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chicagoElvis.lua
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----------------------------------
-- THE BIG 3 VIDEO GAME ---
-- [email protected] ---
----------------------------------
-- Script controls the behavior of the "ELVIS" lights lying in the streets
-- for the Chicago endless runner level
local lowAlpha = 0.6
local highAlpha = 0.95
local i = 10
local elvis = {
sound = mainScene.sound:loadDamageSound( "spark.wav" )
}
-- Animate flicker of lights on the letters
local function updateFlicker( obj, parent )
if( not obj.x ) then
obj = nil
return
end
if( not obj.x and parent.x and obj.offsetX) then
obj = nil
return
end
if( not obj.bInitialized ) then
obj.offsetX = parent.x - obj.x
obj.offsetY = parent.y - obj.y
obj.bInitialized = true
if( not obj.bAnim ) then
obj.alpha = lowAlpha
else
obj.alpha = highAlpha
end
end
if( parent.x and obj.x ) then
obj.x = parent.x + obj.offsetX
obj.y = parent.y + obj.offsetY
obj.rotation = parent.rotation
if( not obj.bAnim ) then
obj.alpha = obj.alpha + 0.08
if( obj.alpha >= highAlpha ) then
obj.alpha = highAlpha
obj.bAnim = true
end
else
obj.alpha = obj.alpha - 0.08
if( obj.alpha <= lowAlpha ) then
obj.alpha = lowAlpha
obj.bAnim = false
end
end
end
end
local function update( mainScene, letterBase1, letterLight1A, letterLight1B, letterBase2, letterLight2a, letterLight2b, letterBase3, letterLight3a, letterLight3b, letterBase4, letterBase4a, letterBase4b, letterBase5, letterBase5a, letterBase5b )
updateFlicker( letterLight1A, letterBase1 )
updateFlicker( letterLight1B, letterBase1 )
updateFlicker( letterLight2a, letterBase2 )
updateFlicker( letterLight2b, letterBase2 )
updateFlicker( letterLight3a, letterBase3 )
updateFlicker( letterLight3b, letterBase3 )
updateFlicker( letterBase4a, letterBase4 )
updateFlicker( letterBase4b, letterBase4 )
updateFlicker( letterBase5a, letterBase5 )
updateFlicker( letterBase5b, letterBase5 )
end
local function addFlickerAnim( obj )
obj.transition1 = transition.to( obj, { time = 200, delay = 0, alpha = 0.8, iterations = 0 } )
end
local function spawnAgents(mainScene, objects, spawnX, self)
display.setDefault( "magTextureFilter", "nearest" )
display.setDefault( "minTextureFilter", "nearest" )
local x = mainScene.city:getGroundSpawnCoordinate()
local letterBase1 = display.newImageRect( "images/elvisLights_e1.png", 58, 94 )
letterBase1.anchorX = 0.5
letterBase1.anchorY = 0.5
local linearX = 330 + math.random( 30 )
local angle = 40
if( spawnX ) then
letterBase1.x = spawnX
else
letterBase1.x = x + letterBase1.width/2 + 20
end
letterBase1.y = mainScene.groundY - letterBase1.height/2 - 3
letterBase1.isAwake = true
letterBase1.bTestForCollision = true
letterBase1.xChoke = 0
letterBase1.yChoke = 0
letterBase1.linearX = linearX
letterBase1.angle = angle
letterBase1.id = "base1"
letterBase1.explosionScale = 2
letterBase1.collisionDistance = 55
letterBase1.doObstacleCollisionCheck = true
mainScene.city.displayGroup:insert( letterBase1 )
table.insert( objects, letterBase1 )
local letterLight1A = display.newImageRect( "images/elvisLights_e2.png", 54, 90 )
letterLight1A.anchorX = 0.5
letterLight1A.anchorY = 0.5
letterLight1A.x = letterBase1.x
letterLight1A.y = letterBase1.y
letterLight1A.blendMode = "add"
letterLight1A.bAnim = true
letterLight1A.disableEnemyCollision = true
mainScene.city.displayGroup:insert( letterLight1A )
table.insert( objects, letterLight1A )
local letterLight1B = display.newImageRect( "images/elvisLights_e3.png", 54, 90 )
letterLight1B.anchorX = 0.5
letterLight1B.anchorY = 0.5
letterLight1B.x = letterLight1A.x
letterLight1B.y = letterLight1A.y
letterLight1B.blendMode = "add"
letterLight1B.disableEnemyCollision = true
mainScene.city.displayGroup:insert( letterLight1B )
table.insert( objects, letterLight1B )
local letterBase2 = display.newImageRect( "images/elvisLights_l1.png", 53, 94 )
letterBase2.anchorX = 0.5
letterBase2.anchorY = 0.5
