/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
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                       local fx = from.x - the.app.width / 2
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                       local fy = from.y - the.app.height / 2
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                       local tx = to.x - the.app.width / 2
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                       local ty = to.y - the.app.height / 2
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51
                       local short = {}
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53
                       -- pick shorter x
54
                       if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
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                          -- straight path is shorter
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                          short.x = tx - fx
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                       else
58
                          short.x = tx - fx - (the.bg.width - the.app.width)
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                       end
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                       -- pick shorter y
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                       if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
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                          -- straight path is shorter
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                          short.y = ty - fy
65
                       else
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                          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
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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
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
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                 print('initializing storage')
91
                 the.storage.data = {highScore = 0}
92
              end
93
45 by Josh C
add planet, remove rocks
94
              --the.rockColliders = Group:new()
29 by Josh C
shoot things!
95
              the.bullets = Group:new()
32 by Josh C
stick things into layers
96
              the.mirrors = Group:new()
45 by Josh C
add planet, remove rocks
97
              --the.rocks = Group:new()
39 by Josh C
some instructions at game over
98
              the.interface = Group:new()
45 by Josh C
add planet, remove rocks
99
              the.planets = Group:new()
47 by Josh C
indicators for where the planets are
100
              the.indicators = Group:new()
28 by Josh C
prepare a collision box for the rocks
101
19 by Josh C
move player around looping world
102
              the.bg = Tile:new{
103
                 image = 'data/stars3.png',
46 by Josh C
bigger area, more planets
104
                 width = 13660,
105
                 height = 7680
18 by Josh C
starry background
106
              }
19 by Josh C
move player around looping world
107
              self:add(the.bg)
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
108
45 by Josh C
add planet, remove rocks
109
              self:add(the.planets)
110
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
111
              --the.player = CrystalPlayer:new{x=400,y=300}
19 by Josh C
move player around looping world
112
              the.player = SpacePlayer:new{x=1366,y=768}
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
113
              self:add(the.player)
41 by Josh C
thrust indicator
114
              self:add(the.player.thrust)
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
115
27 by Josh C
try to not spawn rocks where you can see them. not working if screen
116
              --self:add(Enemy:new{x=400, y=300})
7 by Josh C
enemy
117
32 by Josh C
stick things into layers
118
              self:add(the.bullets)
45 by Josh C
add planet, remove rocks
119
              --self:add(the.rockColliders)
32 by Josh C
stick things into layers
120
              self:add(the.mirrors)
45 by Josh C
add planet, remove rocks
121
              --self:add(the.rocks)
47 by Josh C
indicators for where the planets are
122
              self:add(the.indicators)
39 by Josh C
some instructions at game over
123
              self:add(the.interface)
32 by Josh C
stick things into layers
124
46 by Josh C
bigger area, more planets
125
              for _ = 1, math.random(6) do
126
                 local planet = Tile:new{
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                    image = 'data/planet1.png',
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                    x = math.random(the.app.width / 2,
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                                    the.bg.width - the.app.width / 2),
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                    y = math.random(the.app.height / 2,
131
                                    the.bg.height - the.app.height / 2),
132
                    rotation = math.random() * math.pi
133
                 }
134
                 the.planets:add(planet)
47 by Josh C
indicators for where the planets are
135
136
                 planet.indicator = Tile:new{
137
                    image = 'data/planet1ind.png',
138
                 }
139
                 the.indicators:add(planet.indicator)
46 by Josh C
bigger area, more planets
140
              end
45 by Josh C
add planet, remove rocks
141
14 by Josh C
only fire if cursor is in target area. change cursor to reflect this.
