/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'
52 by Josh C
break out planet
19
require 'planet'
7 by Josh C
enemy
20
21
util = {
22
   signOf = function(value)
23
               if value >= 0 then
24
                  return 1
25
               else
26
                  return -1
27
               end
27 by Josh C
try to not spawn rocks where you can see them. not working if screen
28
            end,
29
   shortestVector = function(from, to)
30
                       if STRICT then
31
                          if from.x < the.app.width / 2 or
32
                             from.x > the.bg.width - the.app.width / 2 or
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                             from.y < the.app.height / 2 or
34
                             from.y > the.bg.height - the.app.height / 2 then
35
                             error('"from" coordinate out of bounds: X='..from.x..' Y='..from.y)
36
                          end
37
38
                          if to.x < the.app.width / 2 or
39
                             to.x > the.bg.width - the.app.width / 2 or
40
                             to.y < the.app.height / 2 or
41
                             to.y > the.bg.height - the.app.height / 2 then
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                             error('"to" coordinate out of bounds: X='..to.x..' Y='..to.y)
43
                          end
44
                       end
45
46
                       -- normalize grid to account for mirror zones
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                       local fx = from.x - the.app.width / 2
48
                       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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52
                       local short = {}
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54
                       -- pick shorter x
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                       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
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                          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
66
                       else
67
                          short.y = ty - fy - (the.bg.height - the.app.height)
68
                       end
69
70
                       return vector.new(short.x, short.y)
71
                    end
7 by Josh C
enemy
72
}
3 by Josh C
basecode main.lua
73
74
GameView = View:extend {
26 by Josh C
rocks!
75
   lastRock = 0,
76
   rockInterval = 1,
77
   gameStart = 0,
3 by Josh C
basecode main.lua
78
   onNew = function (self)
18 by Josh C
starry background
79
              -- 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
87
34 by Josh C
record high scores
88
              the.storage = Storage:new{filename = 'scores.lua'}
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              the.storage:load()
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              if not the.storage.data.highScore then
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                 print('initializing storage')
92
                 the.storage.data = {highScore = 0}
93
              end
94
45 by Josh C
add planet, remove rocks
95
              --the.rockColliders = Group:new()
29 by Josh C
shoot things!
96
              the.bullets = Group:new()
32 by Josh C
stick things into layers
97
              the.mirrors = Group:new()
45 by Josh C
add planet, remove rocks
98
              --the.rocks = Group:new()
39 by Josh C
some instructions at game over
99
              the.interface = Group:new()
45 by Josh C
add planet, remove rocks
100
              the.planets = Group:new()
47 by Josh C
indicators for where the planets are
101
              the.indicators = Group:new()
28 by Josh C
prepare a collision box for the rocks
102
19 by Josh C
move player around looping world
103
              the.bg = Tile:new{
104
                 image = 'data/stars3.png',
46 by Josh C
bigger area, more planets
105
                 width = 13660,
106
                 height = 7680
18 by Josh C
starry background
107
              }
19 by Josh C
move player around looping world
108
              self:add(the.bg)
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
109
45 by Josh C
add planet, remove rocks
110
              self:add(the.planets)
111
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
112
              --the.player = CrystalPlayer:new{x=400,y=300}
51 by Josh C
put player in center of map
113
              the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
114
              self:add(the.player)
41 by Josh C
thrust indicator
115
              self:add(the.player.thrust)
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
116
27 by Josh C
try to not spawn rocks where you can see them. not working if screen
117
              --self:add(Enemy:new{x=400, y=300})
7 by Josh C
enemy
118
32 by Josh C
stick things into layers
119
              self:add(the.bullets)
45 by Josh C
add planet, remove rocks
120
              --self:add(the.rockColliders)
32 by Josh C
stick things into layers
121
              self:add(the.mirrors)
45 by Josh C
add planet, remove rocks
122
              --self:add(the.rocks)
47 by Josh C
indicators for where the planets are
123
              self:add(the.indicators)
39 by Josh C
some instructions at game over
124
              self:add(the.interface)
32 by Josh C
stick things into layers
125
46 by Josh C
bigger area, more planets
126
              for _ = 1, math.random(6) do
52 by Josh C
break out planet
127
                 local planet = Planet:new{
46 by Josh C
bigger area, more planets
128
                    x = math.random(the.app.width / 2,
129
                                    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),
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                    rotation = math.random() * math.pi
133
                 }
134
                 the.planets:add(planet)
135
              end
45 by Josh C
add planet, remove rocks
136
14 by Josh C
only fire if cursor is in target area. change cursor to reflect this.
