/spacey

To get this branch, use:
bzr branch http://9ix.org/bzr/spacey
3 by Josh C
basecode main.lua
1
STRICT = true
2
DEBUG = true
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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!
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require 'bullet'
26 by Josh C
rocks!
17
require 'rock'
30 by Josh C
explosions
18
require 'boom'
7 by Josh C
enemy
19
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util = {
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   signOf = function(value)
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               if value >= 0 then
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                  return 1
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               else
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                  return -1
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               end
27 by Josh C
try to not spawn rocks where you can see them. not working if screen
27
            end,
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   shortestVector = function(from, to)
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                       if STRICT then
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                          if from.x < the.app.width / 2 or
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                             from.x > the.bg.width - the.app.width / 2 or
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                             from.y < the.app.height / 2 or
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                             from.y > the.bg.height - the.app.height / 2 then
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                             error('"from" coordinate out of bounds: X='..from.x..' Y='..from.y)
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                          end
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                          if to.x < the.app.width / 2 or
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                             to.x > the.bg.width - the.app.width / 2 or
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                             to.y < the.app.height / 2 or
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                             to.y > the.bg.height - the.app.height / 2 then
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                             error('"to" coordinate out of bounds: X='..to.x..' Y='..to.y)
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                          end
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                       end
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                       -- normalize grid to account for mirror zones
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                       local fx = from.x - the.app.width / 2
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                       local fy = from.y - the.app.height / 2
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                       local tx = to.x - the.app.width / 2
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                       local ty = to.y - the.app.height / 2
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                       local short = {}
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                       -- pick shorter x
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                       if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
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                          -- straight path is shorter
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                          short.x = tx - fx
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                       else
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                          short.x = tx - fx - (the.bg.width - the.app.width)
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                       end
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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)
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                       end
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                       return vector.new(short.x, short.y)
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                    end
7 by Josh C
enemy
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}
3 by Josh C
basecode main.lua
72
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GameView = View:extend {
26 by Josh C
rocks!
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   lastRock = 0,
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   rockInterval = 1,
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   gameStart = 0,
3 by Josh C
basecode main.lua
77
   onNew = function (self)
18 by Josh C
starry background
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              -- for x = 1,30 do
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              --    for y = 1,30 do
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              --       self:add(Fill:new{x=x*400, y=y*400,
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              --                         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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34 by Josh C
record high scores
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              the.storage = Storage:new{filename = 'scores.lua'}
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              the.storage:load()
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              if not the.storage.data.highScore then
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                 print('initializing storage')
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                 the.storage.data = {highScore = 0}
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              end
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29 by Josh C
shoot things!
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              the.rockColliders = Group:new()
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              the.bullets = Group:new()
32 by Josh C
stick things into layers
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              the.mirrors = Group:new()
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              the.rocks = Group:new()
39 by Josh C
some instructions at game over
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              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{
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                 image = 'data/stars3.png',
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                 -- 1366x768 * 3
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                 width = 4098,
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                 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
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              --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)
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              self:add(the.mirrors)
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              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()
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              self:add(the.cursor)
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,
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                 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
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              local m = hs / 60
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              local s = hs % 60
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              the.highScore = Text:new{
39 by Josh C
some instructions at game over
137
                 x = -8,
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                 y = 8,
34 by Josh C
record high scores
139
                 width = the.app.width,
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                 align = 'right',
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                 font = 25,
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                 text = string.format('High Score: %d:%02d', m, s)
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              }
39 by Josh C
some instructions at game over
144
              the.interface:add(the.highScore)
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              the.over = Text:new{
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                 y = the.app.height / 2,
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                 width = the.app.width,
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                 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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              the.instructions = Text:new{
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                 y = the.app.height / 2 + 32,
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                 width = the.app.width,
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                 align = 'center',
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                 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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              }
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              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
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                    while not unseenRock do
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                       local rock = Rock:new{
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                          x = math.random(the.app.width / 2,
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                                          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),
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                          velocity = {
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                             x = math.random(-300, 300),
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                             y = math.random(-300, 300),
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                             rotation = math.random(-7, 7)
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                          },
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                          scale = math.random() + 0.5
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                       }
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                       local rockToPlayer = util.shortestVector(rock, the.player)
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                       if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
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                           math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
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                         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
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
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                 --       print('mirror:' .. inspect(mirror))
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                 --       error('mirror OF NOTHING')
212
                 --    end
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                 -- 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()
43 by Josh C
try to make setting screen resolution more reliable
262
44 by Josh C
toggle fullscreen with f11 or alt-enter
263
              -- should fail silently if it can't go to fullscreen...
43 by Josh C
try to make setting screen resolution more reliable
264
              love.graphics.toggleFullscreen()
265
3 by Josh C
basecode main.lua
266
              if DEBUG then
267
                 self.console:watch('VERSION', 'VERSION')
268
                 self.console:watch('updateTook', 'the.updateTook')
19 by Josh C
move player around looping world
269
                 self.console:watch('the.player.x', 'the.player.x')
270
                 self.console:watch('the.player.y', 'the.player.y')
271
                 self.console:watch('the.app.width', 'the.app.width')
272
                 self.console:watch('the.app.height', 'the.app.height')
35 by Josh C
fix double-removing sprites (and subsequent zombie mirror bullets).
273
                 self.console:watch('num mirrors', '#the.mirrors.sprites')
36 by Josh C
don't keep spawning rocks after death.
274
                 self.console:watch('num rocks', '#the.rocks.sprites')
3 by Josh C
basecode main.lua
275
                 --self.console:watch('drawTook', 'the.drawTook')
22 by Josh C
mirror (contains a bug where things in the corner aren't getting mirrored?
276
277
                 -- back off that dark overlay a bit
278
                 self.console.fill.fill[4] = 75
3 by Josh C
basecode main.lua
279
              end
280
           end,
281
   onUpdate = function (self, dt)
40 by Josh C
quit and restart
282
                 if the.keys:justPressed('q') then
3 by Josh C
basecode main.lua
283
                    self.quit()
40 by Josh C
quit and restart
284
                 elseif the.keys:justPressed('return') then
44 by Josh C
toggle fullscreen with f11 or alt-enter
285
                    if the.keys:pressed('alt') then
286
                       love.graphics.toggleFullscreen()
287
                    else
288
                       self.view = GameView:new()
289
                    end
42 by Josh C
F1 = screenshot
290
                 elseif the.keys:justPressed('f1') then
291
                    local ss = love.graphics.newScreenshot()
292
                    ss:encode('screenshot-' ..love.timer.getTime()..'.png')
44 by Josh C
toggle fullscreen with f11 or alt-enter
293
                 elseif the.keys:justPressed('f11') then
294
                    love.graphics.toggleFullscreen()
3 by Josh C
basecode main.lua
295
                 end
296
              end,
297
   update = function (self, dt)
298
               the.updateStart = love.timer.getMicroTime()
299
               App.update(self, dt)
300
               if the.updateStart then
301
                  the.updateTook = love.timer.getMicroTime() - the.updateStart
302
               end
303
            end
304
}