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Life and Next Level Bonuses
- Recognize Life and Next Level bonuses.
function bonuses.bonus_collected( i, bonus, balls, platform )
.....
elseif bonuses.is_life( bonus ) then
.....
elseif bonuses.is_next_level( bonus ) then
.....
end
.....
end
function bonuses.is_life( single_bonus )
local col = single_bonus.bonustype % 10
return ( col == 8 )
end
function bonuses.is_next_level( single_bonus )
local col = single_bonus.bonustype % 10
return ( col == 7 )
end
- Reaction on life: it is necessary to add new life to the counter.
function game.update( dt )
.....
collisions.resolve_collisions( balls, platform,
walls, bricks,
bonuses, lives_display )
.....
end
function collisions.resolve_collisions( balls, platform,
walls, bricks,
bonuses, lives_display )
.....
collisions.platform_bonuses_collision( platform, bonuses,
balls, lives_display )
end
function collisions.platform_bonuses_collision( platform, bonuses,
balls, lives_display )
.....
if overlap then
bonuses.bonus_collected( i, bonus, balls, platform, lives_display )
end
.....
end
function bonuses.bonus_collected( i, bonus, balls, platform, lives_display )
.....
elseif bonuses.is_life( bonus ) then
lives_display.add_life()
elseif
.....
end
function lives_display.add_life()
lives_display.lives = lives_display.lives + 1
end
- Reaction on next level bonus:
3.1) In the right wall, the flag is activated if the bonus is caught.
function collisions.resolve_collisions( balls, platform,
walls, bricks,
bonuses, lives_display )
.....
collisions.platform_bonuses_collision( platform, bonuses,
balls, walls,
lives_display )
end
function collisions.platform_bonuses_collision( platform, bonuses,
balls, walls,
lives_display )
.....
if overlap then
bonuses.bonus_collected( i, bonus,
balls, platform,
walls, lives_display )
end
.....
end
function bonuses.bonus_collected( i, bonus,
balls, platform,
walls, lives_display )
.....
elseif bonuses.is_next_level( bonus ) then
walls.current_level_walls["right"].next_level_bonus = true
end
.....
end
3.2) The display of the wall is changed.
function walls.draw_wall( single_wall ) ..... love.graphics.setColor( 255, 0, 0, 100 ) if single_wall.next_level_bonus then love.graphics.setColor( 0, 0, 255, 100 ) end love.graphics.rectangle( 'fill', single_wall.position.x, single_wall.position.y, single_wall.width, single_wall.height ) ..... end
3.3) If the platform touches the right wall, the game switches
to the next level. It is more convenient to raise one more flag in the
platform object and check it.
```lua
function collisions.platform_walls_collision( platform, walls )
.....
if overlap then
platform.bounce_from_wall( shift_platform, wall )
end
.....
end
function platform.bounce_from_wall( shift_platform, wall )
platform.position.x = platform.position.x + shift_platform.x
if wall.next_level_bonus then
platform.activated_next_level_bonus = true
end
end
function game.switch_to_next_level( bricks, levels )
if bricks.no_more_bricks or platform.activated_next_level_bonus then
bricks.clear_current_level_bricks()
bonuses.clear_current_level_bonuses()
if levels.current_level < #levels.sequence then
gamestates.set_state(
"game", { current_level = levels.current_level + 1 } )
else
gamestates.set_state( "gamefinished" )
end
end
end
3.4) The effect of the bonus is lost if next level is reached or all the balls are lost
function game.enter( prev_state, ... )
.....
if args and args.current_level then
.....
platform.remove_bonuses_effects()
walls.remove_bonuses_effects()
end
end
function game.check_no_more_balls( balls, lives_display )
if balls.no_more_balls then
.....
platform.remove_bonuses_effects()
walls.remove_bonuses_effects()
.....
end
end
function platform.remove_bonuses_effects()
platform.remove_glued_effect()
platform.reset_size_to_norm()
platform.activated_next_level_bonus = false
end
function walls.remove_bonuses_effects()
walls.current_level_walls["right"].next_level_bonus = false
end
Feedback is crucial to improve the tutorial!
Let me know if you have any questions, critique, suggestions or just any other ideas.
Chapter 1: Prototype
- The Ball, The Brick, The Platform
- Game Objects as Lua Tables
- Bricks and Walls
- Detecting Collisions
- Resolving Collisions
- Levels
Appendix A: Storing Levels as Strings
Appendix B: Optimized Collision Detection (draft)
Chapter 2: General Code Structure
- Splitting Code into Several Files
- Loading Levels from Files
- Straightforward Gamestates
- Advanced Gamestates
- Basic Tiles
- Different Brick Types
- Basic Sound
- Game Over
Appendix C: Stricter Modules (draft)
Appendix D-1: Intro to Classes (draft)
Appendix D-2: Chapter 2 Using Classes.
Chapter 3 (deprecated): Details
- Improved Ball Rebounds
- Ball Launch From Platform (Two Objects Moving Together)
- Mouse Controls
- Spawning Bonuses
- Bonus Effects
- Glue Bonus
- Add New Ball Bonus
- Life and Next Level Bonuses
- Random Bonuses
- Menu Buttons
- Wall Tiles
- Side Panel
- Score
- Fonts
- More Sounds
- Final Screen
- Packaging
Appendix D: GUI Layouts
Appendix E: Love-release and Love.js
Beyond Programming: