/spacey

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  • Committer: Josh C
  • Date: 2013-05-13 20:41:14 UTC
  • Revision ID: josh@9ix.org-20130513204114-wtg735gs4b38wad4
extract wrapping behavior, wrap bullets

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DEBUG = true
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require 'zoetrope'
 
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--__ = require 'underscore'
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vector = require 'vector'
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require 'group'
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require 'version'
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require 'wrap_tile'
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require 'mirror'
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require 'player'
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require 'enemy'
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require 'cursor'
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require 'bullet'
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require 'rock'
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require 'boom'
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util = {
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   signOf = function(value)
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               else
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                  return -1
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               end
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            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
 
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            end
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}
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GameView = View:extend {
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   lastRock = 0,
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   rockInterval = 1,
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   gameStart = 0,
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   onNew = function (self)
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              -- for x = 1,30 do
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              --    for y = 1,30 do
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              --    end
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              -- end
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              the.rockColliders = Group:new()
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              the.bullets = Group:new()
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              the.mirrors = Group:new()
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              the.rocks = Group:new()
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              the.bg = Tile:new{
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                 image = 'data/stars3.png',
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                 -- 1366x768 * 3
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              the.player = SpacePlayer:new{x=1366,y=768}
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              self:add(the.player)
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              --self:add(Enemy:new{x=400, y=300})
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              self:add(the.bullets)
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              self:add(the.rockColliders)
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              self:add(the.mirrors)
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              self:add(the.rocks)
 
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              self:add(Enemy:new{x=400, y=300})
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              the.cursor = Cursor:new()
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              self:add(the.cursor)
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              --self:loadLayers('data/map.lua')
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              self.focus = the.player
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              --self:clampTo(self.map)
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              self.gameStart = love.timer.getTime()
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           end,
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   onUpdate = function(self, dt)
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                 if love.timer.getTime() > self.lastRock + self.rockInterval then
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                    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
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                        end
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                    end
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                    the.rocks:add(unseenRock)
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                    self.lastRock = love.timer.getTime()
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                 end
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                 the.bullets:collide(the.rockColliders)
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              end,
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   draw = function (self, x, y)
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             View.draw(self, x, y)
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             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
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the.app = App:new {
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   onRun = function (self)
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              print('Version: ' .. VERSION)
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              math.randomseed(os.time())
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              self.view = GameView:new()
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              if DEBUG then
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                 self.console:watch('VERSION', 'VERSION')
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                 self.console:watch('the.app.width', 'the.app.width')
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                 self.console:watch('the.app.height', 'the.app.height')
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                 --self.console:watch('drawTook', 'the.drawTook')
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                 -- back off that dark overlay a bit
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                 self.console.fill.fill[4] = 75
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              end
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           end,
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   onUpdate = function (self, dt)