/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'
53 by Josh C
beginnings of trading interface
20
require 'trade_view'
7 by Josh C
enemy
21
22
util = {
23
   signOf = function(value)
24
               if value >= 0 then
25
                  return 1
26
               else
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                  return -1
28
               end
27 by Josh C
try to not spawn rocks where you can see them. not working if screen
29
            end,
30
   shortestVector = function(from, to)
31
                       if STRICT then
32
                          if from.x < the.app.width / 2 or
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                             from.x > the.bg.width - the.app.width / 2 or
34
                             from.y < the.app.height / 2 or
35
                             from.y > the.bg.height - the.app.height / 2 then
36
                             error('"from" coordinate out of bounds: X='..from.x..' Y='..from.y)
37
                          end
38
39
                          if to.x < the.app.width / 2 or
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                             to.x > the.bg.width - the.app.width / 2 or
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                             to.y < the.app.height / 2 or
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                             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)
44
                          end
45
                       end
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                       -- 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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53
                       local short = {}
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                       -- 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
67
                       else
68
                          short.y = ty - fy - (the.bg.height - the.app.height)
69
                       end
70
71
                       return vector.new(short.x, short.y)
72
                    end
7 by Josh C
enemy
73
}
3 by Josh C
basecode main.lua
74
75
GameView = View:extend {
26 by Josh C
rocks!
76
   lastRock = 0,
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   rockInterval = 1,
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   gameStart = 0,
3 by Josh C
basecode main.lua
79
   onNew = function (self)
18 by Josh C
starry background
80
              -- 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
88
34 by Josh C
record high scores
89
              the.storage = Storage:new{filename = 'scores.lua'}
90
              the.storage:load()
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              if not the.storage.data.highScore then
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                 print('initializing storage')
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                 the.storage.data = {highScore = 0}
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              end
95
45 by Josh C
add planet, remove rocks
96
              --the.rockColliders = Group:new()
29 by Josh C
shoot things!
97
              the.bullets = Group:new()
32 by Josh C
stick things into layers
98
              the.mirrors = Group:new()
45 by Josh C
add planet, remove rocks
99
              --the.rocks = Group:new()
39 by Josh C
some instructions at game over
100
              the.interface = Group:new()
45 by Josh C
add planet, remove rocks
101
              the.planets = Group:new()
47 by Josh C
indicators for where the planets are
102
              the.indicators = Group:new()
28 by Josh C
prepare a collision box for the rocks
103
19 by Josh C
move player around looping world
104
              the.bg = Tile:new{
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                 image = 'data/stars3.png',
46 by Josh C
bigger area, more planets
106
                 width = 13660,
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                 height = 7680
18 by Josh C
starry background
108
              }
19 by Josh C
move player around looping world
109
              self:add(the.bg)
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
110
45 by Josh C
add planet, remove rocks
111
              self:add(the.planets)
112
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
113
              --the.player = CrystalPlayer:new{x=400,y=300}
51 by Josh C
put player in center of map
114
              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.
115
              self:add(the.player)
41 by Josh C
thrust indicator
116
              self:add(the.player.thrust)
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
117
27 by Josh C
try to not spawn rocks where you can see them. not working if screen
118
              --self:add(Enemy:new{x=400, y=300})
7 by Josh C
enemy
119
32 by Josh C
stick things into layers
120
              self:add(the.bullets)
45 by Josh C
add planet, remove rocks
121
              --self:add(the.rockColliders)
32 by Josh C
stick things into layers
122
              self:add(the.mirrors)
45 by Josh C
add planet, remove rocks
123
              --self:add(the.rocks)
47 by Josh C
indicators for where the planets are
124
              self:add(the.indicators)
39 by Josh C
some instructions at game over
125
              self:add(the.interface)
32 by Josh C
stick things into layers
126
46 by Josh C
bigger area, more planets
127
              for _ = 1, math.random(6) do
52 by Josh C
break out planet
128
                 local planet = Planet:new{
46 by Josh C
bigger area, more planets
129
                    x = math.random(the.app.width / 2,
130
                                    the.bg.width - the.app.width / 2),
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                    y = math.random(the.app.height / 2,
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                                    the.bg.height - the.app.height / 2),
133
                    rotation = math.random() * math.pi
134
                 }
135
                 the.planets:add(planet)
136
              end
45 by Josh C
add planet, remove rocks
137
14 by Josh C
only fire if cursor is in target area. change cursor to reflect this.
