/spacey

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  • Committer: Josh C
  • Date: 2013-05-18 00:09:56 UTC
  • Revision ID: josh@9ix.org-20130518000956-s9717aensfsq1b3c
fix double-removing sprites (and subsequent zombie mirror bullets).  
also lots of debug stuff.

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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.interface = Group:new()
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              the.bg = Tile:new{
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                 image = 'data/stars3.png',
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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(the.interface)
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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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                 x = 8,
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                 y = 8,
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                 width = the.app.width,
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                 --align = 'center',
 
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                 align = 'center',
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                 font = 25}
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              the.interface:add(the.score)
 
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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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                 x = -8,
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                 y = 8,
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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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              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)
 
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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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              self.gameStart = love.timer.getTime()
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           end,
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   onUpdate = function(self, dt)
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                 if the.player.active and love.timer.getTime() > self.lastRock + self.rockInterval then
 
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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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                 -- end
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              end,
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   onEndFrame = function(self)
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                   the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
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                   the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
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                   if the.player.active then
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                      self:updateScore()
 
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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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          end,
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   updateScore = function(self)
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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 + the.player.width
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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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             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
 
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          end
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}
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MenuScreen = View:extend {
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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('num rocks', '#the.rocks.sprites')
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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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              end
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           end,
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   onUpdate = function (self, dt)
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                 if the.keys:justPressed('q') then
 
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                 if the.keys:justPressed('escape') then
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                    self.quit()
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                 elseif the.keys:justPressed('return') then
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                    self.view = GameView:new()
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                 end
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              end,
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   update = function (self, dt)