letterBase2.x = letterBase1.x + 70
letterBase2.y = letterBase1.y
letterBase2.isAwake = true
letterBase2.bTestForCollision = true
letterBase2.xChoke = 0
letterBase2.yChoke = 0
letterBase2.linearX = linearX
letterBase2.angle = angle
letterBase2.id = "base2"
letterBase2.doObstacleCollisionCheck = true
letterBase2.disableEnemyCollision = true
letterBase2.explosionScale = 2
mainScene.city.displayGroup:insert( letterBase2 )
table.insert( objects, letterBase2 )
local letterLight2a = display.newImageRect( "images/elvisLights_l2.png", 49, 90 )
letterLight2a.anchorX = 0.5
letterLight2a.anchorY = 0.5
letterLight2a.x = letterBase2.x - 1
letterLight2a.y = letterBase2.y
letterLight2a.blendMode = "add"
letterLight2a.disableEnemyCollision = true
mainScene.city.displayGroup:insert( letterLight2a )
table.insert( objects, letterLight2a )
local letterLight2b = display.newImageRect( "images/elvisLights_l3.png", 45, 70 )
letterLight2b.anchorX = 0.5
letterLight2b.anchorY = 0.5
letterLight2b.x = letterBase2.x + 1
letterLight2b.y = letterBase2.y - 10
letterLight2b.blendMode = "add"
letterLight2b.bAnim = true
letterLight2b.disableEnemyCollision = true
mainScene.city.displayGroup:insert( letterLight2b )
table.insert( objects, letterLight2b )
local letterBase3 = display.newImageRect( "images/elvisLights_v1.png", 87, 94 )
letterBase3.anchorX = 0.5
letterBase3.anchorY = 0.5
letterBase3.x = letterBase2.x + 60
letterBase3.y = letterBase2.y
letterBase3.isAwake = true
letterBase3.bTestForCollision = true
letterBase3.xChoke = 0
letterBase3.yChoke = 0
letterBase3.linearX = linearX
letterBase3.angle = angle
letterBase3.id = "base3"
letterBase3.explosionScale = 2
mainScene.city.displayGroup:insert( letterBase3 )
table.insert( objects, letterBase3 )
local letterLight3a = display.newImageRect( "images/elvisLights_v2.png", 77, 90 )
letterLight3a.anchorX = 0.5
letterLight3a.anchorY = 0.5
letterLight3a.x = letterBase3.x - 1
letterLight3a.y = letterBase3.y
letterLight3a.bAnim = true
letterLight3a.blendMode = "add"
letterLight3a.disableEnemyCollision = true
mainScene.city.displayGroup:insert( letterLight3a )
table.insert( objects, letterLight3a )
local letterLight3b = display.newImageRect( "images/elvisLights_v3.png", 80, 90 )
letterLight3b.anchorX = 0.5
letterLight3b.anchorY = 0.5
letterLight3b.x = letterBase3.x
letterLight3b.y = letterBase3.y
letterLight3b.blendMode = "add"
mainScene.city.displayGroup:insert( letterLight3b )
table.insert( objects, letterLight3b )
local letterBase4 = display.newImageRect( "images/elvisLights_i1.png", 30, 94 )
letterBase4.anchorX = 0.5
letterBase4.anchorY = 0.5
letterBase4.x = letterBase3.x + 65
letterBase4.y = letterBase3.y
letterBase4.isAwake = true
letterBase4.bTestForCollision = true
letterBase4.xChoke = 0
letterBase4.yChoke = 0
letterBase4.linearX = linearX
letterBase4.angle = angle
letterBase4.id = "base4"
letterBase4.explosionScale = 2
letterBase4.disableEnemyCollision = true
letterBase4.doObstacleCollisionCheck = true
mainScene.city.displayGroup:insert( letterBase4 )
table.insert( objects, letterBase4 )
local letterBase4a = display.newImageRect( "images/elvisLights_i2.png", 26, 84 )
letterBase4a.anchorX = 0.5
letterBase4a.anchorY = 0.5
letterBase4a.x = letterBase4.x
letterBase4a.y = letterBase4.y - 4
letterBase4a.blendMode = "add"
letterBase4a.disableEnemyCollision = true
letterBase4a.isVisible = true
mainScene.city.displayGroup:insert( letterBase4a )
table.insert( objects, letterBase4a )
local letterBase4b = display.newImageRect( "images/elvisLights_i3.png", 26, 90 )
letterBase4b.anchorX = 0.5
letterBase4b.anchorY = 0.5
letterBase4b.x = letterBase4.x
letterBase4b.y = letterBase4.y + 2
letterBase4b.alpha = 1
letterBase4b.blendMode = "add"
letterBase4b.bAnim = true
letterBase4b.isVisible = true
letterBase4b.disableEnemyCollision = true
mainScene.city.displayGroup:insert( letterBase4b )
table.insert( objects, letterBase4b )
local letterBase5 = display.newImageRect( "images/elvisLights_s1.png", 70, 99 )
