Arx 14 Game Over - noooway/love2d_arkanoid_tutorial GitHub Wiki
So far, one important part has been missing - the game over condition.
The mechanics is simple. We need to add a lives counter and remove one life if the ball escapes through the bottom part of the screen. If the amount of lives becomes less than zero, we show the game over screen.
The first thing is a how to store the lives.
I define a separate class for this.
The lives are stored in the lives
field; on start there are 5 of them.
function LivesDisplay:new( o )
.....
o.name = o.name or "lives_display"
o.position = o.position or vector( 680, 500 )
o.lives = o.lives or 5
return o
end
The update
method is empty, the draw
method displays
remaining lives in the bottom-right corner of the screen.
function LivesDisplay:update( dt )
end
function LivesDisplay:draw()
love.graphics.print( "Lives: " .. tostring( self.lives ),
self.position.x,
self.position.y )
end
The new LivesDisplay
instance is created in the game:enter
.
(don't forget to require the new class).
function game:enter( previous_state, ... )
args = ...
.....
level_filename = "levels/" .. level_sequence.sequence[ level_counter ]
level = args.level or require( level_filename )
lives_display = args.lives_display or LivesDisplay:new()
collider = args.collider or HC.new()
.....
end
It is also necessary to make changes in the game:draw()
callback to display the lives counter:
function game:draw()
ball:draw()
platform:draw()
bricks_container:draw()
walls_container:draw()
lives_display:draw()
end
Now to the lives decreasing. It is possible to implement it by monitoring the ball collision with the existing bottom wall. Alternatively we can just monitor ball y-coordinate: if it becomes greater than screen height, we remove the ball. I'll use the second method and remove the bottom wall.
function Ball:update( dt, platform )
self.position = self.position + self.speed * dt
self.collider_shape:moveTo( self.position:unpack() )
self:check_escape_from_screen()
end
function Ball:check_escape_from_screen()
local x, y = self.position:unpack()
local ball_top = y - self.radius
if ball_top > love.graphics.getHeight() then
self.to_destroy = true
end
end
function WallsContainer:new( o )
.....
o.walls.left = left_wall
o.walls.right = right_wall
o.walls.top = top_wall
return o
end
If the ball leaves the screen, we decrease the lives counter. If the amount of remaining lives drops below zero, we switch to gameover screen.
function game:update( dt )
ball:update( dt )
.....
check_no_more_balls()
switch_to_next_level()
end
function check_no_more_balls()
if ball.to_destroy then
ball:destroy()
lives_display:lose_life()
if lives < 0 then
platform:destroy()
bricks_container:destroy()
walls_container:destroy()
Gamestate.switch( gameover,
{ level_sequence = level_sequence,
level_counter = level_counter,
level = level,
collider = collider,
lives_display = lives_display,
ball = ball,
platform = platform,
walls_container = walls_container,
bricks_container = bricks_container } )
else
ball = Ball:new( { collider = collider } )
end
end
end
function LivesDisplay:lose_life()
self.lives = self.lives - 1
end
The GameOver gamestate is similar to the "Game Paused" state, except the 'Game Over!' message
and reaction on 'Enter' key: the game is restarted from the first level and there is no need
to pass back the game_objects
table.
function gameover:enter( previous_state, ... )
game_objects = ...
end
function gameover:update( dt )
end
function gameover:draw()
for _,obj in pairs( game_objects ) do
if type(obj) == "table" and obj.draw then
obj:draw()
end
end
self:cast_shadow()
love.graphics.print(
"Game over. Press Enter to continue or Esc to quit",
50, 50)
end
function gameover:keyreleased( key, code )
if key == 'return' then
Gamestate.switch( game, { level_counter = 1 } )
elseif key == 'escape' then
love.event.quit()
end
end