bzr branch
http://9ix.org/bzr/spacey
3
by Josh C
basecode main.lua |
1 |
STRICT = true |
2 |
DEBUG = true |
|
3 |
||
4 |
require 'zoetrope' |
|
13
by Josh C
constant velocity for bullets. using hump.vector e9b86ef |
5 |
vector = require 'vector' |
35
by Josh C
fix double-removing sprites (and subsequent zombie mirror bullets). |
6 |
--inspect = require 'inspect' |
3
by Josh C
basecode main.lua |
7 |
|
24
by Josh C
monkey patch group to add onRemove hook. remove mirrors on remove. |
8 |
require 'group' |
9 |
||
3
by Josh C
basecode main.lua |
10 |
require 'version' |
21
by Josh C
extract wrapping behavior, wrap bullets |
11 |
require 'wrap_tile' |
27
by Josh C
try to not spawn rocks where you can see them. not working if screen |
12 |
require 'mirror' |
4
by Josh C
trying some movement styles. derivatives on crystal quest movement. |
13 |
require 'player' |
7
by Josh C
enemy |
14 |
require 'enemy' |
8
by Josh C
targeting cursor (manual switch to start) |
15 |
require 'cursor' |
11
by Josh C
pew pew! |
16 |
require 'bullet' |
26
by Josh C
rocks! |
17 |
require 'rock' |
30
by Josh C
explosions |
18 |
require 'boom' |
7
by Josh C
enemy |
19 |
|
20 |
util = { |
|
21 |
signOf = function(value) |
|
22 |
if value >= 0 then |
|
23 |
return 1 |
|
24 |
else |
|
25 |
return -1 |
|
26 |
end |
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27
by Josh C
try to not spawn rocks where you can see them. not working if screen |
27 |
end, |
28 |
shortestVector = function(from, to) |
|
29 |
if STRICT then |
|
30 |
if from.x < the.app.width / 2 or |
|
31 |
from.x > the.bg.width - the.app.width / 2 or |
|
32 |
from.y < the.app.height / 2 or |
|
33 |
from.y > the.bg.height - the.app.height / 2 then |
|
34 |
error('"from" coordinate out of bounds: X='..from.x..' Y='..from.y) |
|
35 |
end |
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36 |
||
37 |
if to.x < the.app.width / 2 or |
|
38 |
to.x > the.bg.width - the.app.width / 2 or |
|
39 |
to.y < the.app.height / 2 or |
|
40 |
to.y > the.bg.height - the.app.height / 2 then |
|
41 |
error('"to" coordinate out of bounds: X='..to.x..' Y='..to.y) |
|
42 |
end |
|
43 |
end |
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44 |
||
45 |
-- normalize grid to account for mirror zones |
|
46 |
local fx = from.x - the.app.width / 2 |
|
47 |
local fy = from.y - the.app.height / 2 |
|
48 |
local tx = to.x - the.app.width / 2 |
|
49 |
local ty = to.y - the.app.height / 2 |
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50 |
||
51 |
local short = {} |
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52 |
||
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-- pick shorter x |
|
54 |
if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then |
|
55 |
-- straight path is shorter |
|
56 |
short.x = tx - fx |
|
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else |
|
58 |
short.x = tx - fx - (the.bg.width - the.app.width) |
|
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end |
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60 |
||
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-- pick shorter y |
|
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if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then |
|
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-- straight path is shorter |
|
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short.y = ty - fy |
|
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else |
|
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short.y = ty - fy - (the.bg.height - the.app.height) |
|
67 |
end |
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68 |
||
69 |
return vector.new(short.x, short.y) |
|
70 |
end |
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7
by Josh C
enemy |
71 |
} |
3
by Josh C
basecode main.lua |
72 |
|
73 |
GameView = View:extend { |
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26
by Josh C
rocks! |
74 |
lastRock = 0, |
75 |
rockInterval = 1, |
|
76 |
gameStart = 0, |
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3
by Josh C
