/traderous

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bzr branch /bzr/traderous
3 by Josh C
basecode main.lua
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STRICT = true
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DEBUG = true
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require 'zoetrope'
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
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--__ = require 'underscore'
13 by Josh C
constant velocity for bullets. using hump.vector e9b86ef
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vector = require 'vector'
3 by Josh C
basecode main.lua
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require 'version'
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
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require 'player'
7 by Josh C
enemy
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require 'enemy'
8 by Josh C
targeting cursor (manual switch to start)
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require 'cursor'
11 by Josh C
pew pew!
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require 'bullet'
7 by Josh C
enemy
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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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}
3 by Josh C
basecode main.lua
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GameView = View:extend {
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   onNew = function (self)
18 by Josh C
starry background
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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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19 by Josh C
move player around looping world
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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
18 by Josh C
starry background
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              }
19 by Josh C
move player around looping world
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              self:add(the.bg)
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
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              --the.player = CrystalPlayer:new{x=400,y=300}
19 by Josh C
move player around looping world
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              the.player = SpacePlayer:new{x=1366,y=768}
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
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              self:add(the.player)
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7 by Josh C
enemy
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              self:add(Enemy:new{x=400, y=300})
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14 by Josh C
only fire if cursor is in target area. change cursor to reflect this.
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              the.cursor = Cursor:new()
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              self:add(the.cursor)
8 by Josh C
targeting cursor (manual switch to start)
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4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
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              love.mouse.setGrab(true)
8 by Josh C
targeting cursor (manual switch to start)
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              love.mouse.setVisible(false)
3 by Josh C
basecode main.lua
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              --self:loadLayers('data/map.lua')
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
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              self.focus = the.player
3 by Josh C
basecode main.lua
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              --self:clampTo(self.map)
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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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          end
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}
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MenuScreen = View:extend {
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   title = Text:new{text = "Press a key to start", font = 48, wordWrap = false},
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   --title = Tile:new{image = 'data/title.png', x = 0, y = 0},
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   onNew = function(self)
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              self:add(self.title)
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              self.title:centerAround(400, 200)
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           end,
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   onUpdate = function(self, elapsed)
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                 if the.keys:allJustPressed() then
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                    the.app.view = GameView:new()
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                 end
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              end
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}
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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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              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')
19 by Josh C
move player around looping world
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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')
3 by Josh C
basecode main.lua
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                 --self.console:watch('drawTook', 'the.drawTook')
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              end
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           end,
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   onUpdate = function (self, dt)
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                 if the.keys:justPressed('escape') then
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                    self.quit()
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                 end
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              end,
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   update = function (self, dt)
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               the.updateStart = love.timer.getMicroTime()
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               App.update(self, dt)
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               if the.updateStart then
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                  the.updateTook = love.timer.getMicroTime() - the.updateStart
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               end
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            end
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}