138
              the.cursor = Cursor:new()
139
              self:add(the.cursor)
8 by Josh C
targeting cursor (manual switch to start)
140
33 by Josh C
keep score, center mouse on start
141
              the.score = Text:new{
39 by Josh C
some instructions at game over
142
                 x = 8,
143
                 y = 8,
33 by Josh C
keep score, center mouse on start
144
                 width = the.app.width,
38 by Josh C
remove fps counter
145
                 --align = 'center',
33 by Josh C
keep score, center mouse on start
146
                 font = 25}
47 by Josh C
indicators for where the planets are
147
              --the.interface:add(the.score)
33 by Josh C
keep score, center mouse on start
148
34 by Josh C
record high scores
149
              local hs = the.storage.data.highScore
150
              local m = hs / 60
151
              local s = hs % 60
152
153
              the.highScore = Text:new{
39 by Josh C
some instructions at game over
154
                 x = -8,
155
                 y = 8,
34 by Josh C
record high scores
156
                 width = the.app.width,
157
                 align = 'right',
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                 font = 25,
159
                 text = string.format('High Score: %d:%02d', m, s)
160
              }
47 by Josh C
indicators for where the planets are
161
              --the.interface:add(the.highScore)
39 by Josh C
some instructions at game over
162
163
              the.over = Text:new{
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                 y = the.app.height / 2,
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                 width = the.app.width,
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                 align = 'center',
167
                 font = 25,
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                 text = "Game Over",
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                 visible = false
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              }
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              the.interface:add(the.over)
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173
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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,
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                 text = "Press Enter to start a new game\nPress Q to quit",
180
                 visible = false
181
              }
182
              the.interface:add(the.instructions)
34 by Josh C
record high scores
183
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
184
              love.mouse.setGrab(true)
8 by Josh C
targeting cursor (manual switch to start)
185
              love.mouse.setVisible(false)
33 by Josh C
keep score, center mouse on start
186
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
3 by Josh C
basecode main.lua
187
188
              --self:loadLayers('data/map.lua')
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
189
              self.focus = the.player
3 by Josh C
basecode main.lua
190
              --self:clampTo(self.map)
26 by Josh C
rocks!
191
192
              self.gameStart = love.timer.getTime()
3 by Josh C
basecode main.lua
193
           end,
26 by Josh C
rocks!
194
   onUpdate = function(self, dt)
45 by Josh C
add planet, remove rocks
195
                 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
196
                    local unseenRock = nil
197
                    while not unseenRock do
198
                       local rock = Rock:new{
199
                          x = math.random(the.app.width / 2,
200
                                          the.bg.width - the.app.width / 2),
201
                          y = math.random(the.app.height / 2,
202
                                          the.bg.height - the.app.height / 2),
203
                          velocity = {
204
                             x = math.random(-300, 300),
205
                             y = math.random(-300, 300),
206
                             rotation = math.random(-7, 7)
207
                          },
208
                          scale = math.random() + 0.5
209
                       }
210
211
                       local rockToPlayer = util.shortestVector(rock, the.player)
212
                       if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
213
                           math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
214
                         unseenRock = rock
215
                        end
216
                    end
217
32 by Josh C
stick things into layers
218
                    the.rocks:add(unseenRock)
26 by Josh C
rocks!
219
220
                    self.lastRock = love.timer.getTime()
221
                 end
29 by Josh C
shoot things!
222
223
                 the.bullets:collide(the.rockColliders)
35 by Josh C
fix double-removing sprites (and subsequent zombie mirror bullets).
224
47 by Josh C
indicators for where the planets are
225
                 -- this should really go somewhere else...
226
                 for _, planet in ipairs(the.planets.sprites) do
227
                    local indx, indy
228
                    local pvec = vector.new(
229
                       planet.x - the.player.x + planet.width / 2,
230
                       planet.y - the.player.y + planet.height / 2 )
231
232
                    -- TODO: is there a better way to specify the
233
                    -- screen rectangle?
234
                    if planet:intersects(the.player.x - the.app.width / 2,
235
                                         the.player.y - the.app.height / 2,
236
                                         the.app.width,
237
                                         the.app.height) then
238
                       -- planet is on the screen
239
                       planet.indicator.visible = false
240
                    else
241
                       planet.indicator.visible = true
242
243
                       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
244
                          indx = (the.app.width / 2 - 10) * util.signOf(pvec.x) + 8
245
                          indy = (the.app.width / 2 - 10) * pvec.y / math.abs(pvec.x)
47 by Josh C
indicators for where the planets are
246
                       else
50 by Josh C
bring indicators a little closer from edge
247
                          indy = (the.app.height / 2 - 10) * util.signOf(pvec.y) + 8
248
                          indx = (the.app.height / 2 - 10) * pvec.x / math.abs(pvec.y)
47 by Josh C
indicators for where the planets are
249
                       end
250
251
                       planet.indicator.x = the.player.x + indx
252
                       planet.indicator.y = the.player.y + indy
253
                    end
254
                 end
255
35 by Josh C
fix double-removing sprites (and subsequent zombie mirror bullets).
256
                 -- for _, mirror in ipairs(the.mirrors.sprites) do
257
                 --    if not mirror.of then
258
                 --       print('mirror:' .. inspect(mirror))
259
                 --       error('mirror OF NOTHING')
260
                 --    end
261
                 -- end
26 by Josh C
rocks!
