awesome/lib/invaders.lua.in

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----------------------------------------------------------------------------
-- @author Gregor "farhaven" Best
-- @copyright 2008 Gregor "farhaven" Best
-- @release @AWESOME_VERSION@
----------------------------------------------------------------------------
--{{{ Awesome Invaders by Gregor "farhaven" Best
-- The ultra-cool retro graphics are done by Andrei "Garoth" Thorp.
--
-- Use Left and Right to control motion, Space to fire, q quits the game,
-- s creates a screenshot in ~/.cache/awesome (needs ImageMagick).
--
-- Maybe there are some huge memory leaks here and there, if you notice one,
-- message me.
--
-- Anyway, have fun :)
--
-- Start this by adding
-- require("invaders")
-- to the top of your rc.lua and adding
-- invaders.run()
-- to the bottom of rc.lua or as a keybinding
--}}}
local wibox = wibox
local widget = widget
local awful = require("awful")
local beautiful = require("awful.beautiful")
local image = image
local capi = { screen = screen, mouse = mouse, keygrabber = keygrabber }
local tonumber = tonumber
local table = table
local math = math
local os = os
local io = io
--- Space Invaders look-alike
module("invaders")
local gamedata = { }
gamedata.field = { }
gamedata.field.x = 100
gamedata.field.y = 100
gamedata.field.h = 400
gamedata.field.w = 600
gamedata.running = false
gamedata.ammo_max = 1
gamedata.shots = { }
gamedata.highscore = { }
gamedata.enemies = { }
gamedata.enemies.h = 10
gamedata.enemies.w = 20
gamedata.enemies.rows = 5
gamedata.enemies.count = gamedata.enemies.rows * 6
local player = { }
local game = { }
local shots = { }
local enemies = { }
function player.new ()
p = wibox({ position = "floating", bg = gamedata.solidbg or "#12345600" })
p:geometry({ width = 24,
height = 16,
x = gamedata.field.x + (gamedata.field.w / 2),
y = gamedata.field.y + gamedata.field.h - (16 + 5) })
p.screen = 1
w = widget({ type = "imagebox", name = "player" })
w.image = image("@AWESOME_ICON_PATH@/invaders/player.png")
p.widgets = w
return p
end
function player.move(x)
local gb = gamedata.player:geometry()
if x < 0 and gb.x > gamedata.field.x then
gb.x = gb.x + x
elseif x > 0 and gb.x < gamedata.field.x + gamedata.field.w - 30 then
gb.x = gb.x + x
end
gamedata.player:geometry(gb)
end
function player.fire()
if gamedata.ammo > 0 then
gamedata.ammo = gamedata.ammo - 1
gamedata.field.status.text = gamedata.score.." | "..gamedata.ammo .. " "
local gb = gamedata.player:geometry()
shots.fire(gb.x + 9, gb.y - 10, "#00FF00")
end
end
function shots.fire (x, y, color)
local s = wibox({ position = "floating", bg = color })
s:geometry({ width = 4, height = 10, x = x, y = y })
s.screen = 1
for i = 1, gamedata.ammo_max do
if not gamedata.shots[i] or gamedata.shots[i].screen == nil then
gamedata.shots[i] = s
break
end
end
end
function shots.fire_enemy (x, y, color)
if gamedata.enemies.shots.fired < gamedata.enemies.shots.max then
gamedata.enemies.shots.fired = gamedata.enemies.shots.fired + 1
local s = wibox({ position = "floating", bg = color })
s:geometry({ width = 4, height = 10, x = x, y = y })
s.screen = 1
for i = 1, gamedata.enemies.shots.max do
if not gamedata.enemies.shots[i] or gamedata.enemies.shots[i].screen == nil then
gamedata.enemies.shots[i] = s
break
end
end
end
end
function shots.handle()
if not gamedata.running then return false end
if gamedata.ammo == gamedata.ammo_max then return false end
gamedata.ammo = gamedata.ammo_max
for i = 1, gamedata.ammo_max do
local s = gamedata.shots[i]
if s and s.screen then
gamedata.ammo = gamedata.ammo - 1
local g = s:geometry()
