/spacey

To get this branch, use:
bzr branch /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.
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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
21 by Josh C
extract wrapping behavior, wrap bullets
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SpacePlayer = WrapTile:extend{
6 by Josh C
ship graphic. point it in the direction of movement.
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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,
41 by Josh C
thrust indicator
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   onNew = function(self)
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              self.thrust = Tile:new{image = 'data/thrust.png'}
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           end,
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)
41 by Josh C
thrust indicator
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                        self.thrust.visible = true
17 by Josh C
dead zone with no acceleration
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                     else
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                        self.acceleration = {x=0, y=0}
41 by Josh C
thrust indicator
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                        self.thrust.visible = false
22 by Josh C
mirror (contains a bug where things in the corner aren't getting mirrored?
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                        if DEBUG and the.console.visible then
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                           self.velocity = {x=0, y=0}
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                        end
17 by Josh C
dead zone with no acceleration
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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{
25 by Josh C
don't fire from top-left corner of the ship. ... fire from center of
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                              x = self.x + self.width / 2,
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                              y = self.y + self.height / 2,
11 by Josh C
pew pew!
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                           }
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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)
41 by Josh C
thrust indicator
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                 self.thrust.x = self.x - self.width
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                 self.thrust.y = self.y
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                 self.thrust.rotation = self.rotation
31 by Josh C
player death
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              end,
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   onEndFrame = function(self)
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                   self:collide(the.rockColliders)
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                end,
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   onCollide = function(self, other)
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                  if other:instanceOf(RockCollider) then
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                     the.app.view:add( Boom:new {
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                                          x = self.x,
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                                          y = self.y,
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                                          velocity = { rotation = 5 }
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                                       })
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                     self:die()
41 by Josh C
thrust indicator
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                     self.thrust:die()
31 by Josh C
player death
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39 by Josh C
some instructions at game over
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                     the.over.visible = true
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                     the.instructions.visible = true
37 by Josh C
extract updating score. update score again when you calc high score -
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                     the.app.view:updateScore()
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34 by Josh C
record high scores
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                     local score = love.timer.getTime() - the.app.view.gameStart
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                     if score > the.storage.data.highScore then
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                        the.storage.data.highScore = score
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                        the.storage:save()
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                        the.highScore.text = string.format(
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                           'High Score: %d:%02d', score / 60, score % 60
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                        )
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                     end
31 by Josh C
player death
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                  end
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               end
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
99
}