-
Notifications
You must be signed in to change notification settings - Fork 4
/
Copy pathchicagoVince.lua
executable file
·452 lines (354 loc) · 14.3 KB
/
chicagoVince.lua
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
----------------------------------
-- THE BIG 3 VIDEO GAME ---
-- [email protected] ---
----------------------------------
-- Script controls Vince's boring behaviors and properties
-- for the Chicago endless runner level
local mainScene = nil
local vince = {
maryJaneSound = nil
}
local kPlanetHealth = 11
local function showPoints(obj, i )
if( not i ) then
i = 1
end
display.setDefault( "magTextureFilter", "nearest" )
display.setDefault( "minTextureFilter", "nearest" )
local bPlayedSound = false
while ( i > 0 ) do
i = i - 1
local stroke = display.newImage("images/pieTime_pointsStroke.png");
local points = display.newImage("images/pieTime_points.png");
points.blendMode = "screen"
points.x, points.y = obj:localToContent( 0, 0 )
if( i > 0 ) then
local num = math.random( 100 ) + 20
if ( math.random(2) == 2 ) then
num = num * 1
end
points.x = points.x + num
local num = math.random( 80 ) + 10
if ( math.random(2) == 2 ) then
num = num * 1
end
points.y = points.y + num
end
stroke.x = points.x
stroke.y = points.y
points.xScale, points.yScale = 0.5, 0.5
stroke.xScale, stroke.yScale = 0.5, 0.5
mainScene.effectsGroup:insert( stroke )
mainScene.effectsGroup:insert( points )
if( not bPlayedSound ) then
mainScene.sound:playBonusSound( mainScene.powerUps.bonusSound )
bPlayedSound = true
end
mainScene:addPoints(100)
local function removePoints()
if( points ) then
points:removeSelf()
stroke:removeSelf()
points = nil
stroke = nil
end
end
local animTime = 800 + math.random( 300 )
transition.to( points, { time=animTime, delay=0, y=points.y-100 } )
transition.to( stroke, { time=animTime, delay=0, y=points.y-100 } )
transition.to( points, { time=500, delay=500, alpha = 0, transition=easing.outExpo } )
transition.to( stroke, { time=500, delay=500, alpha = 0, transition=easing.outExpo } )
timer.performWithDelay( animTime, removePoints )
end
display.setDefault( "magTextureFilter", "linear" )
display.setDefault( "minTextureFilter", "linear" )
end
local function updatePos(obj, scene, dampening )
if( not obj.x ) then
return
end
local deltaX = nil
local deltaY = nil
if( not scene ) then
deltaX = ( obj.x - obj.targetX )
deltaY = ( obj.y - obj.targetY )
else
deltaX = obj.x - ( ( scene.player.avatar.x - obj.targetX ) )
deltaY = obj.y - ( ( scene.groundY - obj.targetY ) )
if( not obj.prevDelta ) then
obj.prevDelta = 0
end
if( math.abs( obj.prevDelta - deltaX ) <= 0.5 ) then
obj.targetX = ( math.random( 250 ) + 250 ) * -1
obj.targetY = math.random( 100 ) + 100
end
obj.prevDelta = deltaX
end
obj.x = obj.x - ( deltaX * dampening ) * ( 60 / mainScene.fps )
obj.y = obj.y - ( deltaY * dampening ) * ( 60 / mainScene.fps )
end
local function getPointOnCircle( obj, center)
local radius = 100
local x = radius * math.cos( obj.orbit * math.pi / 180 ) + center.x
local y = radius * math.sin( obj.orbit * math.pi / 180 ) + center.y
return x,y
end
local function update(mainScene, vinceAnim, vinceFace, planets, boredomMeterBar, boredomMeterFrame, self )
if( system.getTimer() - vinceAnim.spawnTime < 3000 ) then
vinceAnim.x = mainScene.rightEdge + 500
vinceAnim.y = display.contentCenterY
for i, planet in ipairs( planets ) do
planet.health = kPlanetHealth
planet.x,planet.y = getPointOnCircle( planet, vinceAnim )
end
updatePos( vinceAnim, mainScene, 0 )
return
end
if( not boredomMeterFrame.isVisible ) then
boredomMeterFrame.isVisible = true
local vinceTransition1 = transition.to( boredomMeterFrame, { time=800, delay=1500, xScale=1, transition=easing.outExpo} )
local vinceTransition2 = transition.to( boredomMeterFrame, { time=800, delay=1500, yScale=1, transition=easing.outExpo} )
end
if( not vinceAnim.bPlayedVoice ) then
vinceAnim.bPlayedVoice = true
vinceAnim.audioChannel = audio.play( vinceAnim.voiceAudio )
local hack = function()
vinceAnim.bDisableCulling = false
for i, planet in ipairs( planets ) do