if g.y < gamedata.field.y + 15 then
s.screen = nil
gamedata.ammo = gamedata.ammo + 1
else
g.y = g.y - 6
s:geometry(g)
end
end
end
gamedata.field.status.text = gamedata.score.." | "..gamedata.ammo .. " "
end
function shots.handle_enemy ()
if not gamedata.running then return false end
if gamedata.enemies.shots.fired == 0 then return false end
for i = 1, gamedata.enemies.shots.max do
local s = gamedata.enemies.shots[i]
if s and s.screen then
local g = s:geometry()
if g.y > gamedata.field.y + gamedata.field.h - 15 then
s.screen = nil
gamedata.enemies.shots.fired = gamedata.enemies.shots.fired - 1
else
g.y = g.y + 3
s:geometry(g)
end
if game.collide(gamedata.player, s) then
game.over()
end
end
end
end
function enemies.new (t)
e = wibox({ position = "floating", bg = gamedata.solidbg or "#12345600" })
e:geometry({ height = gamedata.enemies.h, width = gamedata.enemies.w,
x = gamedata.field.x,
y = gamedata.field.y })
e.screen = 1
w = widget({ type = "imagebox", name = "enemy"..t })
w.image = image("@AWESOME_ICON_PATH@/invaders/enemy_"..t..".png")
e.widgets = w
return e
end
function enemies.setup()
gamedata.enemies.data = { }
gamedata.enemies.x = 10
gamedata.enemies.y = 5
gamedata.enemies.dir = 1
if not gamedata.enemies.shots then gamedata.enemies.shots = { } end
gamedata.enemies.shots.max = 10
gamedata.enemies.shots.fired = 0
gamedata.enemies.speed_count = 0
for y = 1, gamedata.enemies.rows do
gamedata.enemies.data[y] = { }
for x = 1, math.ceil((gamedata.enemies.count / gamedata.enemies.rows) + 1) do
gamedata.enemies.data[y][x] = enemies.new( math.random(1, 3) )
end
end
for i = 1, gamedata.ammo_max do
if gamedata.shots[i] then
gamedata.shots[i].screen = nil
end
end
for i = 1, gamedata.enemies.shots.max do
if gamedata.enemies.shots[i] then
gamedata.enemies.shots[i].screen = nil
end
end
end
function enemies.handle ()
if not gamedata.running then return false end
gamedata.enemies.number = 0
for y = 1, #gamedata.enemies.data do
for x = 1, #gamedata.enemies.data[y] do
local e = gamedata.enemies.data[y][x]
if e.screen then
local g = e:geometry()
gamedata.enemies.number = gamedata.enemies.number + 1
if gamedata.enemies.speed_count == (gamedata.enemies.speed - 1) then
g.y = math.floor(gamedata.field.y + gamedata.enemies.y + ((y - 1) * gamedata.enemies.h * 2))
g.x = math.floor(gamedata.field.x + gamedata.enemies.x + ((x - 1) * gamedata.enemies.w * 2))
e:geometry(g)
if game.collide(gamedata.player, e) or g.y > gamedata.field.y + gamedata.field.h - 20 then
game.over()
end
end
if gamedata.ammo < gamedata.ammo_max then
for i = 1, gamedata.ammo_max do
local s = gamedata.shots[i]
if s and s.screen and game.collide(e, s) then
gamedata.enemies.number = gamedata.enemies.number - 1
e.screen = nil
s.screen = nil
gamedata.score = gamedata.score + 10
gamedata.field.status.text = gamedata.score.." | "..gamedata.ammo.." "
break
end
end
end
end
end
local x = math.random(1, gamedata.enemies.count / gamedata.enemies.rows)
if gamedata.enemies.speed_count == (gamedata.enemies.speed - 1)
and math.random(0, 150) <= 1
and gamedata.enemies.data[y][x].screen then
shots.fire_enemy(math.floor(gamedata.field.x + gamedata.enemies.x + ((x - 1) * gamedata.enemies.w)),
gamedata.field.y + gamedata.enemies.y + gamedata.enemies.h,
"#FF0000")
end
end
if gamedata.enemies.number == 0 then
enemies.setup()
if gamedata.enemies.speed > 1 then gamedata.enemies.speed = gamedata.enemies.speed - 1 end
return false
end
gamedata.enemies.speed_count = gamedata.enemies.speed_count + 1
if gamedata.enemies.speed_count < gamedata.enemies.speed then return false end
gamedata.enemies.speed_count = 0
gamedata.enemies.x = gamedata.enemies.x + math.floor((gamedata.enemies.w * gamedata.enemies.dir) / 4)
