/traderous

To get this branch, use:
bzr branch http://9ix.org/bzr/traderous
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
1
CrystalPlayer = Fill:extend{
2
   fill = {255,0,0},
3
   height = 32,
4
   width = 32,
5
   onStartFrame = function(self)
6
                     if the.mouse:pressed() then
7
                        print('hi')
8
                     end
9
12 by Josh C
fullscreen. (there must be a more subtle way...)
10
                     local dx = love.mouse.getX() - the.app.width / 2
11
                     local dy = love.mouse.getY() - the.app.height / 2
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
12
13
                     self.acceleration.x = dx * 10
14
                     self.acceleration.y = dy * 10
15
16
                     --print(dx, dy)
17
12 by Josh C
fullscreen. (there must be a more subtle way...)
18
                     love.mouse.setPosition(the.app.width /2, the.app.height/2)
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
19
                  end
20
}
21
20 by Josh C
slow the ship down a bit
22
local velLimit = 400
15 by Josh C
get lasers going the right way
23
--local velLimit = 50
21 by Josh C
extract wrapping behavior, wrap bullets
24
SpacePlayer = WrapTile:extend{
6 by Josh C
ship graphic. point it in the direction of movement.
25
   image = 'data/ship.png',
5 by Josh C
maxVelocity
26
   maxVelocity = {x=velLimit,y=velLimit},
27
   minVelocity = {x=-velLimit, y=-velLimit},
11 by Josh C
pew pew!
28
   lastFired = 0,
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
29
   onStartFrame = function(self)
16 by Josh C
change control scheme
30
                     --- TAKE 2
31
17 by Josh C
dead zone with no acceleration
32
                     local mouseVec = vector.new(
33
                        love.mouse.getX() - the.app.width / 2,
34
                        love.mouse.getY() - the.app.height / 2
16 by Josh C
change control scheme
35
                     )
36
17 by Josh C
dead zone with no acceleration
37
                     self.rotation = math.atan2(mouseVec.y, mouseVec.x)
38
39
                     if mouseVec:len2() > 64^2 then
20 by Josh C
slow the ship down a bit
40
                        self.acceleration = vector.new(300, 0)
17 by Josh C
dead zone with no acceleration
41
                        self.acceleration:rotate_inplace(self.rotation)
42
                     else
43
                        self.acceleration = {x=0, y=0}
22 by Josh C
mirror (contains a bug where things in the corner aren't getting mirrored?
44
                        if DEBUG and the.console.visible then
45
                           self.velocity = {x=0, y=0}
46
                        end
17 by Josh C
dead zone with no acceleration
47
                     end
11 by Josh C
pew pew!
48
14 by Josh C
only fire if cursor is in target area. change cursor to reflect this.
49
                     if the.mouse:pressed() and -- assumes left button
50
                       love.timer.getTime() - self.lastFired > 0.25 and
51
                       the.cursor:inTargetArea() then
11 by Josh C
pew pew!
52
                           --print('pew')
53
                           b = Bullet:new{
25 by Josh C
don't fire from top-left corner of the ship. ... fire from center of
54
                              x = self.x + self.width / 2,
55
                              y = self.y + self.height / 2,
11 by Josh C
pew pew!
56
                           }
57
                           self.lastFired = love.timer.getTime()
58
                     end
6 by Josh C
ship graphic. point it in the direction of movement.
59
                  end,
60
   onUpdate = function(self)
31 by Josh C
player death
61
              end,
62
   onEndFrame = function(self)
63
                   self:collide(the.rockColliders)
64
                end,
65
   onCollide = function(self, other)
66
                  if other:instanceOf(RockCollider) then
67
                     the.app.view:add( Boom:new {
68
                                          x = self.x,
69
                                          y = self.y,
70
                                          velocity = { rotation = 5 }
71
                                       })
72
73
                     self:die()
74
39 by Josh C
some instructions at game over
75
                     the.over.visible = true
76
                     the.instructions.visible = true
37 by Josh C
extract updating score. update score again when you calc high score -
77
                     the.app.view:updateScore()
78
34 by Josh C
record high scores
79
                     local score = love.timer.getTime() - the.app.view.gameStart
80
                     if score > the.storage.data.highScore then
81
                        the.storage.data.highScore = score
82
                        the.storage:save()
83
84
                        the.highScore.text = string.format(
85
                           'High Score: %d:%02d', score / 60, score % 60
86
                        )
87
                     end
31 by Josh C
player death
88
                  end
89
               end
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
90
}