basecode main.lua |
77 |
onNew = function (self) |
18
by Josh C
starry background |
78 |
-- for x = 1,30 do |
79 |
-- for y = 1,30 do |
|
80 |
-- self:add(Fill:new{x=x*400, y=y*400, |
|
81 |
-- width = 32, height = 32, |
|
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-- fill = {0,0,255} |
|
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-- }) |
|
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-- end |
|
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-- end |
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86 |
||
34
by Josh C
record high scores |
87 |
the.storage = Storage:new{filename = 'scores.lua'} |
88 |
the.storage:load() |
|
89 |
if not the.storage.data.highScore then |
|
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print('initializing storage') |
|
91 |
the.storage.data = {highScore = 0} |
|
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end |
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93 |
||
29
by Josh C
shoot things! |
94 |
the.rockColliders = Group:new() |
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the.bullets = Group:new() |
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32
by Josh C
stick things into layers |
96 |
the.mirrors = Group:new() |
97 |
the.rocks = Group:new() |
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39
by Josh C
some instructions at game over |
98 |
the.interface = Group:new() |
28
by Josh C
prepare a collision box for the rocks |
99 |
|
19
by Josh C
move player around looping world |
100 |
the.bg = Tile:new{ |
101 |
image = 'data/stars3.png', |
|
102 |
-- 1366x768 * 3 |
|
103 |
width = 4098, |
|
104 |
height = 2304 |
|
18
by Josh C
starry background |
105 |
} |
19
by Josh C
move player around looping world |
106 |
self:add(the.bg) |
4
by Josh C
trying some movement styles. derivatives on crystal quest movement. |
107 |
|
108 |
--the.player = CrystalPlayer:new{x=400,y=300} |
|
19
by Josh C
move player around looping world |
109 |
the.player = SpacePlayer:new{x=1366,y=768} |
4
by Josh C
trying some movement styles. derivatives on crystal quest movement. |
110 |
self:add(the.player) |
41
by Josh C
thrust indicator |
111 |
self:add(the.player.thrust) |
4
by Josh C
trying some movement styles. derivatives on crystal quest movement. |
112 |
|
27
by Josh C
try to not spawn rocks where you can see them. not working if screen |
113 |
--self:add(Enemy:new{x=400, y=300}) |
7
by Josh C
enemy |
114 |
|
32
by Josh C
stick things into layers |
115 |
self:add(the.bullets) |
116 |
self:add(the.rockColliders) |
|
117 |
self:add(the.mirrors) |
|
118 |
self:add(the.rocks) |
|
39
by Josh C
some instructions at game over |
119 |
self:add(the.interface) |
32
by Josh C
stick things into layers |
120 |
|
14
by Josh C
only fire if cursor is in target area. change cursor to reflect this. |
121 |
the.cursor = Cursor:new() |
122 |
self:add(the.cursor) |
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8
by Josh C
targeting cursor (manual switch to start) |
123 |
|
33
by Josh C
keep score, center mouse on start |
124 |
the.score = Text:new{ |
39
by Josh C
some instructions at game over |
125 |
x = 8, |
126 |
y = 8, |
|
33
by Josh C
keep score, center mouse on start |
127 |
width = the.app.width, |
38
by Josh C
remove fps counter |
128 |
--align = 'center', |
33
by Josh C
keep score, center mouse on start |
129 |
font = 25} |
39
by Josh C
some instructions at game over |
130 |
the.interface:add(the.score) |
33
by Josh C
keep score, center mouse on start |
131 |
|
34
by Josh C
record high scores |
132 |
local hs = the.storage.data.highScore |
133 |
local m = hs / 60 |
|
134 |
local s = hs % 60 |
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135 |
||
136 |
the.highScore = Text:new{ |
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39
by Josh C
some instructions at game over |
137 |
x = -8, |
138 |
y = 8, |
|
34
by Josh C
record high scores |
139 |
width = the.app.width, |
140 |
align = 'right', |
|
141 |
font = 25, |
|
142 |
text = string.format('High Score: %d:%02d', m, s) |
|
