mirror of
https://github.com/awesomeWM/awesome
synced 2024-11-17 07:47:41 +01:00
2d6c09ee5a
this commit replaces the now useless ammo display with a display showing the current round.
557 lines
19 KiB
Lua
557 lines
19 KiB
Lua
----------------------------------------------------------------------------
|
|
-- @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.highscore = { }
|
|
gamedata.enemies = { }
|
|
gamedata.enemies.h = 10
|
|
gamedata.enemies.w = 20
|
|
gamedata.enemies.rows = 5
|
|
gamedata.enemies.count = gamedata.enemies.rows * 6
|
|
gamedata.enemies[1] = image("@AWESOME_ICON_PATH@/invaders/enemy_1.png")
|
|
gamedata.enemies[2] = image("@AWESOME_ICON_PATH@/invaders/enemy_2.png")
|
|
gamedata.enemies[3] = image("@AWESOME_ICON_PATH@/invaders/enemy_3.png")
|
|
|
|
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 g = gamedata.player:geometry()
|
|
|
|
if x < 0 and g.x > gamedata.field.x then
|
|
g.x = g.x + x
|
|
elseif x > 0 and g.x < gamedata.field.x + gamedata.field.w - 30 then
|
|
g.x = g.x + x
|
|
end
|
|
|
|
gamedata.player:geometry(g)
|
|
end
|
|
|
|
function player.fire()
|
|
if gamedata.ammo == 1 then
|
|
gamedata.ammo = 0
|
|
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
|
|
|
|
if not gamedata.shot or gamedata.shot.screen == nil then
|
|
gamedata.shot = s
|
|
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 == 1 then return false end
|
|
|
|
local s = gamedata.shot
|
|
if s and s.screen then
|
|
gamedata.ammo = 0
|
|
local g = s:geometry()
|
|
if g.y < gamedata.field.y + 15 then
|
|
s.screen = nil
|
|
gamedata.ammo = 1
|
|
else
|
|
g.y = g.y - 6
|
|
s:geometry(g)
|
|
end
|
|
end
|
|
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 = gamedata.enemies[t]
|
|
|
|
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((y % 3) + 1)
|
|
end
|
|
end
|
|
|
|
if gamedata.shot then
|
|
gamedata.shot.screen = nil
|
|
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 == 0 then
|
|
local s = gamedata.shot
|
|
if s and s.screen and game.collide(e, s) then
|
|
gamedata.enemies.number = gamedata.enemies.number - 1
|
|
gamedata.ammo = 1
|
|
e.screen = nil
|
|
s.screen = nil
|
|
|
|
if (y % 3) == 0 then
|
|
gamedata.score = gamedata.score + 15
|
|
elseif (y % 3) == 1 then
|
|
gamedata.score = gamedata.score + 10
|
|
else
|
|
gamedata.score = gamedata.score + 5
|
|
end
|
|
gamedata.field.status.text = gamedata.score.." | "..gamedata.round.." "
|
|
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()
|
|
gamedata.round = gamedata.round + 1
|
|
gamedata.field.status.text = gamedata.score.." | "..gamedata.round.." "
|
|
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
|
|
|
|
if gamedata.shot then gamedata.shot.screen = nil 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
|
|
|
|
--- Run Awesome Invaders
|
|
-- @param args A table with parameters.
|
|
-- x the X coordinate of the playing field.
|
|
-- y the Y coordinate of the playing field.
|
|
-- if either of these is left out, the game is placed in the center of the focused screen.
|
|
-- solidbg the background color of the playing field. If none is given, the playing field is transparent.
|
|
function run(args)
|
|
gamedata.screen = capi.screen[capi.mouse.screen]
|
|
gamedata.field.x = gamedata.screen.geometry.x + math.floor((gamedata.screen.geometry.width - gamedata.field.w) / 2)
|
|
gamedata.field.y = gamedata.screen.geometry.y + math.floor((gamedata.screen.geometry.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 = 1
|
|
gamedata.round = 1
|
|
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.round .. " "
|
|
|
|
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)
|