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 |
|
33 |
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 |
|
42 |
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 |
|
47 |
local fx = from.x - the.app.width / 2 |
|
48 |
local fy = from.y - the.app.height / 2 |
|
49 |
local tx = to.x - the.app.width / 2 |
|
50 |
local ty = to.y - the.app.height / 2 |
|
51 |
||
52 |
local short = {} |
|
53 |
||
54 |
-- pick shorter x |
|
55 |
if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then |
|
56 |
-- straight path is shorter |
|
57 |
short.x = tx - fx |
|
58 |
else |
|
59 |
short.x = tx - fx - (the.bg.width - the.app.width) |
|
60 |
end |
|
61 |
||
62 |
-- pick shorter y |
|
63 |
if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then |
|
64 |
-- straight path is shorter |
|
65 |
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 |
80 |
-- for y = 1,30 do |
|
81 |
-- self:add(Fill:new{x=x*400, y=y*400, |
|
82 |
-- width = 32, height = 32, |
|
83 |
-- fill = {0,0,255} |
|
84 |
-- }) |
|
85 |
-- end |
|
86 |
-- end |
|
87 |
||
34
by Josh C
record high scores |
88 |
the.storage = Storage:new{filename = 'scores.lua'} |
89 |
the.storage:load() |
|
90 |
if not the.storage.data.highScore then |
|
91 |
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), |
|
130 |
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) |
|
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, |
|
167 |
text = "Game Over", |
|
168 |
visible = false |
|
169 |
} |
|
170 |
the.interface:add(the.over) |
|
171 |
||
172 |
||
173 |
the.instructions = Text:new{ |
|
174 |
y = the.app.height / 2 + 32, |
|
175 |
width = the.app.width, |
|
176 |
align = 'center', |
|
177 |
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 |