planet.bDisableCulling = false
end
end
timer.performWithDelay( 5000, hack )
end
boredomMeterFrame.x = mainScene.player.avatar.x
boredomMeterFrame.y = math.floor( mainScene.player.avatar.y - 80 )
if( boredomMeterFrame.y < mainScene.topEdge + 30 ) then
boredomMeterFrame.y = math.floor( mainScene.topEdge + 30 )
end
if( boredomMeterFrame.xScale < 1 ) then
boredomMeterBar.isVisible = false
else
boredomMeterBar.isVisible = true
end
boredomMeterBar.x = boredomMeterFrame.x - ( boredomMeterBar.width / 2 )
boredomMeterBar.y = boredomMeterFrame.y + 8
boredomMeterBar.xScale = boredomMeterBar.xScale + 0.00046 * ( 60 / mainScene.fps )
if( boredomMeterBar.xScale >= 1 and not mainScene.bGameOver ) then
mainScene.player.health = 0
mainScene.player:doGenericDamage()
end
updatePos( vinceAnim, mainScene, 0.03 )
vinceFace.x = vinceAnim.x - 5
vinceFace.y = vinceAnim.y + 10
local removalIndex = nil
if( not vinceAnim.orbitSpeed ) then
vinceAnim.orbitSpeed = 3
end
if( not vinceAnim or vinceAnim.health <= 1 or mainScene.bGameOver ) then
vinceAnim:kill()
vinceAnim.health = 0
mainScene.bVinceAlive = false
for i, planet in ipairs( planets ) do
planet.health = 0
return
end
end
if( table.getn( planets ) > 2 ) then
vinceAnim.health = kPlanetHealth * 1.5
else
vinceAnim.bSpecialPowerImmunity = false
vinceAnim.bObstacleImmunity = true
end
for i, planet in ipairs( planets ) do
local base = nil
local step = 360 / table.getn( planets )
for i, planet in ipairs( planets ) do
if( not base ) then
base = planet.orbit
else
base = base + step
if( base > 360 ) then
base = 0 + ( base - 360 )
end
planet.orbit = base
end
end
if( not planet.x or planet.health <= 0 ) then
removalIndex = i
end
planet.orbit = planet.orbit + ( vinceAnim.orbitSpeed * ( 60 / display.fps ) )
if( planet.orbit > 360 ) then
planet.orbit = 0
end
planet.targetX,planet.targetY = getPointOnCircle( planet, vinceAnim )
if( not planet.dampening ) then
planet.dampening = 0.05 + ( math.random( 5 ) * 0.01 ) + ( math.random( 10 ) * 0.001 )
end
updatePos( planet, nil, planet.dampening )
if( planet.toFront ) then
planet:toFront()
end
end
if( removalIndex ) then
table.remove( planets, removalIndex )
vinceAnim.orbitSpeed = vinceAnim.orbitSpeed + 1.2
end
vinceAnim:toFront()
vinceFace:toFront()
boredomMeterBar:toFront()
boredomMeterFrame:toFront()
end
function vince:spawn(scene)
mainScene = scene
display.setDefault( "magTextureFilter", "nearest" )
display.setDefault( "minTextureFilter", "nearest" )
local vinceSheet = graphics.newImageSheet( "images/vinceFireballAnim.gif", { width=144, height=117, numFrames=15 } )
local vinceAnim = display.newSprite( vinceSheet, {{ name = "loop", start=1, count=15, time=900, loopCount=0 }} )
vinceAnim:setSequence( "loop" )
vinceAnim:play()
vinceAnim.anchorX=0.5;vinceAnim.anchorY=0.5
mainScene.city.displayGroup:insert( vinceAnim )
vinceAnim.x = scene.rightEdge + 500
vinceAnim.y = display.contentCenterY
vinceAnim.health = kPlanetHealth
vinceAnim.xChoke = 80
vinceAnim.yChoke = 80
vinceAnim.xScale = 2
vinceAnim.yScale = 2
vinceAnim.explosionScale = 1.8
vinceAnim.blendMode = "screen"
vinceAnim.targetX = -300
vinceAnim.targetY = 100
display.setDefault( "magTextureFilter", "linear" )
display.setDefault( "minTextureFilter", "linear" )
local vinceFace = display.newImageRect( "images/vinceFace.gif", 75, 79 )
vinceFace.blendMode = "multiply"
vinceFace.alpha = 0.8
vinceFace.x = vinceAnim.x - 5
vinceFace.y = vinceAnim.y + 10
mainScene.city.displayGroup:insert( vinceFace )
display.setDefault( "magTextureFilter", "nearest" )
display.setDefault( "minTextureFilter", "nearest" )
local boredomMeterFrame = display.newImageRect( "images/vinceBoredomMeterFrame.png", 137, 25 )
mainScene.city.displayGroup:insert( boredomMeterFrame )
boredomMeterFrame.xScale = 0.001
boredomMeterFrame.yScale = 0.001
boredomMeterFrame.isVisible = false
local boredomMeterBar = display.newImageRect( "images/vinceBoredomMeterBar.gif", 133, 6 )
--boredomMeterBar.blendMode = "add"
boredomMeterBar.anchorY = 0.5
boredomMeterBar.anchorX = 0
boredomMeterBar.xScale = 0.01
