/traderous

To get this branch, use:
bzr branch http://9ix.org/bzr/traderous
3 by Josh C
basecode main.lua
1
STRICT = true
2
DEBUG = true
3
4
require 'zoetrope'
13 by Josh C
constant velocity for bullets. using hump.vector e9b86ef
5
vector = require 'vector'
35 by Josh C
fix double-removing sprites (and subsequent zombie mirror bullets).
6
--inspect = require 'inspect'
3 by Josh C
basecode main.lua
7
24 by Josh C
monkey patch group to add onRemove hook. remove mirrors on remove.
8
require 'group'
9
3 by Josh C
basecode main.lua
10
require 'version'
21 by Josh C
extract wrapping behavior, wrap bullets
11
require 'wrap_tile'
27 by Josh C
try to not spawn rocks where you can see them. not working if screen
12
require 'mirror'
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
13
require 'player'
7 by Josh C
enemy
14
require 'enemy'
8 by Josh C
targeting cursor (manual switch to start)
15
require 'cursor'
11 by Josh C
pew pew!
16
require 'bullet'
26 by Josh C
rocks!
17
require 'rock'
30 by Josh C
explosions
18
require 'boom'
7 by Josh C
enemy
19
20
util = {
21
   signOf = function(value)
22
               if value >= 0 then
23
                  return 1
24
               else
25
                  return -1
26
               end
27 by Josh C
try to not spawn rocks where you can see them. not working if screen
27
            end,
28
   shortestVector = function(from, to)
29
                       if STRICT then
30
                          if from.x < the.app.width / 2 or
31
                             from.x > the.bg.width - the.app.width / 2 or
32
                             from.y < the.app.height / 2 or
33
                             from.y > the.bg.height - the.app.height / 2 then
34
                             error('"from" coordinate out of bounds: X='..from.x..' Y='..from.y)
35
                          end
36
37
                          if to.x < the.app.width / 2 or
38
                             to.x > the.bg.width - the.app.width / 2 or
39
                             to.y < the.app.height / 2 or
40
                             to.y > the.bg.height - the.app.height / 2 then
41
                             error('"to" coordinate out of bounds: X='..to.x..' Y='..to.y)
42
                          end
43
                       end
44
45
                       -- normalize grid to account for mirror zones
46
                       local fx = from.x - the.app.width / 2
47
                       local fy = from.y - the.app.height / 2
48
                       local tx = to.x - the.app.width / 2
49
                       local ty = to.y - the.app.height / 2
50
51
                       local short = {}
52
53
                       -- pick shorter x
54
                       if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
55
                          -- straight path is shorter
56
                          short.x = tx - fx
57
                       else
58
                          short.x = tx - fx - (the.bg.width - the.app.width)
59
                       end
60
61
                       -- pick shorter y
62
                       if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
63
                          -- straight path is shorter
64
                          short.y = ty - fy
65
                       else
66
                          short.y = ty - fy - (the.bg.height - the.app.height)
67
                       end
68
69
                       return vector.new(short.x, short.y)
70
                    end
7 by Josh C
enemy
71
}
3 by Josh C
basecode main.lua
72
73
GameView = View:extend {
26 by Josh C
rocks!
74
   lastRock = 0,
75
   rockInterval = 1,
76
   gameStart = 0,
3 by Josh C
basecode main.lua
77
   onNew = function (self)
18 by Josh C
starry background
78
              -- for x = 1,30 do
79
              --    for y = 1,30 do
80
              --       self:add(Fill:new{x=x*400, y=y*400,
81
              --                         width = 32, height = 32,
82
              --                         fill = {0,0,255}
83
              --                      })
84
              --    end
85
              -- end
86
34 by Josh C
record high scores
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}
92
              end
93
29 by Josh C
shoot things!
94
              the.rockColliders = Group:new()
95
              the.bullets = Group:new()
32 by Josh C
stick things into layers
96
              the.mirrors = Group:new()
97
              the.rocks = Group:new()
39 by Josh C
some instructions at game over
98
              the.interface = Group:new()
28 by Josh C
prepare a collision box for the rocks
99
19 by Josh C
move player around looping world
100
              the.bg = Tile:new{
101
                 image = 'data/stars3.png',
102
                 -- 1366x768 * 3
103
                 width = 4098,
104
                 height = 2304
18 by Josh C
starry background
105
              }
19 by Josh C
move player around looping world
106
              self:add(the.bg)
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
107
108
              --the.player = CrystalPlayer:new{x=400,y=300}
19 by Josh C
move player around looping world
109
              the.player = SpacePlayer:new{x=1366,y=768}
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
110
              self:add(the.player)
41 by Josh C
thrust indicator
111
              self:add(the.player.thrust)
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
112
27 by Josh C
try to not spawn rocks where you can see them. not working if screen
113
              --self:add(Enemy:new{x=400, y=300})
7 by Josh C
enemy
114
32 by Josh C
stick things into layers
115
              self:add(the.bullets)
116
              self:add(the.rockColliders)
117
              self:add(the.mirrors)
118
              self:add(the.rocks)
39 by Josh C
some instructions at game over
119
              self:add(the.interface)
32 by Josh C
stick things into layers
120
14 by Josh C
only fire if cursor is in target area. change cursor to reflect this.
