/spacey

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  • Committer: Josh C
  • Date: 2013-05-05 01:05:32 UTC
  • Revision ID: josh@9ix.org-20130505010532-905cpj0k6o7kpm02
ship graphic.  point it in the direction of movement.

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DEBUG = true
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require 'zoetrope'
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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 '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'
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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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   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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37
 
                          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
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                       end
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45
 
                       -- normalize grid to account for mirror zones
46
 
                       local fx = from.x - the.app.width / 2
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                       local fy = from.y - the.app.height / 2
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                       local tx = to.x - the.app.width / 2
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                       local ty = to.y - the.app.height / 2
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51
 
                       local short = {}
52
 
 
53
 
                       -- 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
60
 
 
61
 
                       -- pick shorter y
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                       if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
63
 
                          -- straight path is shorter
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                          short.y = ty - fy
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                       else
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                          short.y = ty - fy - (the.bg.height - the.app.height)
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                       end
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69
 
                       return vector.new(short.x, short.y)
70
 
                    end
71
 
}
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GameView = View:extend {
74
 
   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,
82
 
              --                         fill = {0,0,255}
83
 
              --                      })
84
 
              --    end
85
 
              -- end
86
 
 
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}
 
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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
93
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94
 
              the.rockColliders = Group:new()
95
 
              the.bullets = Group:new()
96
 
              the.mirrors = Group:new()
97
 
              the.rocks = Group:new()
98
 
 
99
 
              the.bg = Tile:new{
100
 
                 image = 'data/stars3.png',
101
 
                 -- 1366x768 * 3
102
 
                 width = 4098,
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                 height = 2304
104
 
              }
105
 
              self:add(the.bg)
106
 
 
107
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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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111
 
              --self:add(Enemy:new{x=400, y=300})
112
 
 
113
 
              self:add(the.bullets)
114
 
              self:add(the.rockColliders)
115
 
              self:add(the.mirrors)
116
 
              self:add(the.rocks)
117
 
 
118
 
              the.cursor = Cursor:new()
119
 
              self:add(the.cursor)
120
 
 
121
 
              the.score = Text:new{
122
 
                 width = the.app.width,
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                 align = 'center',
124
 
                 font = 25}
125
 
              self:add(the.score)
126
 
 
127
 
              local hs = the.storage.data.highScore
128
 
              local m = hs / 60
129
 
              local s = hs % 60
130
 
 
131
 
              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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              }
137
 
              self:add(the.highScore)
138
 
 
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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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147
 
              self.gameStart = love.timer.getTime()
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           end,
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   onUpdate = function(self, dt)
150
 
                 if the.player.active and love.timer.getTime() > self.lastRock + self.rockInterval then
151
 
                    local unseenRock = nil
152
 
                    while not unseenRock do
153
 
                       local rock = Rock:new{
154
 
                          x = math.random(the.app.width / 2,
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                                          the.bg.width - the.app.width / 2),
156
 
                          y = math.random(the.app.height / 2,
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                                          the.bg.height - the.app.height / 2),
158
 
                          velocity = {
159
 
                             x = math.random(-300, 300),
160
 
                             y = math.random(-300, 300),
161
 
                             rotation = math.random(-7, 7)
162
 
                          },
163
 
                          scale = math.random() + 0.5
164
 
                       }
165
 
 
166
 
                       local rockToPlayer = util.shortestVector(rock, the.player)
167
 
                       if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
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                           math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
169
 
                         unseenRock = rock
170
 
                        end
171
 
                    end
172
 
 
173
 
                    the.rocks:add(unseenRock)
174
 
 
175
 
                    self.lastRock = love.timer.getTime()
176
 
                 end
177
 
 
178
 
                 the.bullets:collide(the.rockColliders)
179
 
 
180
 
                 -- for _, mirror in ipairs(the.mirrors.sprites) do
181
 
                 --    if not mirror.of then
182
 
                 --       print('mirror:' .. inspect(mirror))
183
 
                 --       error('mirror OF NOTHING')
184
 
                 --    end
185
 
                 -- end
186
 
              end,
187
 
   onEndFrame = function(self)
188
 
                   if the.player.active then
189
 
                      local t = love.timer.getTime() - self.gameStart
190
 
                      local m = t / 60
191
 
                      local s = t % 60
192
 
 
193
 
                      the.score.text = string.format('Score: %d:%02d', m, s)
194
 
                      the.score.y = the.player.y - the.app.height / 2 + the.player.height
195
 
                      the.score.x = the.player.x - the.app.width / 2
196
 
                   end
197
 
 
198
 
                   the.highScore.y = the.player.y - the.app.height / 2 + the.player.height
199
 
                   the.highScore.x = the.player.x - the.app.width / 2
200
 
                end,
201
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   draw = function (self, x, y)
202
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             View.draw(self, x, y)
203
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             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
221
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the.app = App:new {
222
53
   onRun = function (self)
223
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              print('Version: ' .. VERSION)
224
 
 
225
 
              math.randomseed(os.time())
226
 
 
227
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              self.view = GameView:new()
228
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              if DEBUG then
229
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                 self.console:watch('VERSION', 'VERSION')
230
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                 self.console:watch('updateTook', 'the.updateTook')
231
 
                 self.console:watch('the.player.x', 'the.player.x')
232
 
                 self.console:watch('the.player.y', 'the.player.y')
233
 
                 self.console:watch('the.app.width', 'the.app.width')
234
 
                 self.console:watch('the.app.height', 'the.app.height')
235
 
                 self.console:watch('num mirrors', '#the.mirrors.sprites')
236
 
                 self.console:watch('num rocks', '#the.rocks.sprites')
237
59
                 --self.console:watch('drawTook', 'the.drawTook')
238
 
 
239
 
                 -- back off that dark overlay a bit
240
 
                 self.console.fill.fill[4] = 75
241
60
              end
242
61
           end,
243
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   onUpdate = function (self, dt)