spacerocks.js

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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("๐Ÿš€")
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
})