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Flappy spaceship

edited December 2015 in Code Sharing Posts: 2

This is My first game made With codea


-- Flappy spaceship function setup() flappy=readImage("Planet Cute:Enemy Bug") pipe=readImage("Dropbox:pipe up") pipe2=readImage("Dropbox:pipedown") background=readImage("Dropbox:mlg") flappyX=100 flappyY=HEIGHT/2 flappySpeed=1 pipeSpeed=-3 pipeHeight=10 x1=100 y1=500 w=125 pipeX=WIDTH pipeY=math.random(-15,15)*10 pipeA=pipeX+375 pipeB=math.random(-15,15)*10 pipeC=pipeA+375 pipeD=math.random(-15,15)*10 gamestate=1 score=0 crash=0 end --all of the above are random useful variables for this code, some for the pipes and some for the flappy, all very helpful. function draw() sprite("SpaceCute:Background",WIDTH/2, HEIGHT/2, WIDTH, HEIGHT) flappyY=flappyY+flappySpeed flappySpeed=flappySpeed-0.11 --this is what makes flappy down on the y axis sprite("SpaceCute:Rocketship",x1,flappyY,w) --this is the actual pic of the flappy if flappyY>=HEIGHT-19 then flappyY=HEIGHT-19 --roof flappySpeed=-3 end if flappyY<=15 then flappyY=15 --floor flappySpeed=3 end sprite("Platformer Art:Crate",pipeX,pipeY+765,75,550) --this is the first section of the top and bottom pipe, it makes the pipes move on the x axis and you score when you pass them. It also has it so the gap is always in different spots. sprite("Platformer Art:Crate",pipeX,pipeY,75,550) pipeX=pipeX+pipeSpeed if pipeX<=-75 then pipeX=pipeC+350 pipeY=math.random(-15,15)*10 score=score+1 end sprite("Platformer Art:Crate",pipeA,pipeB+765,75,550) --this is both of the second pipes and it does the same as I explained above sprite("Platformer Art:Crate",pipeA,pipeB,75,550) pipeA=pipeA+pipeSpeed if pipeA<=-75 then pipeA=pipeX+350 pipeB=math.random(-15,15)*10 score=score+1 end sprite("Platformer Art:Crate",pipeC,pipeD+765,75,550) --this is both of the third pipes sprite("Platformer Art:Crate",pipeC,pipeD,75,550) pipeC=pipeC+pipeSpeed if pipeC<=-75 then pipeC=pipeA+350 pipeD=math.random(-15,15)*10 score=score+1 end function touched(touch) if touch.state==BEGAN then flappySpeed=flappySpeed+5.5 end --this is what makes the flappy go up with touch incorporated end if flappyX>=pipeX-70 and flappyX<=pipeX+70 and flappyY<=pipeY+310 then --This here is the first of the collition detection, this is the bottom pipe of the first two that gives its defined collition detection. gamestate=crash end if flappyX>=pipeA-70 and flappyX<=pipeA+70 and flappyY<=pipeB+310 then --This is the second row of the bottom pipe gamestate=crash end if flappyX>=pipeC-70 and flappyX<=pipeC+70 and flappyY<=pipeD+310 then --This is the third row of the bottom pipe gamestate=crash end if flappyX>=pipeX-70 and flappyX<=pipeX+70 and flappyY>=pipeY+460 then --This is the collition detection of the top pipe of the first row, all was changed was the height of the collition detection because they are both in the same spot. gamestate=crash end if flappyX>=pipeA-70 and flappyX<=pipeA+70 and flappyY>=pipeB+460 then --This is the second row of the top pipe gamestate=crash end if flappyX>=pipeC-70 and flappyX<=pipeC+70 and flappyY>=pipeD+460 then --This is the third row of the top pipe gamestate=crash end if gamestate==crash then flappySpeed=flappySpeed*0 pipeSpeed=pipeSpeed*0 text("HAHA! Du fick bara "..(score).." poƤng.",WIDTH/2,350) --Fill with red c = color( 255, 0, 0 ) fill( c ) --all of this here simply says if you die then everything stops and a text pops up saying you failed and your score. -- play a track and control the volume -- with a parameter -- play a looping music track music( "A Hero's Quest:Battle", true ) -- Getting vol=music.volume -- Setting music.volume=0.5 end end
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