/spacey

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  • Committer: Josh C
  • Date: 2013-05-13 21:25:26 UTC
  • Revision ID: josh@9ix.org-20130513212526-3q6md6n9xzhcmoa6
and that fixes the corner bug

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DEBUG = true
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require 'zoetrope'
 
5
--__ = require 'underscore'
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6
vector = require 'vector'
6
 
--inspect = require 'inspect'
7
 
 
8
 
require 'group'
9
7
 
10
8
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'
17
 
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
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
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                             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
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
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
50
 
 
51
 
                       local short = {}
52
 
 
53
 
                       -- 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
57
 
                       else
58
 
                          short.x = tx - fx - (the.bg.width - the.app.width)
59
 
                       end
60
 
 
61
 
                       -- pick shorter y
62
 
                       if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
63
 
                          -- straight path is shorter
64
 
                          short.y = ty - fy
65
 
                       else
66
 
                          short.y = ty - fy - (the.bg.height - the.app.height)
67
 
                       end
68
 
 
69
 
                       return vector.new(short.x, short.y)
70
 
                    end
 
22
            end
71
23
}
72
24
 
73
25
GameView = View:extend {
74
 
   lastRock = 0,
75
 
   rockInterval = 1,
76
 
   gameStart = 0,
77
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   onNew = function (self)
78
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              -- for x = 1,30 do
79
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              --    for y = 1,30 do
84
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              --    end
85
34
              -- end
86
35
 
87
 
              the.storage = Storage:new{filename = 'scores.lua'}
88
 
              the.storage:load()
89
 
              if not the.storage.data.highScore then
90
 
                 print('initializing storage')
91
 
                 the.storage.data = {highScore = 0}
92
 
              end
93
 
 
94
 
              the.rockColliders = Group:new()
95
 
              the.bullets = Group:new()
96
 
              the.mirrors = Group:new()
97
 
              the.rocks = Group:new()
98
 
              the.interface = Group:new()
99
 
 
100
36
              the.bg = Tile:new{
101
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                 image = 'data/stars3.png',
102
38
                 -- 1366x768 * 3
108
44
              --the.player = CrystalPlayer:new{x=400,y=300}
109
45
              the.player = SpacePlayer:new{x=1366,y=768}
110
46
              self:add(the.player)
111
 
              self:add(the.player.thrust)
112
 
 
113
 
              --self:add(Enemy:new{x=400, y=300})
114
 
 
115
 
              self:add(the.bullets)
116
 
              self:add(the.rockColliders)
117
 
              self:add(the.mirrors)
118
 
              self:add(the.rocks)
119
 
              self:add(the.interface)
 
47
 
 
48
              self:add(Enemy:new{x=400, y=300})
120
49
 
121
50
              the.cursor = Cursor:new()
122
51
              self:add(the.cursor)
123
52
 
124
 
              the.score = Text:new{
125
 
                 x = 8,
126
 
                 y = 8,
127
 
                 width = the.app.width,
128
 
                 --align = 'center',
129
 
                 font = 25}
130
 
              the.interface:add(the.score)
131
 
 
132
 
              local hs = the.storage.data.highScore
133
 
              local m = hs / 60
134
 
              local s = hs % 60
135
 
 
136
 
              the.highScore = Text:new{
137
 
                 x = -8,
138
 
                 y = 8,
139
 
                 width = the.app.width,
140
 
                 align = 'right',
141
 
                 font = 25,
142
 
                 text = string.format('High Score: %d:%02d', m, s)
143
 
              }
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',
150
 
                 font = 25,
151
 
                 text = "Game Over",
152
 
                 visible = false
153
 
              }
154
 
              the.interface:add(the.over)
155
 
 
156
 
 
157
 
              the.instructions = Text:new{
158
 
                 y = the.app.height / 2 + 32,
159
 
                 width = the.app.width,
160
 
                 align = 'center',
161
 
                 font = 12,
162
 
                 text = "Press Enter to start a new game\nPress Q to quit",
163
 
                 visible = false
164
 
              }
165
 
              the.interface:add(the.instructions)
166
 
 
167
53
              love.mouse.setGrab(true)
168
54
              love.mouse.setVisible(false)
169
 
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
170
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171
56
              --self:loadLayers('data/map.lua')
172
57
              self.focus = the.player
173
58
              --self:clampTo(self.map)
174
 
 
175
 
              self.gameStart = love.timer.getTime()
176
59
           end,
177
 
   onUpdate = function(self, dt)
178
 
                 if the.player.active and love.timer.getTime() > self.lastRock + self.rockInterval then
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),
184
 
                          y = math.random(the.app.height / 2,
185
 
                                          the.bg.height - the.app.height / 2),
186
 
                          velocity = {
187
 
                             x = math.random(-300, 300),
188
 
                             y = math.random(-300, 300),
189
 
                             rotation = math.random(-7, 7)
190
 
                          },
191
 
                          scale = math.random() + 0.5
192
 
                       }
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
 
 
201
 
                    the.rocks:add(unseenRock)
202
 
 
203
 
                    self.lastRock = love.timer.getTime()
204
 
                 end
205
 
 
206
 
                 the.bullets:collide(the.rockColliders)
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
214
 
              end,
215
 
   onEndFrame = function(self)
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
 
 
219
 
                   if the.player.active then
220
 
                      self:updateScore()
221
 
                   end
222
 
                end,
223
60
   draw = function (self, x, y)
224
61
             View.draw(self, x, y)
225
 
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
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)
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
235
 
 
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
238
 
                 end
 
62
             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
 
63
          end
239
64
}
240
65
 
241
66
MenuScreen = View:extend {
255
80
the.app = App:new {
256
81
   onRun = function (self)
257
82
              print('Version: ' .. VERSION)
258
 
 
259
 
              math.randomseed(os.time())
260
 
 
261
83
              self.view = GameView:new()
262
 
 
263
 
              -- try going fullscreen.  should fail silently if it
264
 
              -- can't go to fullscreen.
265
 
              love.graphics.toggleFullscreen()
266
 
 
267
84
              if DEBUG then
268
85
                 self.console:watch('VERSION', 'VERSION')
269
86
                 self.console:watch('updateTook', 'the.updateTook')
271
88
                 self.console:watch('the.player.y', 'the.player.y')
272
89
                 self.console:watch('the.app.width', 'the.app.width')
273
90
                 self.console:watch('the.app.height', 'the.app.height')
274
 
                 self.console:watch('num mirrors', '#the.mirrors.sprites')
275
 
                 self.console:watch('num rocks', '#the.rocks.sprites')
276
91
                 --self.console:watch('drawTook', 'the.drawTook')
277
92
 
278
93
                 -- back off that dark overlay a bit
280
95
              end
281
96
           end,
282
97
   onUpdate = function (self, dt)
283
 
                 if the.keys:justPressed('q') then
 
98
                 if the.keys:justPressed('escape') then
284
99
                    self.quit()
285
 
                 elseif the.keys:justPressed('return') then
286
 
                    self.view = GameView:new()
287
 
                 elseif the.keys:justPressed('f1') then
288
 
                    local ss = love.graphics.newScreenshot()
289
 
                    ss:encode('screenshot-' ..love.timer.getTime()..'.png')
290
100
                 end
291
101
              end,
292
102
   update = function (self, dt)