/spacey

To get this branch, use:
bzr branch http://9ix.org/bzr/spacey
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
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CrystalPlayer = Fill:extend{
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   fill = {255,0,0},
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   height = 32,
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   width = 32,
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   onStartFrame = function(self)
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                     if the.mouse:pressed() then
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                        print('hi')
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                     end
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12 by Josh C
fullscreen. (there must be a more subtle way...)
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                     local dx = love.mouse.getX() - the.app.width / 2
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                     local dy = love.mouse.getY() - the.app.height / 2
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
12
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                     self.acceleration.x = dx * 10
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                     self.acceleration.y = dy * 10
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                     --print(dx, dy)
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12 by Josh C
fullscreen. (there must be a more subtle way...)
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                     love.mouse.setPosition(the.app.width /2, the.app.height/2)
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
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                  end
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}
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20 by Josh C
slow the ship down a bit
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local velLimit = 400
15 by Josh C
get lasers going the right way
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--local velLimit = 50
6 by Josh C
ship graphic. point it in the direction of movement.
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SpacePlayer = Tile:extend{
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   image = 'data/ship.png',
5 by Josh C
maxVelocity
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   maxVelocity = {x=velLimit,y=velLimit},
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   minVelocity = {x=-velLimit, y=-velLimit},
11 by Josh C
pew pew!
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   lastFired = 0,
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
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   onStartFrame = function(self)
16 by Josh C
change control scheme
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                     --- TAKE 2
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17 by Josh C
dead zone with no acceleration
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                     local mouseVec = vector.new(
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                        love.mouse.getX() - the.app.width / 2,
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                        love.mouse.getY() - the.app.height / 2
16 by Josh C
change control scheme
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                     )
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17 by Josh C
dead zone with no acceleration
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                     self.rotation = math.atan2(mouseVec.y, mouseVec.x)
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                     if mouseVec:len2() > 64^2 then
20 by Josh C
slow the ship down a bit
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                        self.acceleration = vector.new(300, 0)
17 by Josh C
dead zone with no acceleration
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                        self.acceleration:rotate_inplace(self.rotation)
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                     else
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                        self.acceleration = {x=0, y=0}
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                     end
11 by Josh C
pew pew!
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14 by Josh C
only fire if cursor is in target area. change cursor to reflect this.
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                     if the.mouse:pressed() and -- assumes left button
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                       love.timer.getTime() - self.lastFired > 0.25 and
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                       the.cursor:inTargetArea() then
11 by Josh C
pew pew!
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                           --print('pew')
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                           b = Bullet:new{
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                              x = self.x, y = self.y,
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                           }
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                           the.app.view:add(b)
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                           self.lastFired = love.timer.getTime()
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                     end
6 by Josh C
ship graphic. point it in the direction of movement.
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                  end,
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   onUpdate = function(self)
19 by Josh C
move player around looping world
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                 if self.x < the.app.width / 2 then
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                    self.x = the.bg.width - the.app.width / 2
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                 elseif self.x > the.bg.width - the.app.width / 2 then
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                    self.x = the.app.width / 2
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                 end
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                 if self.y < the.app.height / 2 then
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                    self.y = the.bg.height - the.app.height / 2
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                 elseif self.y > the.bg.height - the.app.height / 2 then
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                    self.y = the.app.height / 2
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                 end
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6 by Josh C
ship graphic. point it in the direction of movement.
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              end
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
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}