/spacey

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  • Committer: Josh C
  • Date: 2013-05-04 22:53:27 UTC
  • Revision ID: josh@9ix.org-20130504225327-dsc1gi3ri96h50s2
trying some movement styles.  derivatives on crystal quest movement.

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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 '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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util = {
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   signOf = function(value)
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               if value >= 0 then
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                  return 1
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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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}
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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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              --       self:add(Fill:new{x=x*400, y=y*400,
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              --                         width = 32, height = 32,
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              --                         fill = {0,0,255}
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              --                      })
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              --    end
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              -- end
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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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                 width = 4098,
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                 height = 2304
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              }
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              self:add(the.bg)
 
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              for x = 1,30 do
 
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                 for y = 1,30 do
 
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                    self:add(Fill:new{x=x*400, y=y*400,
 
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                                      width = 32, height = 32,
 
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                                      fill = {0,0,255}
 
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                                   })
 
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                 end
 
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              end
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              --the.player = CrystalPlayer:new{x=400,y=300}
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              the.player = SpacePlayer:new{x=1366,y=768}
 
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              the.player = SpacePlayer:new{x=400,y=300}
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              self:add(the.player)
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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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              love.mouse.setGrab(true)
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              love.mouse.setVisible(false)
 
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              --love.mouse.setVisible(false)
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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 rock = Rock:new{
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                       x = math.random(the.bg.width),
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                       y = math.random(the.bg.height),
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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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                    self:add(rock)
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                    self.lastRock = love.timer.getTime()
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                 end
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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('updateTook', 'the.updateTook')
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                 self.console:watch('the.player.x', 'the.player.x')
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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('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)