if gamedata.enemies.x > gamedata.field.w - (2 * gamedata.enemies.w * (gamedata.enemies.count / gamedata.enemies.rows + 1)) + 5
or gamedata.enemies.x <= 10 then
gamedata.enemies.y = gamedata.enemies.y + gamedata.enemies.h
gamedata.enemies.dir = gamedata.enemies.dir * (-1)
end
end
function keyhandler(mod, key)
if gamedata.highscore.getkeys then
if key:len() == 1 and gamedata.name:len() < 20 then
gamedata.name = gamedata.name .. key
elseif key == "BackSpace" then
gamedata.name = gamedata.name:sub(1, gamedata.name:len() - 1)
elseif key == "Return" then
gamedata.highscore.window.screen = nil
game.highscore_add(gamedata.score, gamedata.name)
game.highscore_show()
gamedata.highscore.getkeys = false
end
gamedata.namebox.text = " Name: " .. gamedata.name .. "|"
else
if key == "Left" then
player.move(-10)
elseif key == "Right" then
player.move(10)
elseif key == "q" then
game.quit()
return false
elseif key == " " then
player.fire()
elseif key == "s" then
awful.util.spawn("import -window root "..gamedata.cachedir.."/awesome/invaders-"..os.time()..".png")
end
end
return true
end
function game.collide(o1, o2)
g1 = o1:geometry()
g2 = o2:geometry()
--check if o2 is inside o1
if g2.x >= g1.x and g2.x <= g1.x + g1.width
and g2.y >= g1.y and g2.y <= g1.y + g1.height then
return true
end
return false
end
function game.over ()
gamedata.running = false
game.highscore(gamedata.score)
end
function game.quit()
gamedata.running = false
if gamedata.highscore.window then
gamedata.highscore.window.screen = nil
gamedata.highscore.window.widgets = nil
end
if gamedata.field.background then
gamedata.field.background.screen = nil
end
gamedata.player.screen = nil
gamedata.player.widgets = nil
gamedata.player = nil
gamedata.field.north.screen = nil
gamedata.field.north = nil
gamedata.field.south.screen = nil
gamedata.field.south = nil
gamedata.field.west.screen = nil
gamedata.field.west = nil
gamedata.field.east.screen = nil
gamedata.field.east = nil
for y = 1, #gamedata.enemies.data do
for x = 1, #gamedata.enemies.data[y] do
gamedata.enemies.data[y][x].screen = nil
gamedata.enemies.data[y][x].widgets = nil
end
end
for i = 1, gamedata.ammo_max do
if gamedata.shots[i] then gamedata.shots[i].screen = nil end
end
for i = 1, gamedata.enemies.shots.max do
if gamedata.enemies.shots[i] then gamedata.enemies.shots[i].screen = nil end
end
end
function game.highscore_show ()
gamedata.highscore.window:geometry({ height = 140, width = 200,
x = gamedata.field.x + math.floor(gamedata.field.w / 2) - 100,
y = gamedata.field.y + math.floor(gamedata.field.h / 2) - 55 })
gamedata.highscore.window.screen = 1
gamedata.highscore.table = widget({ type = "textbox", name = "highscore" })
gamedata.highscore.window.widgets = gamedata.highscore.table
gamedata.highscore.table.text = " Highscores:\n"
for i = 1, 5 do
gamedata.highscore.table.text = gamedata.highscore.table.text .. "\n\t" .. gamedata.highscore[i]
end
gamedata.highscore.table.text = gamedata.highscore.table.text .. "\n\n Press Q to quit"
local fh = io.open(gamedata.cachedir.."/highscore_invaders", "w")
if not fh then
return false
end
for i = 1, 5 do
fh:write(gamedata.highscore[i].."\n")
end
fh:close()
end
function game.highscore_add (score, name)
local t = gamedata.highscore
for i = 5, 1, -1 do
if tonumber(t[i]:match("(%d+) ")) <= score then
if t[i+1] then t[i+1] = t[i] end
t[i] = score .. " " .. name
end
end
gamedata.highscore = t
end
function game.highscore (score)
local fh = io.open(gamedata.cachedir.."/highscore_invaders", "r")
if fh then
for i = 1, 5 do
gamedata.highscore[i] = fh:read("*line")
end
fh:close()
else