121
              the.cursor = Cursor:new()
122
              self:add(the.cursor)
8 by Josh C
targeting cursor (manual switch to start)
123
33 by Josh C
keep score, center mouse on start
124
              the.score = Text:new{
39 by Josh C
some instructions at game over
125
                 x = 8,
126
                 y = 8,
33 by Josh C
keep score, center mouse on start
127
                 width = the.app.width,
38 by Josh C
remove fps counter
128
                 --align = 'center',
33 by Josh C
keep score, center mouse on start
129
                 font = 25}
39 by Josh C
some instructions at game over
130
              the.interface:add(the.score)
33 by Josh C
keep score, center mouse on start
131
34 by Josh C
record high scores
132
              local hs = the.storage.data.highScore
133
              local m = hs / 60
134
              local s = hs % 60
135
136
              the.highScore = Text:new{
39 by Josh C
some instructions at game over
137
                 x = -8,
138
                 y = 8,
34 by Josh C
record high scores
139
                 width = the.app.width,
140
                 align = 'right',
141
                 font = 25,
142
                 text = string.format('High Score: %d:%02d', m, s)
143
              }
39 by Josh C
some instructions at game over
144
              the.interface:add(the.highScore)
145
146
              the.over = Text:new{
147
                 y = the.app.height / 2,
148
                 width = the.app.width,
149
                 align = 'center',
150
                 font = 25,
151
                 text = "Game Over",
152
                 visible = false
153
              }
154
              the.interface:add(the.over)
155
156
157
              the.instructions = Text:new{
158
                 y = the.app.height / 2 + 32,
159
                 width = the.app.width,
160
                 align = 'center',
161
                 font = 12,
162
                 text = "Press Enter to start a new game\nPress Q to quit",
163
                 visible = false
164
              }
165
              the.interface:add(the.instructions)
34 by Josh C
record high scores
166
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
167
              love.mouse.setGrab(true)
8 by Josh C
targeting cursor (manual switch to start)
168
              love.mouse.setVisible(false)
33 by Josh C
keep score, center mouse on start
169
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
3 by Josh C
basecode main.lua
170
171
              --self:loadLayers('data/map.lua')
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
172
              self.focus = the.player
3 by Josh C
basecode main.lua
173
              --self:clampTo(self.map)
26 by Josh C
rocks!
174
175
              self.gameStart = love.timer.getTime()
3 by Josh C
basecode main.lua
176
           end,
26 by Josh C
rocks!
177
   onUpdate = function(self, dt)
36 by Josh C
don't keep spawning rocks after death.
178
                 if the.player.active and love.timer.getTime() > self.lastRock + self.rockInterval then
27 by Josh C
try to not spawn rocks where you can see them. not working if screen
179
                    local unseenRock = nil
180
                    while not unseenRock do
181
                       local rock = Rock:new{
182
                          x = math.random(the.app.width / 2,
183
                                          the.bg.width - the.app.width / 2),
184
                          y = math.random(the.app.height / 2,
185
                                          the.bg.height - the.app.height / 2),
186
                          velocity = {
187
                             x = math.random(-300, 300),
188
                             y = math.random(-300, 300),
189
                             rotation = math.random(-7, 7)
190
                          },
191
                          scale = math.random() + 0.5
192
                       }
193
194
                       local rockToPlayer = util.shortestVector(rock, the.player)
195
                       if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
196
                           math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
197
                         unseenRock = rock
198
                        end
199
                    end
200
32 by Josh C
stick things into layers
201
                    the.rocks:add(unseenRock)
26 by Josh C
rocks!
202
203
                    self.lastRock = love.timer.getTime()
204
                 end
29 by Josh C
shoot things!
205
206
                 the.bullets:collide(the.rockColliders)
35 by Josh C
fix double-removing sprites (and subsequent zombie mirror bullets).
