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main.lua
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-- Imports
local widget = require( "widget" );
util = require("library.utils");
-- Set variables
local w = display.actualContentWidth;
local h = display.actualContentHeight;
local midX,midY = w/2,h/2;
local posDiffX,posDiffY,firstX,firstY,secondX,secondY;
local currentScore = 0;
local enemiesArr = {};
local enemiesAreDeadArr = {};
local enemiesArryOldCoordinatesX,enemiesArryOldCoordinatesY = {},{};
local groupEnemyOldCoordinatesX,groupEnemyOldCoordinatesY = {},{};
local sumDiffX,sumDiffY = 0,0;
local enemyCounter,movesCounter = 1,1;
local enemiesArrSize = 0;
-- Number of total enemies :
local EnemiesNumbers = 20;
-- Main objects
local maskGroup = display.newGroup();
local topLayerGroup = display.newGroup();
local groupEnemy = display.newGroup();
local groupEnemyTopLayer = display.newGroup();
local mask = graphics.newMask("./assets/snipe.jpg");
local maskLayerBackground = display.newImageRect("./assets/bg.png",w,h,0,0);
local topLayerBackground = display.newImageRect("./assets/bg.png",w,h,0,0);
local scoreBox = display.newRoundedRect(w/2,70,350,100,25);
local scoreText = display.newText("Score : 0" , w/2 , 70 , native.systemFont , 64);
local scopeBtn = widget.newButton({
label = "Scope",
fontSize = 45,
width = 200,
height = 200,
defaultFile = "./assets/circle-btn.png",
overFile = "./assets/circle-btn.png",
labelColor = { default={ 0/255, 0/255, 0/255 } },
labelYOffset = 120,
});
local closeBtn = widget.newButton({
width = 200,
height = 200,
defaultFile = "./assets/close.png",
overFile = "./assets/close.png",
});
local shootBtn = widget.newButton({
width = 200,
height = 200,
defaultFile = "./assets/fire-btn.png",
overFile = "./assets/fire-btn.png",
});
--[[
For further develpment (Adding menu and loading Screen) :
local menuGroup = display.newGroup();
local menuLayerBackground = display.newImageRect("./assets/bg.png",w,h,0,0);
]]
-- Set initial values
scoreText:setFillColor(255/255,0/255,0/255);
maskGroup:insert(maskLayerBackground);
topLayerGroup:insert(topLayerBackground);
maskGroup.x,maskGroup.y = midX,midY;
topLayerGroup.x,topLayerGroup.y = midX,midY;
scopeBtn.x,closeBtn.x,shootBtn.x = w - 100,w - 120,120;
scopeBtn.y,closeBtn.y,shootBtn.y = h - 150,h - 120,h - 120;
closeBtn.isVisible,shootBtn.isVisible = false,false;
--[[
For further develpment (Adding menu and loading Screen) :
scoreText.isVisible,scoreBox.isVisible,scopeBtn.isVisible = false,false,false;
menuGroup:insert(menuLayerBackground);
menuGroup.x,menuGroup.y = midX,midY;
]]
local function makeEnemies(number)
if (number%2 ~= 0) then
number = number + 1;
end
for i = 1 , number do
local gp = display.newGroup();
local randChar = math.random(1,3);
local randX,randY,scale;
if (i > number/2) then
randX = math.random(700,5000);
randY = math.random(-50,500);
scale = -1;
else
randX = -w - math.random(100,5000);
randY = math.random(-50,500);
scale = 1;
end
local eachEnemyArry = {};
for j = 1, 19 do
local eachEnemyState = display.newImage("./assets/" .. randChar .. "/" .. j .. ".png");
eachEnemyState.width,eachEnemyState.height = 450,250;
eachEnemyState.x,eachEnemyState.y,eachEnemyState.xScale = randX,randY,scale;
if j ~= 1 then
eachEnemyState.isVisible = false;
end
table.insert(eachEnemyArry,eachEnemyState);
gp:insert(eachEnemyState);
end
groupEnemy:insert(gp);
enemiesArr[i] = eachEnemyArry;
enemiesAreDeadArr[i] = false;
end
maskGroup:insert(groupEnemy);
topLayerGroup:insert(groupEnemy);
enemiesArrSize = table.getn(enemiesArr);
maskGroup:setMask(mask);
end
local function isOnTarget(character)
if(midX > character.contentBounds.xMin) and
(midX < character.contentBounds.xMax) and
(midY > character.contentBounds.yMin) and