137
              the.cursor = Cursor:new()
138
              self:add(the.cursor)
8 by Josh C
targeting cursor (manual switch to start)
139
33 by Josh C
keep score, center mouse on start
140
              the.score = Text:new{
39 by Josh C
some instructions at game over
141
                 x = 8,
142
                 y = 8,
33 by Josh C
keep score, center mouse on start
143
                 width = the.app.width,
38 by Josh C
remove fps counter
144
                 --align = 'center',
33 by Josh C
keep score, center mouse on start
145
                 font = 25}
47 by Josh C
indicators for where the planets are
146
              --the.interface:add(the.score)
33 by Josh C
keep score, center mouse on start
147
34 by Josh C
record high scores
148
              local hs = the.storage.data.highScore
149
              local m = hs / 60
150
              local s = hs % 60
151
152
              the.highScore = Text:new{
39 by Josh C
some instructions at game over
153
                 x = -8,
154
                 y = 8,
34 by Josh C
record high scores
155
                 width = the.app.width,
156
                 align = 'right',
157
                 font = 25,
158
                 text = string.format('High Score: %d:%02d', m, s)
159
              }
47 by Josh C
indicators for where the planets are
160
              --the.interface:add(the.highScore)
39 by Josh C
some instructions at game over
161
162
              the.over = Text:new{
163
                 y = the.app.height / 2,
164
                 width = the.app.width,
165
                 align = 'center',
166
                 font = 25,
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                 text = "Game Over",
168
                 visible = false
169
              }
170
              the.interface:add(the.over)
171
172
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              the.instructions = Text:new{
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                 y = the.app.height / 2 + 32,
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                 width = the.app.width,
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                 align = 'center',
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                 font = 12,
178
                 text = "Press Enter to start a new game\nPress Q to quit",
179
                 visible = false
180
              }
181
              the.interface:add(the.instructions)
34 by Josh C
record high scores
182
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
183
              love.mouse.setGrab(true)
8 by Josh C
targeting cursor (manual switch to start)
184
              love.mouse.setVisible(false)
33 by Josh C
keep score, center mouse on start
185
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
3 by Josh C
basecode main.lua
186
187
              --self:loadLayers('data/map.lua')
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
188
              self.focus = the.player
3 by Josh C
basecode main.lua
189
              --self:clampTo(self.map)
26 by Josh C
rocks!
190
191
              self.gameStart = love.timer.getTime()
3 by Josh C
basecode main.lua
192
           end,
26 by Josh C
rocks!
193
   onUpdate = function(self, dt)
45 by Josh C
add planet, remove rocks
194
                 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
195
                    local unseenRock = nil
196
                    while not unseenRock do
197
                       local rock = Rock:new{
198
                          x = math.random(the.app.width / 2,
199
                                          the.bg.width - the.app.width / 2),
200
                          y = math.random(the.app.height / 2,
201
                                          the.bg.height - the.app.height / 2),
202
                          velocity = {
203
                             x = math.random(-300, 300),
204
                             y = math.random(-300, 300),
205
                             rotation = math.random(-7, 7)
206
                          },
207
                          scale = math.random() + 0.5
208
                       }
209
210
                       local rockToPlayer = util.shortestVector(rock, the.player)
211
                       if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
212
                           math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
213
                         unseenRock = rock
214
                        end
215
                    end
216
32 by Josh C
stick things into layers
217
                    the.rocks:add(unseenRock)
26 by Josh C
rocks!
218
219
                    self.lastRock = love.timer.getTime()
220
                 end
29 by Josh C
shoot things!
221
222
                 the.bullets:collide(the.rockColliders)
35 by Josh C
fix double-removing sprites (and subsequent zombie mirror bullets).
223
47 by Josh C
indicators for where the planets are
224
                 -- this should really go somewhere else...
225
                 for _, planet in ipairs(the.planets.sprites) do
226
                    local indx, indy
227
                    local pvec = vector.new(
228
                       planet.x - the.player.x + planet.width / 2,
229
                       planet.y - the.player.y + planet.height / 2 )
230
231
                    -- TODO: is there a better way to specify the
232
                    -- screen rectangle?
233
                    if planet:intersects(the.player.x - the.app.width / 2,
234
                                         the.player.y - the.app.height / 2,
235
                                         the.app.width,
236
                                         the.app.height) then
237
                       -- planet is on the screen
238
                       planet.indicator.visible = false
239
                    else
240
                       planet.indicator.visible = true
241
242
                       if math.abs(pvec.x) / math.abs(pvec.y) > the.app.width / the.app.height then
50 by Josh C
bring indicators a little closer from edge
243
                          indx = (the.app.width / 2 - 10) * util.signOf(pvec.x) + 8
244
                          indy = (the.app.width / 2 - 10) * pvec.y / math.abs(pvec.x)
47 by Josh C
indicators for where the planets are
245
                       else
50 by Josh C
bring indicators a little closer from edge
246
                          indy = (the.app.height / 2 - 10) * util.signOf(pvec.y) + 8
247
                          indx = (the.app.height / 2 - 10) * pvec.x / math.abs(pvec.y)
47 by Josh C
indicators for where the planets are
248
                       end
249
250
                       planet.indicator.x = the.player.x + indx
251
                       planet.indicator.y = the.player.y + indy
252
                    end
253
                 end
254
35 by Josh C
fix double-removing sprites (and subsequent zombie mirror bullets).
