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main.lua
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main.lua
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display.setStatusBar(display.HiddenStatusBar)
local physics = require 'physics'
physics.start()
physics.setGravity(0, 0)
local BRICK_WIDTH = 32
local BRICK_HEIGHT = 14
local Y_BRICK_OFFSET_FROM_TOP = 20
local COLUMNS = 10
local SCORE_CONST = 100
local score = 0
local bricks = display.newGroup()
local gameEvent = ''
local currentLevel = 1
-- starting ball velocity
local xVelocity = 200
local yVelocity = 200
-- menu screen
local background = display.newImage('bg.png')
local menuScreen
local menuScreanBackground
local startButton
local aboutButton
-- about screen
local aboutScreen
-- game screen
local paddle
local brick
local ball
local leftWall
local rightWall
local topWall
local bottomWall
-- score and level text
local scoreText
local scoreNum
local levelText
local levelNum
-- alert screen
local alertScreen
local alertBg
local box
local titleTF
local msgTF
-- levels
local levels = {}
levels[1] = {
{0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,1,0,0},
}
levels[2] = {
{1,1,1,1,0,0,1,1,1,1},
{1,1,1,1,0,0,1,1,1,1},
{1,1,1,1,0,0,1,1,1,1},
{1,1,1,1,0,0,1,1,1,1},
{1,1,1,1,0,0,1,1,1,1},
{1,1,1,1,0,0,1,1,1,1},
{1,1,1,1,0,0,1,1,1,1},
{1,1,1,1,0,0,1,1,1,1},
{1,1,1,1,0,0,1,1,1,1},
{1,1,1,1,0,0,1,1,1,1},
{1,1,1,1,0,0,1,1,1,1},
{1,1,1,1,0,0,1,1,1,1},
{1,1,1,1,0,0,1,1,1,1},
{1,1,1,1,0,0,1,1,1,1},
{1,1,1,1,0,0,1,1,1,1},
{1,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,1},
{1,1,1,1,0,0,1,1,1,1},
{1,1,1,1,0,0,1,1,1,1},
{1,1,1,1,0,0,1,1,1,1},
{1,1,1,1,0,0,1,1,1,1},
{1,1,1,1,0,0,1,1,1,1}
}
levels[3] = {
{1,0,1,0,1,0,1,0,1,0},
{0,1,0,1,0,1,0,1,0,1},
{1,0,1,0,1,0,1,0,1,0},
{0,1,0,1,0,1,0,1,0,1},
{1,0,1,0,1,0,1,0,1,0},
{0,1,0,1,0,1,0,1,0,1},
{1,0,1,0,1,0,1,0,1,0},
{0,1,0,1,0,1,0,1,0,1},
{1,0,1,0,1,0,1,0,1,0},
{0,1,0,1,0,1,0,1,0,1},
{1,0,1,0,1,0,1,0,1,0},
{0,1,0,1,0,1,0,1,0,1},
{1,0,1,0,1,0,1,0,1,0},
{0,1,0,1,0,1,0,1,0,1},
{1,0,1,0,1,0,1,0,1,0},
{0,1,0,1,0,1,0,1,0,1},
{1,0,1,0,1,0,1,0,1,0},
{0,1,0,1,0,1,0,1,0,1},
{1,0,1,0,1,0,1,0,1,0},
{0,1,0,1,0,1,0,1,0,1},
{1,0,1,0,1,0,1,0,1,0},
{0,1,0,1,0,1,0,1,0,1},
{1,0,1,0,1,0,1,0,1,0},
{0,1,0,1,0,1,0,1,0,1}
}
-- functions
local addMenuScreen = {}
local betweenMenuScreen = {}
local hideAbout = {}
local removeAbout = {}
local addGameScreen = {}
local buildLevel = {}
local movePaddle = {}
local gameListeners = {}
local startGame = {}
local update = {}
local bounce = {}
local removeBrick = {}
local alert = {}
local restart = {}
local changeLevel = {}
local function Main()
addMenuScreen()
end
function addMenuScreen()
menuScreen = display.newGroup()
menuScreanBackground = display.newImage('mScreen.png')
startButton = display.newImage('startB.png')
startButton.name = 'startButton'
aboutButton = display.newImage('aboutB.png')
aboutButton.name = 'aboutButton'
menuScreen:insert(menuScreanBackground)
startButton.x = 160
startButton.y = 260
menuScreen:insert(startButton)
aboutButton.x = 160
aboutButton.y = 310
menuScreen:insert(aboutButton)
startButton:addEventListener('tap', betweenMenuScreen)
aboutButton:addEventListener('tap', betweenMenuScreen)
end
function betweenMenuScreen:tap(e)
if(e.target.name == 'startButton') then
-- start game
transition.to(menuScreen, {time = 300, y = -menuScreen.height, transition = easing.outExpo, onComplete = addGameScreen})
else
-- about screen
aboutScreen = display.newImage('aboutScreen.png')
transition.from(aboutScreen, {time = 300, x = menuScreen.contentWidth, transition = easing.outExpo})
aboutScreen:addEventListener('tap', hideAbout)
-- hide menu buttons
startButton.isVisible = false;
