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- Player = {x = 180, y = 710, speed = 150, shotspeed = 300, shotdelay = 5, img = nil, srcTag = "player"}
- bullet = {x = 0, y = 0, speed = 300, img = nil, src = ""}
- -- Global Tables
- globalImages = {}
- bulletTable = {}
- -- Other Shit
- shotDelay = 50
- function bullet:newBullet(x, y, speed, img, src)
- self.__index = self
- return setmetatable(
- { x = x,
- y = y,
- speed = speed,
- img = img,
- src = src,
- }, self
- )
- end
- function love.load(arg)
- if arg[#arg] == "-debug" then require("mobdebug").start() end
- --Objects
- Player.img = love.graphics.newImage('assets/Aircraft_01.png')
- globalImages.bulletPlayerImg = love.graphics.newImage('assets/bullet_2_blue.png')
- globalImages.bulletPlayerImg2 = love.graphics.newImage('assets/bullet_2_blue.png')
- globalImages.bulletEnemyImg = love.graphics.newImage('assets/bullet_2_orange.png')
- 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))
- end
- function love.update(dt)
- -- Keyboard Responses
- if love.keyboard.isDown('escape') then
- love.event.push('quit')
- end
- if love.keyboard.isDown('left', 'a') then
- if Player.x > 0 then
- Player.x = Player.x - (Player.speed*dt)
- end
- elseif love.keyboard.isDown('right', 'd') then
- if Player.x < (love.graphics.getWidth() - Player.img:getWidth()) then
- Player.x = Player.x + (Player.speed*dt)
- end
- end
- if shotDelay >= Player.shotdelay then
- if love.keyboard.isDown('up') then
- local bulletPlayer = bullet:newBullet(Player.x + Player.img:getWidth()/2, Player.y, Player.shotspeed, globalImages.bulletPlayerImg2, Player.srcTag)
- table.insert(bulletTable, bulletPlayer)
- shotDelay = 0
- end
- else
- shotDelay = shotDelay + dt*25
- end
- -- Position updates
- if bulletTable[0] ~= nil then
- for i = 0, #bulletTable do
- if bulletTable[i].src == Player.srcTag then
- bulletTable[i].y = bulletTable[i].y - bulletTable[i].speed*dt
- end
- end
- end
- end
- function love.draw()
- love.graphics.draw(Player.img, Player.x, Player.y)
- love.graphics.print(#bulletTable, 100, 100)
- if bulletTable[0] ~= nil then
- for i = 0, #bulletTable do
- love.graphics.draw(bulletTable[i].img, bulletTable[i].x, bulletTable[i].y)
- end
- end
- --for i, bullet in ipairs(bulletTable) do
- -- love.graphics.draw(bullet.img, bullet.x, bullet.y)
- --end
- end
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