207
208
                 -- for _, mirror in ipairs(the.mirrors.sprites) do
209
                 --    if not mirror.of then
210
                 --       print('mirror:' .. inspect(mirror))
211
                 --       error('mirror OF NOTHING')
212
                 --    end
213
                 -- end
26 by Josh C
rocks!
214
              end,
33 by Josh C
keep score, center mouse on start
215
   onEndFrame = function(self)
39 by Josh C
some instructions at game over
216
                   the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
217
                   the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
218
33 by Josh C
keep score, center mouse on start
219
                   if the.player.active then
37 by Josh C
extract updating score. update score again when you calc high score -
220
                      self:updateScore()
33 by Josh C
keep score, center mouse on start
221
                   end
222
                end,
3 by Josh C
basecode main.lua
223
   draw = function (self, x, y)
224
             View.draw(self, x, y)
38 by Josh C
remove fps counter
225
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
37 by Josh C
extract updating score. update score again when you calc high score -
226
          end,
227
   updateScore = function(self)
228
                    local t = love.timer.getTime() - self.gameStart
229
                    local m = t / 60
230
                    local s = t % 60
231
232
                    the.score.text = string.format('Score: %d:%02d', m, s)
39 by Josh C
some instructions at game over
233
                    --the.score.y = the.player.y - the.app.height / 2 + the.player.height
234
                    --the.score.x = the.player.x - the.app.width / 2 + the.player.width
37 by Josh C
extract updating score. update score again when you calc high score -
235
39 by Josh C
some instructions at game over
236
                    --the.highScore.y = the.player.y - the.app.height / 2 + the.player.height
237
                    --the.highScore.x = the.player.x - the.app.width / 2
37 by Josh C
extract updating score. update score again when you calc high score -
238
                 end
3 by Josh C
basecode main.lua
239
}
240
241
MenuScreen = View:extend {
242
   title = Text:new{text = "Press a key to start", font = 48, wordWrap = false},
243
   --title = Tile:new{image = 'data/title.png', x = 0, y = 0},
244
   onNew = function(self)
245
              self:add(self.title)
246
              self.title:centerAround(400, 200)
247
           end,
248
   onUpdate = function(self, elapsed)
249
                 if the.keys:allJustPressed() then
250
                    the.app.view = GameView:new()
251
                 end
252
              end
253
}
254
255
the.app = App:new {
256
   onRun = function (self)
257
              print('Version: ' .. VERSION)
26 by Josh C
rocks!
258
259
              math.randomseed(os.time())
260
3 by Josh C
basecode main.lua
261
              self.view = GameView:new()
262
              if DEBUG then
263
                 self.console:watch('VERSION', 'VERSION')
264
                 self.console:watch('updateTook', 'the.updateTook')
19 by Josh C
move player around looping world
265
                 self.console:watch('the.player.x', 'the.player.x')
266
                 self.console:watch('the.player.y', 'the.player.y')
267
                 self.console:watch('the.app.width', 'the.app.width')
268
                 self.console:watch('the.app.height', 'the.app.height')
35 by Josh C
fix double-removing sprites (and subsequent zombie mirror bullets).
269
                 self.console:watch('num mirrors', '#the.mirrors.sprites')
36 by Josh C
don't keep spawning rocks after death.
270
                 self.console:watch('num rocks', '#the.rocks.sprites')
3 by Josh C
basecode main.lua
271
                 --self.console:watch('drawTook', 'the.drawTook')
22 by Josh C
mirror (contains a bug where things in the corner aren't getting mirrored?
272
273
                 -- back off that dark overlay a bit
274
                 self.console.fill.fill[4] = 75
3 by Josh C
basecode main.lua
275
              end
276
           end,
277
   onUpdate = function (self, dt)
40 by Josh C
quit and restart
278
                 if the.keys:justPressed('q') then
3 by Josh C
basecode main.lua
279
                    self.quit()
40 by Josh C
quit and restart
280
                 elseif the.keys:justPressed('return') then
281
                    self.view = GameView:new()
42 by Josh C
F1 = screenshot
282
                 elseif the.keys:justPressed('f1') then
283
                    local ss = love.graphics.newScreenshot()
284
                    ss:encode('screenshot-' ..love.timer.getTime()..'.png')
3 by Josh C
basecode main.lua
285
                 end
286
              end,
287
   update = function (self, dt)
288
               the.updateStart = love.timer.getMicroTime()
289
               App.update(self, dt)
290
               if the.updateStart then
291
                  the.updateTook = love.timer.getMicroTime() - the.updateStart
292
               end
293
            end
294
}