aboutButton.isVisible = false;
end
end
function hideAbout:tap(e)
transition.to(aboutScreen, {time = 300, x = aboutScreen.width*2, transition = easing.outExpo, onComplete = removeAbout})
end
function removeAbout()
aboutScreen:removeSelf()
-- show menu buttons
startButton.isVisible = true;
aboutButton.isVisible = true;
end
function addGameScreen()
-- destroy menu screen
menuScreen:removeSelf()
menuScreen = nil
-- add game screen
paddle = display.newImage('paddle.png')
ball = display.newImage('ball.png')
leftWall = display.newImage('sideWall.png', true)
rightWall = display.newImage('sideWall.png', true)
topWall = display.newImage('topWall.png', true)
bottomWall = display.newImage('topWall.png', true)
paddle.x = 160
paddle.y = 460
ball.x = 160
ball.y = 446
leftWall.x = -leftWall.width
rightWall.x = display.contentWidth + rightWall.width
topWall.y = -topWall.height
bottomWall.y = display.contentHeight + bottomWall.height / 2
paddle.name = 'paddle'
ball.name = 'ball'
bottomWall.name = 'bottom'
-- build bricks for level
buildLevel(levels[1])
scoreText = display.newText('Score:', 5, 2, 'akashi', 14)
scoreText:setTextColor(254, 0,51)
scoreNum = display.newText('0', 54, 2, 'akashi', 14)
scoreNum:setTextColor(254,0,51)
levelText = display.newText('Level:', 260, 2, 'akashi', 14)
levelText:setTextColor(254, 0,51)
levelNum = display.newText('1', 307, 2, 'akashi', 14)
levelNum:setTextColor(254,0,51)
background:addEventListener('tap', startGame)
end
-- function movePaddle:accelerometer(e)
-- end
function buildLevel(level)
local ROWS = table.maxn(level)
bricks:toFront()
for i = 1, ROWS do
for j = 1, COLUMNS do
if(level[i][j] == 1) then
local brick = display.newImage('brick.png')
brick.name = 'brick'
brick.x = BRICK_WIDTH * j - BRICK_WIDTH / 2
brick.y = BRICK_HEIGHT * i + Y_BRICK_OFFSET_FROM_TOP
physics.addBody(brick, 'static', {density = 1, friction = 0, bounce = 1})
bricks.insert(bricks, brick)
end
end
end
end
function gameListeners(action)
if(action == 'add') then
--Runtime:addEventListener('accelerometer', movePaddle)
--Runtime:addEventListener('enterFrame', update)
ball:addEventListener('collision', bounce)
Runtime:addEventListener('touch', dragPaddle)
else
--Runtime:removeEventListener('accelerometer', movePaddle)
ball:removeEventListener('collision', bounce)
Runtime:removeEventListener('touch', dragPaddle)
ball:setLinearVelocity(0,0)
end
end
function dragPaddle(e)
if(e.phase == 'began') then
lastX = e.x - paddle.x
elseif(e.phase == 'moved') then
paddle.x = e.x - lastX
end
end
function startGame:tap(e)
background:removeEventListener('tap', startGame)
gameListeners('add')
-- add objects to physics
physics.addBody(paddle, 'static', {bounce = 1})
physics.addBody(ball, {density = 1, friction = 1})
physics.addBody(leftWall, 'static', {bounce = 1})
physics.addBody(rightWall, 'static', {bounce = 1})
physics.addBody(topWall, 'static', {bounce = 1})
physics.addBody(bottomWall, 'static', {bounce = 1})
ball:setLinearVelocity(ex,eye);
ball:setLinearVelocity(xVelocity, yVelocity)
ball.isFixedRotation = true
end
function bounce(e)
if (e.phase == 'ended') then
if(e.other.name == 'brick') then
-- remove brick
e.other:removeSelf()
e.other = nil
bricks.numChildren = bricks.numChildren - 1
-- add to score
score = score + 1
scoreNum.text = score * SCORE_CONST
scoreNum:setReferencePoint(display.CenterLeftReferencePoint)
scoreNum.x = 54
-- if all bricks destroyed
if(bricks.numChildren < 0) then
alert(' You Win!', ' Next Level ›')
gameEvent = 'win'
end
elseif (e.other.name == 'paddle') then
-- Determines location of collision on paddle, and sets velocity in a certain direction
-- ex. if ball hits the left side on the paddle, ball would go towards the left.
