/spacey

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Viewing changes to player.lua

  • 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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                        print('hi')
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                     end
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                     local dx = love.mouse.getX() - the.app.width / 2
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                     local dy = love.mouse.getY() - the.app.height / 2
 
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                     local dx = love.mouse.getX() - 400
 
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                     local dy = love.mouse.getY() - 300
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                     self.acceleration.x = dx * 10
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                     self.acceleration.y = dy * 10
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                     --print(dx, dy)
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                     love.mouse.setPosition(the.app.width /2, the.app.height/2)
 
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                     love.mouse.setPosition(400,300)
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                  end
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}
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   image = 'data/ship.png',
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   maxVelocity = {x=velLimit,y=velLimit},
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   minVelocity = {x=-velLimit, y=-velLimit},
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   lastFired = 0,
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   onStartFrame = function(self)
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                     --local dx = love.mouse.getX() - self.x
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                     --local dy = love.mouse.getY() - self.y
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                     local dx = love.mouse.getX() - the.app.width / 2
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                     local dy = love.mouse.getY() - the.app.height / 2
 
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                     local dx = love.mouse.getX() - 400
 
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                     local dy = love.mouse.getY() - 300
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                     self.acceleration.x = dx * 2
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                     self.acceleration.y = dy * 2
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                     --TODO: acceleration limit.  It should at least be proportional (not 16:9)
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                     if the.mouse:pressed() then -- assumes left button
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                        if love.timer.getTime() - self.lastFired > 0.25 then
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                           --print('pew')
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                           b = Bullet:new{
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                              x = self.x, y = self.y,
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                              rotation = self.rotation,
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                              velocity = {
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                                 x = self.velocity.x * 1.5,
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                                 y = self.velocity.y * 1.5
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                              },
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                           }
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                           the.app.view:add(b)
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                           self.lastFired = love.timer.getTime()
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                        end
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                     end
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                  end,
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   onUpdate = function(self)
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                 self.rotation = math.atan2(self.velocity.y, self.velocity.x)