letterBase5.anchorX = 0.5
letterBase5.anchorY = 0.5
letterBase5.x = letterBase4.x + 65
letterBase5.y = letterBase4.y
letterBase5.isAwake = true
letterBase5.bTestForCollision = true
letterBase5.xChoke = 0
letterBase5.yChoke = 0
letterBase5.linearX = linearX
letterBase5.angle = angle
letterBase5.id = "base5"
letterBase5.explosionScale = 2
mainScene.city.displayGroup:insert( letterBase5 )
table.insert( objects, letterBase5 )
local letterBase5a = display.newImageRect( "images/elvisLights_s2.png", 64, 95 )
letterBase5a.anchorX = 0.5
letterBase5a.anchorY = 0.5
letterBase5a.x = letterBase5.x
letterBase5a.y = letterBase5.y
letterBase5a.blendMode = "add"
letterBase5a.bAnim = true
letterBase5a.disableEnemyCollision = true
mainScene.city.displayGroup:insert( letterBase5a )
table.insert( objects, letterBase5a )
local letterBase5b = display.newImageRect( "images/elvisLights_s3.png", 66, 95 )
letterBase5b.anchorX = 0.5
letterBase5b.anchorY = 0.5
letterBase5b.x = letterBase5a.x - 1
letterBase5b.y = letterBase5a.y
letterBase5b.alpha = 1
letterBase5b.disableEnemyCollision = true
letterBase5b.blendMode = "add"
mainScene.city.displayGroup:insert( letterBase5b )
table.insert( objects, letterBase5b )
if( math.random( 3 ) > 1 ) then
mainScene.sound:playDamageSound( sound )
end
local i = 10
letterBase5.update = function()
i = i - 1
if( i > 0 ) then
return
end
update( mainScene, letterBase1, letterLight1A, letterLight1B, letterBase2, letterLight2a, letterLight2b, letterBase3, letterLight3a, letterLight3b, letterBase4, letterBase4a, letterBase4b, letterBase5, letterBase5a, letterBase5b )
end
letterBase1.onInitialImpact = function()
mainScene.sound:play( self.initialSound, true )
local d = 1.4
local f = 0.14
local b = 0.2
transition.blink( letterLight1A, { time=500 } )
letterLight2b.isVisible = false
transition.blink( letterLight3a, { time=400 } )
transition.blink( letterBase4b, { time=600 } )
letterBase5a.isVisible = false
transition.blink( letterBase5b, { time=350 } )
letterBase1.rotation = 30 + math.random( 20 )
physics.addBody( letterBase1, { density = d, friction = f, bounce = b } )
physics.addBody( letterBase2, "dynamic",
{ density=d, friction=f, bounce=b, shape = { -26.5, 47 , 25.5, 23 , 26.5, 23 , 26.5, 47 } },
{ density=d, friction=f, bounce=b, shape = { 3.5, -47 , 3.5, -46 , -26.5, 47 , -26.5, -47 } },
{ density=d, friction=f, bounce=b, shape = { 25.5, 23 , -26.5, 47 , 4.5, 22 , 25.5, 22 } },
{ density=d, friction=f, bounce=b, shape = { 4.5, 22 , -26.5, 47 , 3.5, -46 , 4.5, -46 } }
)
physics.addBody( letterBase3, "dynamic",
{ density=d, friction=f, bounce=b, shape = { -11.5, 45 , -40.5, -46 , 41.5, -45 } },
{ density=d, friction=f, bounce=b, shape = { 12.5, 48 , -13.5, 45 , 43.5, -46 } }
)
physics.addBody( letterBase4, { density = d, friction = f, bounce = b } )
physics.addBody( letterBase5, { density = d, friction = f, bounce = b } )
end
display.setDefault( "magTextureFilter", "linear" )
display.setDefault( "minTextureFilter", "linear" )
end
function elvis:setup(mainScene)
local objects = {}
spawnAgents(mainScene, objects, nil, self )
local elvis = objects[1]
if( not self.initialSound ) then
self.initialSound = mainScene.sound:load( "impact9.wav" )
self.groundSound1 = mainScene.sound:load( "impact7.wav" )
self.groundSound2 = mainScene.sound:load( "impact8.wav" )
end
--elvis.onInitialImpact = function()
-- mainScene.sound:play( self.initialSound, true )
--end
elvis.onGroundImpact = function(event)
if( event.other == mainScene.ground and event.force >= 0.6 and event.force < 2 and elvis.contentBounds.xMin < mainScene.rightEdge) then
local num = math.random( 2 )
if( num == 1 ) then
mainScene.sound:play( self.groundSound1 )
else
mainScene.sound:play( self.groundSound2 )
end
end
end
return objects
end
function elvis:spawn(mainScene)
local obstacleGroup = {}
obstacleGroup.name = "elvis"
obstacleGroup.bodies = elvis:setup(mainScene)
return obstacleGroup
end
return elvis