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fill(color.hsb(0, 0, 100, 10))
stroke(color.white, 2)
physics.setGravity(0, 0)
score = ui.label("Score", 100, 50)
score.value = 0
life = ui.progress(850, 48, 150, 50)
rocket = display.emoji("๐")
rocket.angleOffset = 45
rocket.scale = 0.5
rocket.collision((e) => {
if (!e.began) { return }
if (e.tag == "polygon") {
life.value -= 0.1
if (life.value < 0.1) {
print("Game over!")
ui.label("Game over!")
timeout(10, () => {
app.pause()
})
}
}
})
physics.add(rocket, { density: 100, angularDamping: 2.0, linearDamping: 1.0 })
input.point((e) => {
rocket.pointTo(input)
rocket.moveImpulse(10)
})
input.up((e) => rocket.moveImpulse(20))
input.down(() => rocket.moveImpulse(-20))
input.left(() => rocket.applyTorque(-50))
input.right(() => rocket.applyTorque(50))
input.space((e) => {
if (!e.began) { return }
let shot = display.circle(rocket.position, 3.5)
shot.angle = rocket.angle
shot.tag = "shot"
physics.add(shot, { sensor: true })
shot.moveImpulse(0.25)
shot.collision((e) => {
if (!e.began) { return }
if (e.tag != "polygon") { return }
e.object.destroy()
let rock = e.other
let level = rock.level
let position = rock.position
rock.destroy()
if (level == 3) {
times(4, (i) => createRock(position, 2, i))
score.value += 100
} else
if (rock.level == 2) {
times(4, (i) => createRock(position, 1, i))
score.value += 50
} else {
score.value += 25
}
})
})
update(() => {
rocket.ifOnEdgeContinue()
display.each("polygon", (elem) => {
elem.ifOnEdgeContinue()
})
display.each("shot", (elem) => {
if (!elem.inView()) {
elem.destroy()
}
})
})
let createRock = (pos, level) => {
let size = 60
if (level == 2) { size = 20 }
if (level == 1) { size = 10 }
let p = display.polygon(pos, size, 8)
p.level = level
p.randomize = 0.3
p.angle = random.num(0,360)
physics.add(p)
let speed = 5
if (level == 2) { speed = 0.75 }
if (level == 1) { speed = 0.25 }
p.moveImpulse(speed)
}
// Initial rocks
times(2, () => {
let newPos = random.pos()
while (rocket.distanceTo(newPos) < rocket.radius * 4) {
newPos = random.pos()
}
createRock(newPos, 3)
})
// Background
times(100, () => {
let r = display.rect(random.pos(), random.size(2,4))
r.color= color.white
r.borderWidth = 0
})
fill(color.hsb(0, 0, 100, 10))
stroke(color.white, 2)
physics.setGravity(0, 0)
score = ui.label("Score", 100, 50)
score.value = 0
life = ui.progress(850, 48, 150, 50)
rocket = display.emoji("๐")
rocket.angleOffset = 45
rocket.scale = 0.5
rocket.collision((e) => {
if (!e.began) { return }
if (e.tag == "polygon") {
life.value -= 0.1
if (life.value < 0.1) {
print("Game over!")
ui.label("Game over!")
timeout(10, () => {
app.pause()
})
}
}
})
physics.add(rocket, { density: 100, angularDamping: 2.0, linearDamping: 1.0 })
input.point((e) => {
rocket.pointTo(input)
rocket.moveImpulse(10)
})
input.up((e) => rocket.moveImpulse(20))
input.down(() => rocket.moveImpulse(-20))
input.left(() => rocket.applyTorque(-50))
input.right(() => rocket.applyTorque(50))
input.space((e) => {
if (!e.began) { return }
let shot = display.circle(rocket.position, 3.5)
shot.angle = rocket.angle
shot.tag = "shot"
physics.add(shot, { sensor: true })
shot.moveImpulse(0.25)
shot.collision((e) => {
if (!e.began) { return }
if (e.tag != "polygon") { return }
e.object.destroy()
let rock = e.other
let level = rock.level
let position = rock.position
rock.destroy()
if (level == 3) {
times(4, (i) => createRock(position, 2, i))
score.value += 100
} else
if (rock.level == 2) {
times(4, (i) => createRock(position, 1, i))
score.value += 50
} else {
score.value += 25
}
})
})
update(() => {
rocket.ifOnEdgeContinue()
display.each("polygon", (elem) => {
elem.ifOnEdgeContinue()
})
display.each("shot", (elem) => {
if (!elem.inView()) {
elem.destroy()
}
})
})
let createRock = (pos, level) => {
let size = 60
if (level == 2) { size = 20 }
if (level == 1) { size = 10 }
let p = display.polygon(pos, size, 8)
p.level = level
p.randomize = 0.3
p.angle = random.num(0,360)
physics.add(p)
let speed = 5
if (level == 2) { speed = 0.75 }
if (level == 1) { speed = 0.25 }
p.moveImpulse(speed)
}
// Initial rocks
times(2, () => {
let newPos = random.pos()
while (rocket.distanceTo(newPos) < rocket.radius * 4) {
newPos = random.pos()
}
createRock(newPos, 3)
})
// Background
times(100, () => {
let r = display.rect(random.pos(), random.size(2,4))
r.color= color.white
r.borderWidth = 0
})