bzr branch
http://9ix.org/bzr/spacey
4
by Josh C
trying some movement styles. derivatives on crystal quest movement. |
1 |
CrystalPlayer = Fill:extend{ |
2 |
fill = {255,0,0}, |
|
3 |
height = 32, |
|
4 |
width = 32, |
|
5 |
onStartFrame = function(self) |
|
6 |
if the.mouse:pressed() then |
|
7 |
print('hi') |
|
8 |
end |
|
9 |
||
12
by Josh C
fullscreen. (there must be a more subtle way...) |
10 |
local dx = love.mouse.getX() - the.app.width / 2 |
11 |
local dy = love.mouse.getY() - the.app.height / 2 |
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4
by Josh C
trying some movement styles. derivatives on crystal quest movement. |
12 |
|
13 |
self.acceleration.x = dx * 10 |
|
14 |
self.acceleration.y = dy * 10 |
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15 |
||
16 |
--print(dx, dy) |
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17 |
||
12
by Josh C
fullscreen. (there must be a more subtle way...) |
18 |
love.mouse.setPosition(the.app.width /2, the.app.height/2) |
4
by Josh C
trying some movement styles. derivatives on crystal quest movement. |
19 |
end |
20 |
} |
|
21 |
||
20
by Josh C
slow the ship down a bit |
22 |
local velLimit = 400 |
15
by Josh C
get lasers going the right way |
23 |
--local velLimit = 50 |
21
by Josh C
extract wrapping behavior, wrap bullets |
24 |
SpacePlayer = WrapTile:extend{ |
6
by Josh C
ship graphic. point it in the direction of movement. |
25 |
image = 'data/ship.png', |
5
by Josh C
maxVelocity |
26 |
maxVelocity = {x=velLimit,y=velLimit}, |
27 |
minVelocity = {x=-velLimit, y=-velLimit}, |
|
11
by Josh C
pew pew! |
28 |
lastFired = 0, |
4
by Josh C
trying some movement styles. derivatives on crystal quest movement. |
29 |
onStartFrame = function(self) |
16
by Josh C
change control scheme |
30 |
--- TAKE 2 |
31 |
||
17
by Josh C
dead zone with no acceleration |
32 |
local mouseVec = vector.new( |
33 |
love.mouse.getX() - the.app.width / 2, |
|
34 |
love.mouse.getY() - the.app.height / 2 |
|
16
by Josh C
change control scheme |
35 |
) |
36 |
||
17
by Josh C
dead zone with no acceleration |
37 |
self.rotation = math.atan2(mouseVec.y, mouseVec.x) |
38 |
||
39 |
if mouseVec:len2() > 64^2 then |
|
20
by Josh C
slow the ship down a bit |
40 |
self.acceleration = vector.new(300, 0) |
17
by Josh C
dead zone with no acceleration |
41 |
self.acceleration:rotate_inplace(self.rotation) |
42 |
else |
|
43 |
self.acceleration = {x=0, y=0} |
|
22
by Josh C
mirror (contains a bug where things in the corner aren't getting mirrored? |
44 |
if DEBUG and the.console.visible then |
45 |
self.velocity = {x=0, y=0} |
|
46 |
end |
|
17
by Josh C
dead zone with no acceleration |
47 |
end |
11
by Josh C
pew pew! |
48 |
|
14
by Josh C
only fire if cursor is in target area. change cursor to reflect this. |
49 |
if the.mouse:pressed() and -- assumes left button |
50 |
love.timer.getTime() - self.lastFired > 0.25 and |
|
51 |
the.cursor:inTargetArea() then |
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11
by Josh C
pew pew! |
52 |
--print('pew') |
53 |
b = Bullet:new{ |
|
25
by Josh C
don't fire from top-left corner of the ship. ... fire from center of |
54 |
x = self.x + self.width / 2, |
55 |
y = self.y + self.height / 2, |
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11
by Josh C
pew pew! |
56 |
} |
57 |
self.lastFired = love.timer.getTime() |
|
58 |
end |
|
6
by Josh C
ship graphic. point it in the direction of movement. |
59 |
end, |
60 |
onUpdate = function(self) |
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31
by Josh C
player death |
61 |
end, |
62 |
onEndFrame = function(self) |
|
63 |
self:collide(the.rockColliders) |
|
64 |
end, |
|
65 |
onCollide = function(self, other) |
|
66 |
if other:instanceOf(RockCollider) then |
|
67 |
the.app.view:add( Boom:new { |
|
68 |
x = self.x, |
|
69 |
y = self.y, |
|
70 |
velocity = { rotation = 5 } |
|
71 |
}) |
|
72 |
||
73 |
self:die() |
|
74 |
||
75 |
local over = Text:new{ |
|
76 |
y = self.y, |
|
77 |
x = self.x - the.app.width / 2, |
|
78 |
width = the.app.width, |
|
79 |
align = 'center', |
|
80 |
font = 25, |
|
81 |
text = "Game Over" } |
|
82 |
the.app.view:add(over) |
|
83 |
end |
|
84 |
end |
|
4
by Josh C
trying some movement styles. derivatives on crystal quest movement. |
85 |
} |