Difference between revisions of "Love - Lemmings Movement"

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(Variables Required)
(Lemmings Class & List of Lemmings)
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==Lemmings Class & List of Lemmings==
 
==Lemmings Class & List of Lemmings==
 
<syntaxhighlight lang=lua>
 
<syntaxhighlight lang=lua>
Lems = {}
+
Lems = {} -- a table/list for the lemmings
  
function Lem(x,y)
+
function Lem(x,y) -- a class for a lemming
 
local self = {
 
local self = {
direction = 1,
+
direction = 1, -- 1 is right -1 is left
climbheight = 4,
+
climbheight = 4, -- the height from one pixel to another the lemming can climb
 
width = 10,
 
width = 10,
 
height = 20,
 
height = 20,
xpos = x,
+
xpos = x, -- current position
ypos=y
+
ypos = y
 
}
 
}
 
 
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end
 
end
 
 
function self.checkground(x,y)
+
function self.checkground(x,y) -- method used to check a pixel of the level
 
if mapdata:getPixel(x,y) ~= bgcolor then
 
if mapdata:getPixel(x,y) ~= bgcolor then
 
return true
 
return true

Revision as of 11:03, 11 July 2019

This tutorial will create the movement for an individual Lemming, it will fall to the ground and then move in one direction until it hits something it can't climb and then switch direction.

I have extended this by creating different subclasses of lemming, ones to block, explode, tunnel, bridge and so on.

I used this image for the map:

Level.png

I also made this map for my extended version:

Levelnew.png

I used this image for a lemming: Lemming.png

Variables Required

local width = 800
local height = 800

local lemtime = 2 -- time between lemmings
local elapsed = lemtime
local maxlem = 10 -- number of lemmings to create
local lemcount = 0 -- used to count the number of lemmings created

local startx = 100 -- drop position for new lemmings
local starty = 100

Lemmings Class & List of Lemmings

Lems = {} -- a table/list for the lemmings

function Lem(x,y) -- a class for a lemming
	local self = {
		direction = 1, -- 1 is right -1 is left
		climbheight = 4, -- the height from one pixel to another the lemming can climb
		width = 10,
		height = 20,
		xpos = x, -- current position
		ypos = y
	}
	
	function self.update(dt)
		bl = self.checkground(self.xpos,self.ypos + self.height)
		br = self.checkground(self.xpos + self.width,self.ypos + self.height)
		if not bl and not br then
			self.ypos=self.ypos+1
		else
			local testheight = 0
			local found = false
			while not found and testheight <= self.climbheight do
				if self.direction == 1 then
					frontx = self.xpos + self.width
					fronty =  self.ypos + (self.height) - testheight
				else
					frontx = self.xpos - 1
					fronty =  self.ypos + (self.height) - testheight
				end	
				if not self.checkground(frontx, fronty) then
					self.xpos = self.xpos+self.direction
					self.ypos = self.ypos - testheight
					found=true
				end

				testheight = testheight + 1
			end
				
			if not found then
				self.direction = self.direction * -1
			end
		end
	end
	
	function self.checkground(x,y) -- method used to check a pixel of the level
		if mapdata:getPixel(x,y) ~= bgcolor then
			return true
		else
			return false
		end	
	end
		
	return self	
end

Method to Create Lemming

function createlem()
	if lemcount<maxlem then
		Lems[lemcount] = Lem(startx,starty)
		lemcount = lemcount + 1
	end
end

love.load method

function love.load()
	love.window.setMode(width, height)
	mapdata = love.image.newImageData("level.png")
	map = love.graphics.newImage(mapdata)
	bgcolor = mapdata:getPixel(startx,starty)
	lem = love.graphics.newImage("lemming.png")
end

love.update method

function love.update(dt)
	elapsed = elapsed - dt
	
	if elapsed <= 0 then
		createlem()
		elapsed=lemtime
	end

	for _,test in pairs(Lems )do
		test.update(dt)
	end
end

love.draw method

function love.draw()
	love.graphics.draw(map, 0, 0)

	for _,test in pairs(Lems )do
		love.graphics.draw(lem,test.xpos, test.ypos)
	end
end