187 lines (170 loc) · 4.9 KB
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-- This file is part of SpaceShooter.
--
-- SpaceShooter is free software: you can redistribute it and/or modify
-- it under the terms of the GNU General Public License as published by
-- the Free Software Foundation, either version 3 of the License, or
-- (at your option) any later version.
--
-- SpaceShooter is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-- GNU General Public License for more details.
--
-- You should have received a copy of the GNU General Public License
-- along with SpaceShooter. If not, see <http://www.gnu.org/licenses/>.
Level = class ()
Level.__name = "Level"
function release_enemy (self, game_time)
if (game_time - self.last_enemy_time >= self.enemy_timing) then
if (self.enemy_index <= #self.enemy_order) then
local next_enemy = self.enemy_order[self.enemy_index]
local enemy = generate_enemy (next_enemy.type)
if (next_enemy.powerup) then
enemy.powerup = generate_powerup (next_enemy.powerup)
end
enemies[enemy] = true
enemy_count = enemy_count + 1
self.enemy_index = self.enemy_index + 1
self.last_enemy_time = game_time
end
end
end
function Level:__init(order, timing)
self.enemy_order = order
self.enemy_timing = timing
self.start = function ()
self.enemy_index = 1
self.last_enemy_time = game_time
enemy_count = 0
powerup_count = 0
explosion_count = 0
self.complete_time = 0
-- Clear any existing shots
shots = {}
enemies = {}
powerups = {}
player:set_start_pos ()
end
self.update = release_enemy
self.complete = function (self)
-- All enemies have appeared and been destroyed
if (self.enemy_index > #self.enemy_order and
enemy_count == 0 and
powerup_count == 0 and
explosion_count == 0 and
not player.dead) then
if self.complete_time > 0 then
if game_time - self.complete_time > 1.5 then
return true
end
else
self.complete_time = game_time
end
else
self.complete_time = 0
end
return false
end
self.failed = function (self)
return (player.dead and
explosion_count == 0)
end
end
--Level1 = Level:extends ()
--Level1.__name = "Level1"
--function Level1:__init()
--Level1.super.__init(self)
game_levels = {
Level ( {
{ type = "drone", powerup = "Missile" },
{ type = "drone", powerup = "Shield" },
{ type = "drone", powerup = "Shield" },
{ type = "drone", powerup = "Shield" },
{ type = "drone", powerup = "Shield" },
},
3
),
Level ( {
{ type = "seeker" },
{ type = "seeker" },
{ type = "seeker" },
{ type = "seeker" },
{ type = "seeker" },
},
3
),
Level ( {
{ type = "missiledrone" },
{ type = "seeker" },
{ type = "missiledrone" },
{ type = "seeker" },
{ type = "missiledrone" },
},
3
),
Level ( {
{ type = "missileseeker" },
{ type = "missileseeker" },
{ type = "missileseeker" },
{ type = "missileseeker" },
{ type = "missileseeker" },
},
3
),
Level ( {
{ type = "drone" },
{ type = "drone" },
{ type = "drone" },
{ type = "drone" },
{ type = "seeker"},
{ type = "drone" },
{ type = "drone" },
{ type = "drone" },
{ type = "drone" },
{ type = "seeker", powerup = "ExtraLife" },
},
1
),
Level ( {
{ type = "cannondrone" },
{ type = "seeker" },
{ type = "cannondrone" },
{ type = "seeker" },
{ type = "cannondrone", powerup = "FastFire" },
},
3
),
Level ( {
{ type = "cannondrone" },
{ type = "cannondrone" },
{ type = "cannondrone" },
{ type = "cannondrone" },
{ type = "cannondrone" },
},
3
),
Level ( {
{ type = "cannondrone" },
{ type = "cannonseeker" },
{ type = "cannondrone" },
{ type = "cannonseeker" },
{ type = "cannondrone" },
{ type = "cannonseeker" },
},
2
),
Level ( {
{ type = "cannondrone" },
{ type = "missiledrone" },
{ type = "cannondrone" },
{ type = "missiledrone" },
{ type = "cannondrone" },
{ type = "missiledrone" },
{ type = "cannondrone" },
{ type = "missiledrone" },
{ type = "cannondrone" },
{ type = "missiledrone" },
},
1
),
}