-- if it collided even further left, there would be a greater y velocity in that direction
xVelocity, yVelocity = ball:getLinearVelocity()
local vectorVelocity = math.sqrt((xVelocity ^ 2) + (yVelocity ^ 2))
local difference = ball.x - paddle.x
local halfWidht = paddle.width / 2 + ball.width / 2
local percent = math.abs(difference / halfWidht)
if (percent < 1) then
-- if greater. it means it hit the edge of the paddle (side of paddle)
xVelocity = math.sqrt((vectorVelocity ^ 2) * percent)
if (difference < 0) then xVelocity = xVelocity * -1 end
yVelocity = math.sqrt((vectorVelocity ^ 2) * (1 -percent))
if (ball.y < paddle.y) then yVelocity = yVelocity * -1 end
ball:setLinearVelocity(xVelocity, yVelocity)
--Speed up the ball slightly every bounce off paddle
ball:applyLinearImpulse(0,-.005)
end
elseif (e.other.name == 'bottom') then
--Lose if collision with bottom
ball:setLinearVelocity(0,0);
alert(' You Lose', ' Play Again ›') gameEvent = 'lose'
end
end
end
function alert(t, m)
gameListeners('remove')
alertBg = display.newImage('alertBg.png')
box = display.newImage('alertBox.png', 90, 202)
transition.from(box, {time = 300, xScale = 0.5, yScale = 0.5, transition = easing.outExpo})
titleTF = display.newText(t, 0, 0, 'akashi', 19)
titleTF:setTextColor(254,0,51)
titleTF:setReferencePoint(display.CenterReferencePoint)
titleTF.x = display.contentCenterX
titleTF.y = display.contentCenterY - 15
msgTF = display.newText(m, 0, 0, 'akashi', 12)
msgTF:setTextColor(254,0,51)
msgTF:setReferencePoint(display.CenterReferencePoint)
msgTF.x = display.contentCenterX
msgTF.y = display.contentCenterY + 15
box:addEventListener('tap', restart)
alertScreen = display.newGroup()
alertScreen:insert(alertBg)
alertScreen:insert(box)
alertScreen:insert(titleTF)
alertScreen:insert(msgTF)
end
function restart(e)
if(gameEvent == 'win' and table.maxn(levels) > currentLevel) then
currentLevel = currentLevel + 1
changeLevel(levels[currentLevel])--next level
levelNum.text = tostring(currentLevel)
elseif(gameEvent == 'win' and table.maxn(levels) <= currentLevel) then
box:removeEventListener('tap', restart)
alertScreen:removeSelf()
alertScreen = nil
alert(' Game Over', ' Congratulations!')
gameEvent = 'finished'
elseif(gameEvent == 'lose') then
changeLevel(levels[currentLevel])--same level
elseif(gameEvent == 'finished') then
addMenuScreen()
transition.from(menuScreen, {time = 300, y = -menuScreen.height, transition = easing.outExpo})
box:removeEventListener('tap', restart)
alertScreen:removeSelf()
alertScreen = nil
currentLevel = 1
scoreText:removeSelf()
scoreText = nil
scoreNum:removeSelf()
scoreNum = nil
levelText:removeSelf()
levelText = nil
levelNum:removeSelf()
levelNum = nil
ball:removeSelf()
ball = nil
paddle:removeSelf()
paddle = nil
topWall:removeSelf()
topWall = nil
leftWall:removeSelf()
leftWall = nil
rightWall:removeSelf()
rightWall = nil
bottomWall:removeSelf()
bottomWall = nil
score = 0
end
end
function changeLevel(level)
-- clear bricks
bricks:removeSelf()
bricks.numChildren = 0
bricks = display.newGroup()
-- remove alert
box:removeEventListener('tap', restart)
alertScreen:removeSelf()
alertScreen = nil
-- reset ball and paddle location
ball.x = (display.contentWidth * 0.5) - (ball.width * 0.5)
ball.y = (paddle.y - paddle.height) - (ball.height * 0.5) -2
paddle.x = display.contentWidth * 0.5
-- build bricks for new level
buildLevel(level)
-- button to start the game
background:addEventListener('tap', startGame)
end
Main()