142
              the.cursor = Cursor:new()
143
              self:add(the.cursor)
8 by Josh C
targeting cursor (manual switch to start)
144
33 by Josh C
keep score, center mouse on start
145
              the.score = Text:new{
39 by Josh C
some instructions at game over
146
                 x = 8,
147
                 y = 8,
33 by Josh C
keep score, center mouse on start
148
                 width = the.app.width,
38 by Josh C
remove fps counter
149
                 --align = 'center',
33 by Josh C
keep score, center mouse on start
150
                 font = 25}
47 by Josh C
indicators for where the planets are
151
              --the.interface:add(the.score)
33 by Josh C
keep score, center mouse on start
152
34 by Josh C
record high scores
153
              local hs = the.storage.data.highScore
154
              local m = hs / 60
155
              local s = hs % 60
156
157
              the.highScore = Text:new{
39 by Josh C
some instructions at game over
158
                 x = -8,
159
                 y = 8,
34 by Josh C
record high scores
160
                 width = the.app.width,
161
                 align = 'right',
162
                 font = 25,
163
                 text = string.format('High Score: %d:%02d', m, s)
164
              }
47 by Josh C
indicators for where the planets are
165
              --the.interface:add(the.highScore)
39 by Josh C
some instructions at game over
166
167
              the.over = Text:new{
168
                 y = the.app.height / 2,
169
                 width = the.app.width,
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                 align = 'center',
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                 font = 25,
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                 text = "Game Over",
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                 visible = false
174
              }
175
              the.interface:add(the.over)
176
177
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              the.instructions = Text:new{
179
                 y = the.app.height / 2 + 32,
180
                 width = the.app.width,
181
                 align = 'center',
182
                 font = 12,
183
                 text = "Press Enter to start a new game\nPress Q to quit",
184
                 visible = false
185
              }
186
              the.interface:add(the.instructions)
34 by Josh C
record high scores
187
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
188
              love.mouse.setGrab(true)
8 by Josh C
targeting cursor (manual switch to start)
189
              love.mouse.setVisible(false)
33 by Josh C
keep score, center mouse on start
190
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
3 by Josh C
basecode main.lua
191
192
              --self:loadLayers('data/map.lua')
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
193
              self.focus = the.player
3 by Josh C
basecode main.lua
194
              --self:clampTo(self.map)
26 by Josh C
rocks!
195
196
              self.gameStart = love.timer.getTime()
3 by Josh C
basecode main.lua
197
           end,
26 by Josh C
rocks!
198
   onUpdate = function(self, dt)
45 by Josh C
add planet, remove rocks
199
                 if false and 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
200
                    local unseenRock = nil
201
                    while not unseenRock do
202
                       local rock = Rock:new{
203
                          x = math.random(the.app.width / 2,
204
                                          the.bg.width - the.app.width / 2),
205
                          y = math.random(the.app.height / 2,
206
                                          the.bg.height - the.app.height / 2),
207
                          velocity = {
208
                             x = math.random(-300, 300),
209
                             y = math.random(-300, 300),
210
                             rotation = math.random(-7, 7)
211
                          },
212
                          scale = math.random() + 0.5
213
                       }
214
215
                       local rockToPlayer = util.shortestVector(rock, the.player)
216
                       if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
217
                           math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
218
                         unseenRock = rock
219
                        end
220
                    end
221
32 by Josh C
stick things into layers
222
                    the.rocks:add(unseenRock)
26 by Josh C
rocks!
223
224
                    self.lastRock = love.timer.getTime()
225
                 end
29 by Josh C
shoot things!
226
227
                 the.bullets:collide(the.rockColliders)
35 by Josh C
fix double-removing sprites (and subsequent zombie mirror bullets).
228
47 by Josh C
indicators for where the planets are
229
                 -- this should really go somewhere else...
230
                 for _, planet in ipairs(the.planets.sprites) do
231
                    local indx, indy
232
                    local pvec = vector.new(
233
                       planet.x - the.player.x + planet.width / 2,
234
                       planet.y - the.player.y + planet.height / 2 )
235
236
                    -- TODO: is there a better way to specify the
237
                    -- screen rectangle?
238
                    if planet:intersects(the.player.x - the.app.width / 2,
239
                                         the.player.y - the.app.height / 2,
240
                                         the.app.width,
241
                                         the.app.height) then
242
                       -- planet is on the screen
243
                       planet.indicator.visible = false
244
                    else
245
                       planet.indicator.visible = true
246
247
                       if math.abs(pvec.x) / math.abs(pvec.y) > the.app.width / the.app.height then
248
                          indx = the.app.width / 2 * util.signOf(pvec.x) + 8
249
                          indy = the.app.width / 2 * pvec.y / math.abs(pvec.x)
250
                       else
251
                          indy = the.app.height / 2 * util.signOf(pvec.y) + 8
252
                          indx = the.app.height / 2 * pvec.x / math.abs(pvec.y)
253
                       end
254
255
                       planet.indicator.x = the.player.x + indx
256
                       planet.indicator.y = the.player.y + indy
257
                    end
258
                 end
259
35 by Josh C
fix double-removing sprites (and subsequent zombie mirror bullets).
260
                 -- for _, mirror in ipairs(the.mirrors.sprites) do
261
                 --    if not mirror.of then
262
                 --       print('mirror:' .. inspect(mirror))
263
                 --       error('mirror OF NOTHING')
264
                 --    end
265
                 -- end
26 by Josh C
rocks!
