function love.load()
arenaWidth = 800
arenaHeight = 600
shipX = arenaWidth / 2
shipY = arenaHeight / 2
shipAngle = 0
shipSpeedX = 0
shipSpeedY = 0
shipRadius = 30
bullets = {}
bulletTimerLimit = 0.5
bulletTimer = bulletTimerLimit
end
function love.update(dt)
local turnSpeed = 10
if love.keyboard.isDown('right') then
shipAngle = shipAngle + turnSpeed * dt
end
if love.keyboard.isDown('left') then
shipAngle = shipAngle - turnSpeed * dt
end
shipAngle = shipAngle % (2 * math.pi)
if love.keyboard.isDown('up') then
local shipSpeed = 100
shipSpeedX = shipSpeedX + math.cos(shipAngle) * shipSpeed * dt
shipSpeedY = shipSpeedY + math.sin(shipAngle) * shipSpeed * dt
end
shipX = (shipX + shipSpeedX * dt) % arenaWidth
shipY = (shipY + shipSpeedY * dt) % arenaHeight
for bulletIndex = #bullets, 1, -1 do
local bullet = bullets[bulletIndex]
bullet.timeLeft = bullet.timeLeft - dt
if bullet.timeLeft <= 0 then
table.remove(bullets, bulletIndex)
else
local bulletSpeed = 500
bullet.x = (bullet.x + math.cos(bullet.angle) * bulletSpeed * dt)
% arenaWidth
bullet.y = (bullet.y + math.sin(bullet.angle) * bulletSpeed * dt)
% arenaHeight
end
end
bulletTimer = bulletTimer + dt
if love.keyboard.isDown('s') then
if bulletTimer >= bulletTimerLimit then
bulletTimer = 0
table.insert(bullets, {
x = shipX + math.cos(shipAngle) * shipRadius,
y = shipY + math.sin(shipAngle) * shipRadius,
angle = shipAngle,
timeLeft = 4,
})
end
end
end
function love.draw()
for y = -1, 1 do
for x = -1, 1 do
love.graphics.origin()
love.graphics.translate(x * arenaWidth, y * arenaHeight)
love.graphics.setColor(0, 0, 1)
love.graphics.circle('fill', shipX, shipY, shipRadius)
local shipCircleDistance = 20
love.graphics.setColor(0, 1, 1)
love.graphics.circle(
'fill',
shipX + math.cos(shipAngle) * shipCircleDistance,
shipY + math.sin(shipAngle) * shipCircleDistance,
5
)
for bulletIndex, bullet in ipairs(bullets) do
love.graphics.setColor(0, 1, 0)
love.graphics.circle('fill', bullet.x, bullet.y, 5)
end
end
end
end