/spacey

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  • Committer: Josh C
  • Date: 2013-05-14 00:15:01 UTC
  • Revision ID: josh@9ix.org-20130514001501-z14e702ncp21s0yr
try to not spawn rocks where you can see them.  not working if screen 
crosses game boundaries.

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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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--inspect = require 'inspect'
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require 'group'
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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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              --    end
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              -- end
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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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              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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              --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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              the.cursor = Cursor:new()
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              self:add(the.cursor)
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              the.score = Text:new{
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                 width = the.app.width,
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                 align = 'center',
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                 font = 25}
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              self:add(the.score)
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              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{
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                 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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              }
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              self:add(the.highScore)
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              love.mouse.setGrab(true)
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              love.mouse.setVisible(false)
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              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
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              --self:loadLayers('data/map.lua')
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              self.focus = the.player
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                        end
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                    end
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                    the.rocks:add(unseenRock)
 
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                    self: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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                 -- for _, mirror in ipairs(the.mirrors.sprites) do
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                 --    if not mirror.of then
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                 --       print('mirror:' .. inspect(mirror))
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                 --       error('mirror OF NOTHING')
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                 --    end
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                 -- end
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              end,
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   onEndFrame = function(self)
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                   if the.player.active then
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                      local t = love.timer.getTime() - self.gameStart
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                      local m = t / 60
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                      local s = t % 60
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                      the.score.text = string.format('Score: %d:%02d', m, s)
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                      the.score.y = the.player.y - the.app.height / 2 + the.player.height
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                      the.score.x = the.player.x - the.app.width / 2
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                   end
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                   the.highScore.y = the.player.y - the.app.height / 2 + the.player.height
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                   the.highScore.x = the.player.x - the.app.width / 2
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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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                 self.console:watch('the.player.y', 'the.player.y')
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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('num mirrors', '#the.mirrors.sprites')
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                 --self.console:watch('drawTook', 'the.drawTook')
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                 -- back off that dark overlay a bit