255
                 -- for _, mirror in ipairs(the.mirrors.sprites) do
256
                 --    if not mirror.of then
257
                 --       print('mirror:' .. inspect(mirror))
258
                 --       error('mirror OF NOTHING')
259
                 --    end
260
                 -- end
26 by Josh C
rocks!
261
              end,
33 by Josh C
keep score, center mouse on start
262
   onEndFrame = function(self)
39 by Josh C
some instructions at game over
263
                   the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
264
                   the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
265
33 by Josh C
keep score, center mouse on start
266
                   if the.player.active then
37 by Josh C
extract updating score. update score again when you calc high score -
267
                      self:updateScore()
33 by Josh C
keep score, center mouse on start
268
                   end
269
                end,
3 by Josh C
basecode main.lua
270
   draw = function (self, x, y)
271
             View.draw(self, x, y)
38 by Josh C
remove fps counter
272
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
37 by Josh C
extract updating score. update score again when you calc high score -
273
          end,
274
   updateScore = function(self)
275
                    local t = love.timer.getTime() - self.gameStart
276
                    local m = t / 60
277
                    local s = t % 60
278
279
                    the.score.text = string.format('Score: %d:%02d', m, s)
39 by Josh C
some instructions at game over
280
                    --the.score.y = the.player.y - the.app.height / 2 + the.player.height
281
                    --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 -
282
39 by Josh C
some instructions at game over
283
                    --the.highScore.y = the.player.y - the.app.height / 2 + the.player.height
284
                    --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 -
285
                 end
3 by Josh C
basecode main.lua
286
}
287
288
MenuScreen = View:extend {
289
   title = Text:new{text = "Press a key to start", font = 48, wordWrap = false},
290
   --title = Tile:new{image = 'data/title.png', x = 0, y = 0},
291
   onNew = function(self)
292
              self:add(self.title)
293
              self.title:centerAround(400, 200)
294
           end,
295
   onUpdate = function(self, elapsed)
296
                 if the.keys:allJustPressed() then
297
                    the.app.view = GameView:new()
298
                 end
299
              end
300
}
301
302
the.app = App:new {
303
   onRun = function (self)
304
              print('Version: ' .. VERSION)
26 by Josh C
rocks!
305
306
              math.randomseed(os.time())
307
3 by Josh C
basecode main.lua
308
              self.view = GameView:new()
43 by Josh C
try to make setting screen resolution more reliable
309
3 by Josh C
basecode main.lua
310
              if DEBUG then
311
                 self.console:watch('VERSION', 'VERSION')
312
                 self.console:watch('updateTook', 'the.updateTook')
19 by Josh C
move player around looping world
313
                 self.console:watch('the.player.x', 'the.player.x')
314
                 self.console:watch('the.player.y', 'the.player.y')
315
                 self.console:watch('the.app.width', 'the.app.width')
316
                 self.console:watch('the.app.height', 'the.app.height')
35 by Josh C
fix double-removing sprites (and subsequent zombie mirror bullets).
317
                 self.console:watch('num mirrors', '#the.mirrors.sprites')
36 by Josh C
don't keep spawning rocks after death.
318
                 self.console:watch('num rocks', '#the.rocks.sprites')
46 by Josh C
bigger area, more planets
319
                 self.console:watch('num planets', '#the.planets.sprites')
3 by Josh C
basecode main.lua
320
                 --self.console:watch('drawTook', 'the.drawTook')
22 by Josh C
mirror (contains a bug where things in the corner aren't getting mirrored?
321
322
                 -- back off that dark overlay a bit
323
                 self.console.fill.fill[4] = 75
3 by Josh C
basecode main.lua
324
              end
325
           end,
326
   onUpdate = function (self, dt)
46 by Josh C
bigger area, more planets
327
                 if not (DEBUG and the.console.visible) then
328
                    if the.keys:justPressed('q') then
329
                       self.quit()
330
                    elseif the.keys:justPressed('return') then
331
                       if the.keys:pressed('alt') then
332
                          love.graphics.toggleFullscreen()
333
                       else
334
                          self.view = GameView:new()
335
                       end
336
                    elseif the.keys:justPressed('f1') then
337
                       local ss = love.graphics.newScreenshot()
338
                       ss:encode('screenshot-' ..love.timer.getTime()..'.png')
339
                    elseif the.keys:justPressed('f11') then
44 by Josh C
toggle fullscreen with f11 or alt-enter
340
                       love.graphics.toggleFullscreen()
341
                    end
3 by Josh C
basecode main.lua
342
                 end
343
              end,
344
   update = function (self, dt)
345
               the.updateStart = love.timer.getMicroTime()
346
               App.update(self, dt)
347
               if the.updateStart then
348
                  the.updateTook = love.timer.getMicroTime() - the.updateStart
349
               end
350
            end
351
}
48 by Josh C
move fullscreen into love.run so it doesn't keep toggling on ctl-alt-R
352
353
realRun = love.run
354
function love.run()
355
   -- should fail silently if it can't go to fullscreen...
356
   love.graphics.toggleFullscreen()
357
358
   realRun()
359
end