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load problem

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Aug 25th, 2018
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  1.  
  2. Player = {x = 180, y = 710, speed = 150, shotspeed = 300, shotdelay = 5, img = nil, srcTag = "player"}
  3. bullet = {x = 0, y = 0, speed = 300, img = nil, src = ""}
  4.  
  5. -- Global Tables
  6.  
  7. globalImages = {}
  8. bulletTable = {}
  9.  
  10. -- Other Shit
  11. shotDelay = 50
  12.  
  13.  
  14. function bullet:newBullet(x, y, speed, img, src)
  15.     self.__index = self
  16.    
  17.     return setmetatable(
  18.     { x = x,
  19.     y = y,
  20.     speed = speed,
  21.     img = img,
  22.     src = src,
  23.     }, self
  24.   )
  25.  
  26. end
  27.  
  28.  
  29.  
  30. function love.load(arg)
  31.   if arg[#arg] == "-debug" then require("mobdebug").start() end
  32.  
  33.     --Objects
  34.     Player.img = love.graphics.newImage('assets/Aircraft_01.png')
  35.  
  36.     globalImages.bulletPlayerImg = love.graphics.newImage('assets/bullet_2_blue.png')
  37.     globalImages.bulletPlayerImg2 = love.graphics.newImage('assets/bullet_2_blue.png')
  38.     globalImages.bulletEnemyImg = love.graphics.newImage('assets/bullet_2_orange.png')
  39.        
  40.    
  41.     table.insert(bulletTable, bullet:newBullet(Player.x + Player.img:getWidth()/2, Player.y, Player.shotspeed, globalImages.bulletPlayerImg, Player.srcTag))    table.insert(bulletTable, bullet:newBullet(Player.x + Player.img:getWidth()/2, Player.y, Player.shotspeed, globalImages.bulletPlayerImg, Player.srcTag))
  42.  
  43. end
  44.  
  45. function love.update(dt)
  46.    
  47.     -- Keyboard Responses
  48.  
  49.     if love.keyboard.isDown('escape') then
  50.     love.event.push('quit')
  51.     end
  52.  
  53.     if love.keyboard.isDown('left', 'a') then
  54.         if Player.x > 0 then
  55.             Player.x = Player.x - (Player.speed*dt)
  56.         end
  57.  
  58.     elseif love.keyboard.isDown('right', 'd') then
  59.         if Player.x < (love.graphics.getWidth() - Player.img:getWidth()) then
  60.         Player.x = Player.x + (Player.speed*dt)
  61.         end
  62.     end
  63.  
  64.     if shotDelay >= Player.shotdelay then
  65.         if love.keyboard.isDown('up') then
  66.             local bulletPlayer = bullet:newBullet(Player.x + Player.img:getWidth()/2, Player.y, Player.shotspeed, globalImages.bulletPlayerImg2, Player.srcTag)
  67.          
  68.             table.insert(bulletTable, bulletPlayer)
  69.             shotDelay = 0
  70.         end
  71.     else
  72.         shotDelay = shotDelay + dt*25
  73.     end
  74.  
  75.     -- Position updates
  76.     if bulletTable[0] ~= nil then
  77.         for i = 0, #bulletTable do
  78.            
  79.             if bulletTable[i].src == Player.srcTag then
  80.                 bulletTable[i].y = bulletTable[i].y - bulletTable[i].speed*dt
  81.             end
  82.         end
  83.     end
  84. end
  85.  
  86.  
  87. function love.draw()
  88.     love.graphics.draw(Player.img, Player.x, Player.y)
  89.     love.graphics.print(#bulletTable, 100, 100)
  90.  
  91.     if bulletTable[0] ~= nil then
  92.         for i = 0, #bulletTable do
  93.                 love.graphics.draw(bulletTable[i].img, bulletTable[i].x, bulletTable[i].y)
  94.         end
  95.     end  
  96.     --for i, bullet in ipairs(bulletTable) do
  97.       --  love.graphics.draw(bullet.img, bullet.x, bullet.y)
  98.     --end
  99. end
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