(midY < character.contentBounds.yMax) then
return true;
end
return false;
end
function handleScopeOpen(e)
if ( "began" == e.phase ) then
sumDiffX,sumDiffY = 0,0;
maskGroup:insert(groupEnemy);
topLayerGroup:remove(groupEnemy);
topLayerGroup.isVisible = false;
maskGroup.isVisible = true;
maskLayerBackground:addEventListener("touch", handleCoordinates);
maskGroup.maskScaleX,maskGroup.maskScaleY = .2,.4;
maskLayerBackground.xScale,maskLayerBackground.yScale = 2,2;
for i = 1, enemiesArrSize do
for j = 1,19 do
if enemiesArr[i][j].xScale == -1 then
enemiesArr[i][j].xScale,enemiesArr[i][j].yScale = -2,2;
else
enemiesArr[i][j].xScale,enemiesArr[i][j].yScale = 2,2;
end
enemiesArr[i][j]:translate(enemiesArr[i][j].x,enemiesArr[i][j].y)
end
groupEnemy[i]:translate(groupEnemy[i].x,groupEnemy[i].y)
end
scopeBtn.isVisible = false;
closeBtn.isVisible = true;
shootBtn.isVisible = true;
end
end
function handleScopeClose(e)
maskLayerBackground:removeEventListener("touch",handleCoordinates);
if ( "began" == e.phase ) then
maskGroup:remove(groupEnemy);
topLayerGroup:insert(groupEnemy);
topLayerGroup.isVisible = true;
maskGroup.isVisible = false;
maskLayerBackground.xScale,maskLayerBackground.yScale = 1,1;
maskLayerBackground.x,maskLayerBackground.y = 0,0;
local tempGX,tempGY,tempX,tempY;
for i = 1, enemiesArrSize do
tempGX,tempGY = groupEnemy[i].x,groupEnemy[i].y;
for j = 1,19 do
if enemiesArr[i][j].xScale == -2 then
enemiesArr[i][j].xScale,enemiesArr[i][j].yScale = -1,1;
else
enemiesArr[i][j].xScale,enemiesArr[i][j].yScale = 1,1;
end
enemiesArr[i][j].x,enemiesArr[i][j].y = enemiesArr[i][j].x/2,enemiesArr[i][j].y/2;
end
if(groupEnemyOldCoordinatesX[1] == nil) then
groupEnemy[i].x,groupEnemy[i].y = tempGX/2,tempGY/2;
else
groupEnemy[i].x,groupEnemy[i].y = groupEnemyOldCoordinatesX[i]/2,groupEnemyOldCoordinatesY[i]/2;
end
end
groupEnemyOldCoordinatesX = {};
scopeBtn.isVisible = true;
closeBtn.isVisible = false;
shootBtn.isVisible = false;
end
end
function handleCoordinates(e)
if ("began" == e.phase) then
firstX = e.x;
firstY = e.y;
end
if ( "moved" == e.phase ) then
secondX = e.x;
secondY = e.y;
posDiffX = secondX - firstX;
posDiffY = secondY - firstY;
sumDiffX = sumDiffX + posDiffX/30;
sumDiffY = sumDiffY + posDiffY/30;
maskLayerBackground:translate(posDiffX/30,posDiffY/30);
for i = 1, enemiesArrSize do
groupEnemy[i]:translate(posDiffX/30,posDiffY/30);
groupEnemyOldCoordinatesX[i] = groupEnemy[i].x - sumDiffX;
groupEnemyOldCoordinatesY[i] = groupEnemy[i].y - sumDiffY;
end
end
end
function handleShooting(e)
if ( "began" == e.phase ) then
util:playShoot("gunshot.mp3",06,1);
for i = 1,enemiesArrSize do
for j = 1 , 18 do
if (isOnTarget(enemiesArr[i][j]) and enemiesAreDeadArr[i] == false) then
currentScore = currentScore + 1;
scoreText.text = "Score : " .. currentScore;
enemiesArr[i][19].isVisible = true;
enemiesArr[i][j].isVisible = false;
enemiesAreDeadArr[i] = true;
return;
end
end
end
end
end
local function framesLogic()
local moveAmount;
for i = 1, enemiesArrSize do
for j = 1, 19 do
enemiesArr[i][j].isVisible = false;
end
end
for i = 1, enemiesArrSize do
if (enemiesAreDeadArr[i] == false) then
if enemiesArr[i][movesCounter].xScale == -1 or enemiesArr[i][movesCounter].xScale == -2 then
moveAmount = -6;
else
moveAmount = 6;
end
enemiesArr[i][movesCounter].isVisible = true;
groupEnemy[i].x = groupEnemy[i].x + moveAmount;
else
enemiesArr[i][19].isVisible = true;
end
end
end
function fps()
if movesCounter == 19 then
movesCounter = 1
end
framesLogic();
movesCounter = movesCounter + 1;
end
function init()
makeEnemies(EnemiesNumbers);
Runtime:addEventListener("enterFrame" , fps);
scopeBtn:addEventListener("touch", handleScopeOpen );
closeBtn:addEventListener("touch", handleScopeClose );
shootBtn:addEventListener("touch", handleShooting );
end
init();