for i = 1, 5 do
gamedata.highscore[i] = ((6-i)*20).." foo"
end
end
local newentry = false
for i = 1, 5 do
local s = tonumber(gamedata.highscore[i]:match("(%d+) .*"))
if s <= score then newentry = true end
end
gamedata.highscore.window = wibox({ position = "floating",
bg = gamedata.btheme.bg_focus or "#333333",
fg = gamedata.btheme.fg_focus or "#FFFFFF" })
gamedata.highscore.window:geometry({ height = 20, width = 300,
x = gamedata.field.x + math.floor(gamedata.field.w / 2) - 150,
y = gamedata.field.y + math.floor(gamedata.field.h / 2) })
gamedata.highscore.window.screen = 1
gamedata.namebox = widget({ type = "textbox", name = "foobar" })
gamedata.namebox.text = " Name: |"
gamedata.highscore.window.widgets = gamedata.namebox
if newentry then
gamedata.name = ""
gamedata.highscore.getkeys = true
else
game.highscore_show()
end
end
function run(args)
gamedata.screen = capi.screen[capi.mouse.screen]
gamedata.field.x = gamedata.screen.coords.x + math.floor((gamedata.screen.coords.width - gamedata.field.w) / 2)
gamedata.field.y = gamedata.screen.coords.y + math.floor((gamedata.screen.coords.height - gamedata.field.h) / 2)
if args then
if args['x'] then gamedata.field.x = args['x'] end
if args['y'] then gamedata.field.y = args['y'] end
if args['solidbg'] then gamedata.solidbg = args['solidbg'] end
end
gamedata.score = 0
gamedata.name = ""
gamedata.ammo = gamedata.ammo_max
gamedata.btheme = beautiful.get()
gamedata.cachedir = awful.util.getdir("cache")
if gamedata.solidbg then
gamedata.field.background = wibox({ position = "floating",
bg = gamedata.solidbg })
gamedata.field.background:geometry({ x = gamedata.field.x,
y = gamedata.field.y,
height = gamedata.field.h,
width = gamedata.field.w })
gamedata.field.background.screen = 1
end
gamedata.field.north = wibox({ position = "floating",
bg = gamedata.btheme.bg_focus or "#333333",
fg = gamedata.btheme.fg_focus or "#FFFFFF" })
gamedata.field.north:geometry({ width = gamedata.field.w + 10,
height = 15,
x = gamedata.field.x - 5,
y = gamedata.field.y - 15 })
gamedata.field.north.screen = 1
gamedata.field.status = widget({ type = "textbox", name = "status", align = "right" })
gamedata.field.status.text = gamedata.score.." | "..gamedata.ammo .. " "
gamedata.field.caption = widget({ type = "textbox", name = "caption", align = "left" })
gamedata.field.caption.text = " Awesome Invaders"
gamedata.field.north.widgets = { gamedata.field.caption, gamedata.field.status }
gamedata.field.south = wibox({ position = "floating",
bg = gamedata.btheme.bg_focus or "#333333",
fg = gamedata.btheme.fg_focus or "#FFFFFF" })
gamedata.field.south:geometry({ width = gamedata.field.w, height = 5,
x = gamedata.field.x,
y = gamedata.field.y + gamedata.field.h - 5 })
gamedata.field.south.screen = 1
gamedata.field.west = wibox({ position = "floating",
bg = gamedata.btheme.bg_focus or "#333333",
fg = gamedata.btheme.fg_focus or "#FFFFFF" })
gamedata.field.west:geometry({ width = 5,
height = gamedata.field.h,
x = gamedata.field.x - 5,
y = gamedata.field.y })
gamedata.field.west.screen = 1
gamedata.field.east = wibox({ position = "floating",
bg = gamedata.btheme.bg_focus or "#333333",
fg = gamedata.btheme.fg_focus or "#FFFFFF" })
gamedata.field.east:geometry({ width = 5,
height = gamedata.field.h,
x = gamedata.field.x + gamedata.field.w,
y = gamedata.field.y })
gamedata.field.east.screen = 1
gamedata.enemies.speed = 5
enemies.setup()
gamedata.player = player.new()
capi.keygrabber.run(keyhandler)
gamedata.running = true
end
awful.hooks.timer.register(0.02, shots.handle)
awful.hooks.timer.register(0.03, shots.handle_enemy)
awful.hooks.timer.register(0.01, enemies.handle)