262
              end,
33 by Josh C
keep score, center mouse on start
263
   onEndFrame = function(self)
39 by Josh C
some instructions at game over
264
                   the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
265
                   the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
266
33 by Josh C
keep score, center mouse on start
267
                   if the.player.active then
37 by Josh C
extract updating score. update score again when you calc high score -
268
                      self:updateScore()
33 by Josh C
keep score, center mouse on start
269
                   end
270
                end,
3 by Josh C
basecode main.lua
271
   draw = function (self, x, y)
272
             View.draw(self, x, y)
38 by Josh C
remove fps counter
273
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
37 by Josh C
extract updating score. update score again when you calc high score -
274
          end,
275
   updateScore = function(self)
276
                    local t = love.timer.getTime() - self.gameStart
277
                    local m = t / 60
278
                    local s = t % 60
279
280
                    the.score.text = string.format('Score: %d:%02d', m, s)
39 by Josh C
some instructions at game over
281
                    --the.score.y = the.player.y - the.app.height / 2 + the.player.height
282
                    --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 -
283
39 by Josh C
some instructions at game over
284
                    --the.highScore.y = the.player.y - the.app.height / 2 + the.player.height
285
                    --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 -
286
                 end
3 by Josh C
basecode main.lua
287
}
288
289
MenuScreen = View:extend {
290
   title = Text:new{text = "Press a key to start", font = 48, wordWrap = false},
291
   --title = Tile:new{image = 'data/title.png', x = 0, y = 0},
292
   onNew = function(self)
293
              self:add(self.title)
294
              self.title:centerAround(400, 200)
295
           end,
296
   onUpdate = function(self, elapsed)
297
                 if the.keys:allJustPressed() then
298
                    the.app.view = GameView:new()
299
                 end
300
              end
301
}
302
303
the.app = App:new {
304
   onRun = function (self)
305
              print('Version: ' .. VERSION)
26 by Josh C
rocks!
306
307
              math.randomseed(os.time())
308
3 by Josh C
basecode main.lua
309
              self.view = GameView:new()
43 by Josh C
try to make setting screen resolution more reliable
310
3 by Josh C
basecode main.lua
311
              if DEBUG then
312
                 self.console:watch('VERSION', 'VERSION')
313
                 self.console:watch('updateTook', 'the.updateTook')
19 by Josh C
move player around looping world
314
                 self.console:watch('the.player.x', 'the.player.x')
315
                 self.console:watch('the.player.y', 'the.player.y')
316
                 self.console:watch('the.app.width', 'the.app.width')
317
                 self.console:watch('the.app.height', 'the.app.height')
35 by Josh C
fix double-removing sprites (and subsequent zombie mirror bullets).
318
                 self.console:watch('num mirrors', '#the.mirrors.sprites')
36 by Josh C
don't keep spawning rocks after death.
319
                 self.console:watch('num rocks', '#the.rocks.sprites')
46 by Josh C
bigger area, more planets
320
                 self.console:watch('num planets', '#the.planets.sprites')
3 by Josh C
basecode main.lua
321
                 --self.console:watch('drawTook', 'the.drawTook')
22 by Josh C
mirror (contains a bug where things in the corner aren't getting mirrored?
322
323
                 -- back off that dark overlay a bit
324
                 self.console.fill.fill[4] = 75
3 by Josh C
basecode main.lua
325
              end
326
           end,
327
   onUpdate = function (self, dt)
46 by Josh C
bigger area, more planets
328
                 if not (DEBUG and the.console.visible) then
329
                    if the.keys:justPressed('q') then
330
                       self.quit()
331
                    elseif the.keys:justPressed('return') then
332
                       if the.keys:pressed('alt') then
333
                          love.graphics.toggleFullscreen()
334
                       else
335
                          self.view = GameView:new()
336
                       end
337
                    elseif the.keys:justPressed('f1') then
338
                       local ss = love.graphics.newScreenshot()
339
                       ss:encode('screenshot-' ..love.timer.getTime()..'.png')
340
                    elseif the.keys:justPressed('f11') then
44 by Josh C
toggle fullscreen with f11 or alt-enter
341
                       love.graphics.toggleFullscreen()
342
                    end
3 by Josh C
basecode main.lua
343
                 end
344
              end,
345
   update = function (self, dt)
346
               the.updateStart = love.timer.getMicroTime()
347
               App.update(self, dt)
348
               if the.updateStart then
349
                  the.updateTook = love.timer.getMicroTime() - the.updateStart
350
               end
351
            end
352
}
48 by Josh C
move fullscreen into love.run so it doesn't keep toggling on ctl-alt-R
353
354
realRun = love.run
355
function love.run()
356
   -- should fail silently if it can't go to fullscreen...
357
   love.graphics.toggleFullscreen()
358
359
   realRun()
360
end