143 |
} |
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39
by Josh C
some instructions at game over |
144 |
the.interface:add(the.highScore) |
145 |
||
146 |
the.over = Text:new{ |
|
147 |
y = the.app.height / 2, |
|
148 |
width = the.app.width, |
|
149 |
align = 'center', |
|
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font = 25, |
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text = "Game Over", |
|
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visible = false |
|
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} |
|
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the.interface:add(the.over) |
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155 |
||
156 |
||
157 |
the.instructions = Text:new{ |
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y = the.app.height / 2 + 32, |
|
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width = the.app.width, |
|
160 |
align = 'center', |
|
161 |
font = 12, |
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text = "Press Enter to start a new game\nPress Q to quit", |
|
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visible = false |
|
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} |
|
165 |
the.interface:add(the.instructions) |
|
34
by Josh C
record high scores |
166 |
|
4
by Josh C
trying some movement styles. derivatives on crystal quest movement. |
167 |
love.mouse.setGrab(true) |
8
by Josh C
targeting cursor (manual switch to start) |
168 |
love.mouse.setVisible(false) |
33
by Josh C
keep score, center mouse on start |
169 |
love.mouse.setPosition(the.app.width / 2, the.app.height / 2) |
3
by Josh C
basecode main.lua |
170 |
|
171 |
--self:loadLayers('data/map.lua') |
|
4
by Josh C
trying some movement styles. derivatives on crystal quest movement. |
172 |
self.focus = the.player |
3
by Josh C
basecode main.lua |
173 |
--self:clampTo(self.map) |
26
by Josh C
rocks! |
174 |
|
175 |
self.gameStart = love.timer.getTime() |
|
3
by Josh C
basecode main.lua |
176 |
end, |
26
by Josh C
rocks! |
177 |
onUpdate = function(self, dt) |
36
by Josh C
don't keep spawning rocks after death. |
178 |
if the.player.active and love.timer.getTime() > self.lastRock + self.rockInterval then |
27
by Josh C
try to not spawn rocks where you can see them. not working if screen |
179 |
local unseenRock = nil |
180 |
while not unseenRock do |
|
181 |
local rock = Rock:new{ |
|
182 |
x = math.random(the.app.width / 2, |
|
183 |
the.bg.width - the.app.width / 2), |
|
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y = math.random(the.app.height / 2, |
|
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the.bg.height - the.app.height / 2), |
|
186 |
velocity = { |
|
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x = math.random(-300, 300), |
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188 |
y = math.random(-300, 300), |
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189 |
rotation = math.random(-7, 7) |
|
190 |
}, |
|
191 |
scale = math.random() + 0.5 |
|
192 |
} |
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193 |
||
194 |
local rockToPlayer = util.shortestVector(rock, the.player) |
|
195 |
if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and |
|
196 |
math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then |
|
197 |
unseenRock = rock |
|
198 |
end |
|
199 |
end |
|
200 |
||
32
by Josh C
stick things into layers |
201 |
the.rocks:add(unseenRock) |
26
by Josh C
rocks! |
202 |
|
203 |
self.lastRock = love.timer.getTime() |
|
204 |
end |
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29
by Josh C
shoot things! |
205 |
|
206 |
the.bullets:collide(the.rockColliders) |
|
35
by Josh C
fix double-removing sprites (and subsequent zombie mirror bullets). |
207 |
|
208 |
-- for _, mirror in ipairs(the.mirrors.sprites) do |
|
209 |
-- if not mirror.of then |
|
210 |
-- print('mirror:' .. inspect(mirror)) |
|
211 |
-- error('mirror OF NOTHING') |
|
212 |
-- end |
|
213 |
-- end |
|
26
by Josh C
rocks! |
214 |
end, |
33
by Josh C
keep score, center mouse on start |