266
              end,
33 by Josh C
keep score, center mouse on start
267
   onEndFrame = function(self)
39 by Josh C
some instructions at game over
268
                   the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
269
                   the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
270
33 by Josh C
keep score, center mouse on start
271
                   if the.player.active then
37 by Josh C
extract updating score. update score again when you calc high score -
272
                      self:updateScore()
33 by Josh C
keep score, center mouse on start
273
                   end
274
                end,
3 by Josh C
basecode main.lua
275
   draw = function (self, x, y)
276
             View.draw(self, x, y)
38 by Josh C
remove fps counter
277
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
37 by Josh C
extract updating score. update score again when you calc high score -
278
          end,
279
   updateScore = function(self)
280
                    local t = love.timer.getTime() - self.gameStart
281
                    local m = t / 60
282
                    local s = t % 60
283
284
                    the.score.text = string.format('Score: %d:%02d', m, s)
39 by Josh C
some instructions at game over
285
                    --the.score.y = the.player.y - the.app.height / 2 + the.player.height
286
                    --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 -
287
39 by Josh C
some instructions at game over
288
                    --the.highScore.y = the.player.y - the.app.height / 2 + the.player.height
289
                    --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 -
290
                 end
3 by Josh C
basecode main.lua
291
}
292
293
MenuScreen = View:extend {
294
   title = Text:new{text = "Press a key to start", font = 48, wordWrap = false},
295
   --title = Tile:new{image = 'data/title.png', x = 0, y = 0},
296
   onNew = function(self)
297
              self:add(self.title)
298
              self.title:centerAround(400, 200)
299
           end,
300
   onUpdate = function(self, elapsed)
301
                 if the.keys:allJustPressed() then
302
                    the.app.view = GameView:new()
303
                 end
304
              end
305
}
306
307
the.app = App:new {
308
   onRun = function (self)
309
              print('Version: ' .. VERSION)
26 by Josh C
rocks!
310
311
              math.randomseed(os.time())
312
3 by Josh C
basecode main.lua
313
              self.view = GameView:new()
43 by Josh C
try to make setting screen resolution more reliable
314
3 by Josh C
basecode main.lua
315
              if DEBUG then
316
                 self.console:watch('VERSION', 'VERSION')
317
                 self.console:watch('updateTook', 'the.updateTook')
19 by Josh C
move player around looping world
318
                 self.console:watch('the.player.x', 'the.player.x')
319
                 self.console:watch('the.player.y', 'the.player.y')
320
                 self.console:watch('the.app.width', 'the.app.width')
321
                 self.console:watch('the.app.height', 'the.app.height')
35 by Josh C
fix double-removing sprites (and subsequent zombie mirror bullets).
322
                 self.console:watch('num mirrors', '#the.mirrors.sprites')
36 by Josh C
don't keep spawning rocks after death.
323
                 self.console:watch('num rocks', '#the.rocks.sprites')
46 by Josh C
bigger area, more planets
324
                 self.console:watch('num planets', '#the.planets.sprites')
3 by Josh C
basecode main.lua
325
                 --self.console:watch('drawTook', 'the.drawTook')
22 by Josh C
mirror (contains a bug where things in the corner aren't getting mirrored?
326
327
                 -- back off that dark overlay a bit
328
                 self.console.fill.fill[4] = 75
3 by Josh C
basecode main.lua
329
              end
330
           end,
331
   onUpdate = function (self, dt)
46 by Josh C
bigger area, more planets
332
                 if not (DEBUG and the.console.visible) then
333
                    if the.keys:justPressed('q') then
334
                       self.quit()
335
                    elseif the.keys:justPressed('return') then
336
                       if the.keys:pressed('alt') then
337
                          love.graphics.toggleFullscreen()
338
                       else
339
                          self.view = GameView:new()
340
                       end
341
                    elseif the.keys:justPressed('f1') then
342
                       local ss = love.graphics.newScreenshot()
343
                       ss:encode('screenshot-' ..love.timer.getTime()..'.png')
344
                    elseif the.keys:justPressed('f11') then
44 by Josh C
toggle fullscreen with f11 or alt-enter
345
                       love.graphics.toggleFullscreen()
346
                    end
3 by Josh C
basecode main.lua
347
                 end
348
              end,
349
   update = function (self, dt)
350
               the.updateStart = love.timer.getMicroTime()
351
               App.update(self, dt)
352
               if the.updateStart then
353
                  the.updateTook = love.timer.getMicroTime() - the.updateStart
354
               end
355
            end
356
}
48 by Josh C
move fullscreen into love.run so it doesn't keep toggling on ctl-alt-R
357
358
realRun = love.run
359
function love.run()
360
   -- should fail silently if it can't go to fullscreen...
361
   love.graphics.toggleFullscreen()
362
363
   realRun()
364
end