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CrystalPlayer = Fill:extend{
fill = {255,0,0},
height = 32,
width = 32,
onStartFrame = function(self)
if the.mouse:pressed() then
print('hi')
end
local dx = love.mouse.getX() - the.app.width / 2
local dy = love.mouse.getY() - the.app.height / 2
self.acceleration.x = dx * 10
self.acceleration.y = dy * 10
--print(dx, dy)
love.mouse.setPosition(the.app.width /2, the.app.height/2)
end
}
local velLimit = 400
--local velLimit = 50
SpacePlayer = WrapTile:extend{
image = 'data/ship.png',
maxVelocity = {x=velLimit,y=velLimit},
minVelocity = {x=-velLimit, y=-velLimit},
lastFired = 0,
onStartFrame = function(self)
--- TAKE 2
local mouseVec = vector.new(
love.mouse.getX() - the.app.width / 2,
love.mouse.getY() - the.app.height / 2
)
self.rotation = math.atan2(mouseVec.y, mouseVec.x)
if mouseVec:len2() > 64^2 then
self.acceleration = vector.new(300, 0)
self.acceleration:rotate_inplace(self.rotation)
else
self.acceleration = {x=0, y=0}
if DEBUG and the.console.visible then
self.velocity = {x=0, y=0}
end
end
if the.mouse:pressed() and -- assumes left button
love.timer.getTime() - self.lastFired > 0.25 and
the.cursor:inTargetArea() then
--print('pew')
b = Bullet:new{
x = self.x + self.width / 2,
y = self.y + self.height / 2,
}
self.lastFired = love.timer.getTime()
end
end,
onUpdate = function(self)
end,
onEndFrame = function(self)
self:collide(the.rockColliders)
end,
onCollide = function(self, other)
if other:instanceOf(RockCollider) then
the.app.view:add( Boom:new {
x = self.x,
y = self.y,
velocity = { rotation = 5 }
})
self:die()
the.over.visible = true
the.instructions.visible = true
the.app.view:updateScore()
local score = love.timer.getTime() - the.app.view.gameStart
if score > the.storage.data.highScore then
the.storage.data.highScore = score
the.storage:save()
the.highScore.text = string.format(
'High Score: %d:%02d', score / 60, score % 60
)
end
end
end
}
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