215 |
onEndFrame = function(self) |
39
by Josh C
some instructions at game over |
216 |
the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2 |
217 |
the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2 |
|
218 |
||
33
by Josh C
keep score, center mouse on start |
219 |
if the.player.active then |
37
by Josh C
extract updating score. update score again when you calc high score - |
220 |
self:updateScore() |
33
by Josh C
keep score, center mouse on start |
221 |
end |
222 |
end, |
|
3
by Josh C
basecode main.lua |
223 |
draw = function (self, x, y) |
224 |
View.draw(self, x, y) |
|
38
by Josh C
remove fps counter |
225 |
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20) |
37
by Josh C
extract updating score. update score again when you calc high score - |
226 |
end, |
227 |
updateScore = function(self) |
|
228 |
local t = love.timer.getTime() - self.gameStart |
|
229 |
local m = t / 60 |
|
230 |
local s = t % 60 |
|
231 |
||
232 |
the.score.text = string.format('Score: %d:%02d', m, s) |
|
39
by Josh C
some instructions at game over |
233 |
--the.score.y = the.player.y - the.app.height / 2 + the.player.height |
234 |
--the.score.x = the.player.x - the.app.width / 2 + the.player.width |
|
37
by Josh C
extract updating score. update score again when you calc high score - |
235 |
|
39
by Josh C
some instructions at game over |
236 |
--the.highScore.y = the.player.y - the.app.height / 2 + the.player.height |
237 |
--the.highScore.x = the.player.x - the.app.width / 2 |
|
37
by Josh C
extract updating score. update score again when you calc high score - |
238 |
end |
3
by Josh C
basecode main.lua |
239 |
} |
240 |
||
241 |
MenuScreen = View:extend { |
|
242 |
title = Text:new{text = "Press a key to start", font = 48, wordWrap = false}, |
|
243 |
--title = Tile:new{image = 'data/title.png', x = 0, y = 0}, |
|
244 |
onNew = function(self) |
|
245 |
self:add(self.title) |
|
246 |
self.title:centerAround(400, 200) |
|
247 |
end, |
|
248 |
onUpdate = function(self, elapsed) |
|
249 |
if the.keys:allJustPressed() then |
|
250 |
the.app.view = GameView:new() |
|
251 |
end |
|
252 |
end |
|
253 |
} |
|
254 |
||
255 |
the.app = App:new { |
|
256 |
onRun = function (self) |
|
257 |
print('Version: ' .. VERSION) |
|
26
by Josh C
rocks! |
258 |
|
259 |
math.randomseed(os.time()) |
|
260 |
||
3
by Josh C
basecode main.lua |
261 |
self.view = GameView:new() |
262 |
if DEBUG then |
|
263 |
self.console:watch('VERSION', 'VERSION') |
|
264 |
self.console:watch('updateTook', 'the.updateTook') |
|
19
by Josh C
move player around looping world |
265 |
self.console:watch('the.player.x', 'the.player.x') |
266 |
self.console:watch('the.player.y', 'the.player.y') |
|
267 |
self.console:watch('the.app.width', 'the.app.width') |
|
268 |
self.console:watch('the.app.height', 'the.app.height') |
|
35
by Josh C
fix double-removing sprites (and subsequent zombie mirror bullets). |
269 |
self.console:watch('num mirrors', '#the.mirrors.sprites') |
36
by Josh C
don't keep spawning rocks after death. |
270 |
self.console:watch('num rocks', '#the.rocks.sprites') |
3
by Josh C
basecode main.lua |
271 |
--self.console:watch('drawTook', 'the.drawTook') |
22
by Josh C
mirror (contains a bug where things in the corner aren't getting mirrored? |
272 |
|
273 |
-- back off that dark overlay a bit |
|
274 |
self.console.fill.fill[4] = 75 |
|
3
by Josh C
basecode main.lua |
275 |
end |
276 |
end, |
|
277 |
onUpdate = function (self, dt) |
|
40
by Josh C
quit and restart |
278 |
if the.keys:justPressed('q') then |
3
by Josh C
basecode main.lua |
279 |
self.quit() |
40
by Josh C
quit and restart |
280 |
elseif the.keys:justPressed('return') then |
281 |
self.view = GameView:new() |
|
3
by Josh C
basecode main.lua |
282 |
end |
283 |
end, |
|
284 |
update = function (self, dt) |
|
285 |
the.updateStart = love.timer.getMicroTime() |
|
286 |
App.update(self, dt) |
|
287 |
if the.updateStart then |
|
288 |
the.updateTook = love.timer.getMicroTime() - the.updateStart |
|
289 |
end |
|
290 |
end |
|
291 |
} |