boredomMeterBar.alpha = 0.85
mainScene.city.displayGroup:insert( boredomMeterBar )
local planets = {}
local mercury = display.newImageRect( "images/vinceMercury.png", 42, 43 )
mercury.orbit = 0
mercury.x,mercury.y = getPointOnCircle( mercury, vinceAnim )
mercury.alpha = 0.95
mainScene.city.displayGroup:insert( mercury )
mainScene.enemies:add( mercury )
table.insert( planets, mercury )
local venus = display.newImageRect( "images/vinceVenus.png", 53, 54 )
venus.orbit = 51
venus.x,venus.y = getPointOnCircle( venus, vinceAnim )
venus.alpha = 0.95
mainScene.city.displayGroup:insert( venus )
mainScene.enemies:add( venus )
table.insert( planets, venus )
local earth = display.newImageRect( "images/vinceEarth.png", 57, 59 )
earth.orbit = 102
earth.x,earth.y = getPointOnCircle( earth, vinceAnim )
earth.alpha = 0.95
mainScene.city.displayGroup:insert( earth )
mainScene.enemies:add( earth )
table.insert( planets, earth )
local mars = display.newImageRect( "images/vinceMars.png", 52, 52 )
mars.orbit = 153
mars.x,mars.y = getPointOnCircle( mars, vinceAnim )
mars.alpha = 0.95
mainScene.city.displayGroup:insert( mars )
mainScene.enemies:add( mars )
table.insert( planets, mars )
local saturn = display.newImageRect( "images/vinceSaturn.png", 114, 87 )
saturn.orbit = 205
saturn.x,saturn.y = getPointOnCircle( saturn, vinceAnim )
saturn.alpha = 0.95
mainScene.city.displayGroup:insert( saturn )
mainScene.enemies:add( saturn )
table.insert( planets, saturn )
local uranus = display.newImageRect( "images/vinceUranus.png", 46, 46 )
uranus.orbit = 257
uranus.x,uranus.y = getPointOnCircle( uranus, vinceAnim )
uranus.alpha = 0.95
mainScene.city.displayGroup:insert( uranus )
mainScene.enemies:add( uranus )
table.insert( planets, uranus )
local neptune = display.newImageRect( "images/vinceNeptune.png", 42, 43 )
neptune.orbit = 309
neptune.x,neptune.y = getPointOnCircle( neptune, vinceAnim )
neptune.alpha = 0.95
mainScene.city.displayGroup:insert( neptune )
mainScene.enemies:add( neptune )
table.insert( planets, neptune )
for i, planet in ipairs( planets ) do
planet.bSpecialPowerImmunity = true
planet.bObstacleImmunity = true
planet.bDisableCulling = true
planet.explosionScale = 1.8
planet.onDeath = function()
showPoints( planet )
end
end
local myUpdate = function()
update( mainScene, vinceAnim, vinceFace, planets, boredomMeterBar, boredomMeterFrame, self )
end
Runtime:addEventListener( "enterFrame", myUpdate )
mainScene.bVinceAlive = true
vinceAnim.name = "vince"
vinceAnim.bSpecialPowerImmunity = true
vinceAnim.bObstacleImmunity = true
vinceAnim.bDisableCulling = true
vinceAnim.spawnTime = system.getTimer()
vinceAnim.voiceAudio = audio.loadStream( "sounds/voice-vinceIsBoring.wav" )
vinceAnim.explosionSound = audio.loadSound( "sounds/vinceExplosion.wav", { channel=2})
vinceAnim.kill = function()
if( planets ) then
for i, planet in ipairs( planets ) do
planet.health = 0
end
end
planets = nil
Runtime:removeEventListener( "enterFrame", myUpdate )
if( not mainScene.bGameOver ) then
showPoints( vinceAnim, 5 )
audio.play( vinceAnim.explosionSound )
end
audio.stop( vinceAnim.audioChannel )
audio.dispose( vinceAnim.voiceAudio )
vinceAnim.voiceAudio = nil
vinceAnim.audioChannel = nil
mainScene:doExplosion( vinceAnim, vinceAnim.explosionScale)
boredomMeterFrame:removeSelf()
boredomMeterBar:removeSelf()
vinceFace:removeSelf()
viceFace = nil
boredomMeterBar = nil
boredomMeterFrame = nil
local achievement = "CgkIhf7UyIMOEAIQCg"
if ( system.getInfo("platformName") == "iPhone OS" ) then
achievement = "vince"
end
gameNetwork.request( "unlockAchievement", { achievement = { identifier=achievement, percentComplete=100, showsCompletionBanner=true } } )
vinceAnim = nil
end
vinceAnim.name = "vince"
if( not self.maryJaneSound ) then
self.maryJaneSound = mainScene.sound:loadVoice("voice-maryJaneVince.wav" )
end
mainScene.sound:playVoice( self.maryJaneSound, 2, true )
display.setDefault( "magTextureFilter", "linear" )
display.setDefault( "minTextureFilter", "linear" )
return vinceAnim
end
return vince