/spacey

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  • Committer: Josh C
  • Date: 2013-05-05 00:41:10 UTC
  • Revision ID: josh@9ix.org-20130505004110-hmcvz9payau6q0io
maxVelocity

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DEBUG = true
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require 'zoetrope'
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vector = require 'vector'
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require 'group'
 
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--__ = require 'underscore'
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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'
18
 
 
19
 
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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   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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36
 
                          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
42
 
                       end
43
 
 
44
 
                       -- normalize grid to account for mirror zones
45
 
                       local fx = from.x - the.app.width / 2
46
 
                       local fy = from.y - the.app.height / 2
47
 
                       local tx = to.x - the.app.width / 2
48
 
                       local ty = to.y - the.app.height / 2
49
 
 
50
 
                       local short = {}
51
 
 
52
 
                       -- 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
59
 
 
60
 
                       -- pick shorter y
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                       if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
62
 
                          -- straight path is shorter
63
 
                          short.y = ty - fy
64
 
                       else
65
 
                          short.y = ty - fy - (the.bg.height - the.app.height)
66
 
                       end
67
 
 
68
 
                       return vector.new(short.x, short.y)
69
 
                    end
70
 
}
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GameView = View:extend {
73
 
   lastRock = 0,
74
 
   rockInterval = 1,
75
 
   gameStart = 0,
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   onNew = function (self)
77
 
              -- for x = 1,30 do
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              --    for y = 1,30 do
79
 
              --       self:add(Fill:new{x=x*400, y=y*400,
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              --                         width = 32, height = 32,
81
 
              --                         fill = {0,0,255}
82
 
              --                      })
83
 
              --    end
84
 
              -- end
85
 
 
86
 
              the.storage = Storage:new{filename = 'scores.lua'}
87
 
              the.storage:load()
88
 
              if not the.storage.data.highScore then
89
 
                 print('initializing storage')
90
 
                 the.storage.data = {highScore = 0}
 
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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
92
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93
 
              the.rockColliders = Group:new()
94
 
              the.bullets = Group:new()
95
 
              the.mirrors = Group:new()
96
 
              the.rocks = Group:new()
97
 
 
98
 
              the.bg = Tile:new{
99
 
                 image = 'data/stars3.png',
100
 
                 -- 1366x768 * 3
101
 
                 width = 4098,
102
 
                 height = 2304
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              }
104
 
              self:add(the.bg)
105
 
 
106
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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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110
 
              --self:add(Enemy:new{x=400, y=300})
111
 
 
112
 
              self:add(the.bullets)
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              self:add(the.rockColliders)
114
 
              self:add(the.mirrors)
115
 
              self:add(the.rocks)
116
 
 
117
 
              the.cursor = Cursor:new()
118
 
              self:add(the.cursor)
119
 
 
120
 
              the.score = Text:new{
121
 
                 width = the.app.width,
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                 align = 'center',
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                 font = 25}
124
 
              self:add(the.score)
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126
 
              local hs = the.storage.data.highScore
127
 
              local m = hs / 60
128
 
              local s = hs % 60
129
 
 
130
 
              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)
137
 
 
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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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              --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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146
 
              self.gameStart = love.timer.getTime()
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           end,
148
 
   onUpdate = function(self, dt)
149
 
                 if love.timer.getTime() > self.lastRock + self.rockInterval then
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                    local unseenRock = nil
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                    while not unseenRock do
152
 
                       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),
157
 
                          velocity = {
158
 
                             x = math.random(-300, 300),
159
 
                             y = math.random(-300, 300),
160
 
                             rotation = math.random(-7, 7)
161
 
                          },
162
 
                          scale = math.random() + 0.5
163
 
                       }
164
 
 
165
 
                       local rockToPlayer = util.shortestVector(rock, the.player)
166
 
                       if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
167
 
                           math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
168
 
                         unseenRock = rock
169
 
                        end
170
 
                    end
171
 
 
172
 
                    the.rocks:add(unseenRock)
173
 
 
174
 
                    self.lastRock = love.timer.getTime()
175
 
                 end
176
 
 
177
 
                 the.bullets:collide(the.rockColliders)
178
 
              end,
179
 
   onEndFrame = function(self)
180
 
                   if the.player.active then
181
 
                      local t = love.timer.getTime() - self.gameStart
182
 
                      local m = t / 60
183
 
                      local s = t % 60
184
 
 
185
 
                      the.score.text = string.format('Score: %d:%02d', m, s)
186
 
                      the.score.y = the.player.y - the.app.height / 2 + the.player.height
187
 
                      the.score.x = the.player.x - the.app.width / 2
188
 
                   end
189
 
 
190
 
                   the.highScore.y = the.player.y - the.app.height / 2 + the.player.height
191
 
                   the.highScore.x = the.player.x - the.app.width / 2
192
 
                end,
193
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   draw = function (self, x, y)
194
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             View.draw(self, x, y)
195
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             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
213
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the.app = App:new {
214
53
   onRun = function (self)
215
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              print('Version: ' .. VERSION)
216
 
 
217
 
              math.randomseed(os.time())
218
 
 
219
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              self.view = GameView:new()
220
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              if DEBUG then
221
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                 self.console:watch('VERSION', 'VERSION')
222
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                 self.console:watch('updateTook', 'the.updateTook')
223
 
                 self.console:watch('the.player.x', 'the.player.x')
224
 
                 self.console:watch('the.player.y', 'the.player.y')
225
 
                 self.console:watch('the.app.width', 'the.app.width')
226
 
                 self.console:watch('the.app.height', 'the.app.height')
227
59
                 --self.console:watch('drawTook', 'the.drawTook')
228
 
 
229
 
                 -- back off that dark overlay a bit
230
 
                 self.console.fill.fill[4] = 75
231
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              end
232
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           end,
233
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   onUpdate = function (self, dt)