95 lines
2.5 KiB
Lua
95 lines
2.5 KiB
Lua
local gridgen = {}
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function gridgen:new(game,x,y,cellsize)
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local Grid = game.objects.base:new(game,x,y,cellsize*5,cellsize*5)
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Grid.cellsize = cellsize
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Grid.sprites = {game:newImage("grid/tile.png"),game:newImage("grid/pink.png"),game:newImage("grid/blue.png")}
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Grid.pinkturn = game:newImage("text/turn/pink.png")
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Grid.blueturn = game:newImage("text/turn/blue.png")
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Grid:register("Grid")
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Grid.depth = -1
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Grid.turn= 3
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-- Spawn circles
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local i
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for i=1,5 do
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local xspawn = x+(i-1)*cellsize
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local pink = game.objects.circle:new(game,xspawn,y,"pink",Grid)
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local blue = game.objects.circle:new(game,xspawn,y+4*cellsize,"blue",Grid)
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game:summon(pink)
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game:summon(blue)
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end
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local neutron = game.objects.circle:new(game,x+2*cellsize,y+2*cellsize,"neutron",Grid)
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game:summon(neutron)
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function Grid:step(dt)
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-- Check if the neutron is on one side or the other
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local obj = self.game:findName("neutron")
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local i
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local winner = "None"
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for i=1,#obj do
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if obj[i].drawy<=self.rect.y+self.cellsize/2 then winner = "pink" end
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if obj[i].drawy+obj[i].rect.h>=self.rect.y+self.rect.h-self.cellsize/2 then winner = "blue" end
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end
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if winner~="None" then
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self:endgame(winner)
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end
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end
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function Grid:addturn()
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self.turn = self.turn + 1
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self.turn = self.turn%4
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-- Check if a move can be made
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local color = "blue"
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if self.turn%2==1 then
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if self.turn==1 then color = "pink" end
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else
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color = "neutron"
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end
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local count = 0
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local i
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local obj = self.game:findName(color)
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for i=1,#obj do
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count = count + #obj[i]:findAvailableMoves()
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end
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if count==0 then
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local win = "pink"
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if self.turn < 2 then win = "blue" end
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self:endgame(win)
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end
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end
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function Grid:endgame(winner)
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local args = {}
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args.winner = winner
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local t = self.game.objects.transition:new(game,0.7,"ending",args)
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self.game:summon(t)
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end
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function Grid:draw()
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local y
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local x
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for y=1,5 do
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for x=1,5 do
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local spriteindex = 1
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if y==1 then spriteindex = 2 end
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if y==5 then spriteindex = 3 end
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lg.draw(self.sprites[spriteindex],self.rect[1]-self.game.camerax-self.spriteoffx+(x-1)*self.cellsize,self.rect[2]-self.game.cameray-self.spriteoffy+(y-1)*self.cellsize)
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end
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end
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if self.turn<2 then
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-- Draw "pink's turn"
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lg.draw(self.pinkturn,(self.game.WIDTH-self.pinkturn:getWidth())/2,0)
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else
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-- Draw "Blue's turn"
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lg.draw(self.blueturn,(self.game.WIDTH-self.blueturn:getWidth())/2,self.game.HEIGHT-self.blueturn:getHeight())
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end
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end
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return Grid
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end
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return gridgen
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