bzr branch
http://9ix.org/bzr/traderous
4
by Josh C
trying some movement styles. derivatives on crystal quest movement. |
1 |
CrystalPlayer = Fill:extend{ |
2 |
fill = {255,0,0}, |
|
3 |
height = 32, |
|
4 |
width = 32, |
|
5 |
onStartFrame = function(self) |
|
6 |
if the.mouse:pressed() then |
|
7 |
print('hi') |
|
8 |
end |
|
9 |
||
12
by Josh C
fullscreen. (there must be a more subtle way...) |
10 |
local dx = love.mouse.getX() - the.app.width / 2 |
11 |
local dy = love.mouse.getY() - the.app.height / 2 |
|
4
by Josh C
trying some movement styles. derivatives on crystal quest movement. |
12 |
|
13 |
self.acceleration.x = dx * 10 |
|
14 |
self.acceleration.y = dy * 10 |
|
15 |
||
16 |
--print(dx, dy) |
|
17 |
||
12
by Josh C
fullscreen. (there must be a more subtle way...) |
18 |
love.mouse.setPosition(the.app.width /2, the.app.height/2) |
4
by Josh C
trying some movement styles. derivatives on crystal quest movement. |
19 |
end |
20 |
} |
|
21 |
||
20
by Josh C
slow the ship down a bit |
22 |
local velLimit = 400 |
15
by Josh C
get lasers going the right way |
23 |
--local velLimit = 50 |
46
by Josh C
bigger area, more planets |
24 |
SpacePlayer = Tile:extend{ |
6
by Josh C
ship graphic. point it in the direction of movement. |
25 |
image = 'data/ship.png', |
5
by Josh C
maxVelocity |
26 |
maxVelocity = {x=velLimit,y=velLimit}, |
27 |
minVelocity = {x=-velLimit, y=-velLimit}, |
|
11
by Josh C
pew pew! |
28 |
lastFired = 0, |
56
by Josh C
money |
29 |
money = 2000, -- what to use for money symbol? ✪ or ☥ or Ⓐ? |
57
by Josh C
buy/sell |
30 |
goods = {}, |
41
by Josh C
thrust indicator |
31 |
onNew = function(self) |
32 |
self.thrust = Tile:new{image = 'data/thrust.png'} |
|
33 |
end, |
|
4
by Josh C
trying some movement styles. derivatives on crystal quest movement. |
34 |
onStartFrame = function(self) |
16
by Josh C
change control scheme |
35 |
--- TAKE 2 |
36 |
||
17
by Josh C
dead zone with no acceleration |
37 |
local mouseVec = vector.new( |
38 |
love.mouse.getX() - the.app.width / 2, |
|
39 |
love.mouse.getY() - the.app.height / 2 |
|
16
by Josh C
change control scheme |
40 |
) |
41 |
||
17
by Josh C
dead zone with no acceleration |
42 |
self.rotation = math.atan2(mouseVec.y, mouseVec.x) |
43 |
||
44 |
if mouseVec:len2() > 64^2 then |
|
20
by Josh C
slow the ship down a bit |
45 |
self.acceleration = vector.new(300, 0) |
17
by Josh C
dead zone with no acceleration |
46 |
self.acceleration:rotate_inplace(self.rotation) |
41
by Josh C
thrust indicator |
47 |
self.thrust.visible = true |
17
by Josh C
dead zone with no acceleration |
48 |
else |
49 |
self.acceleration = {x=0, y=0} |
|
41
by Josh C
thrust indicator |
50 |
self.thrust.visible = false |
22
by Josh C
mirror (contains a bug where things in the corner aren't getting mirrored? |
51 |
if DEBUG and the.console.visible then |
52 |
self.velocity = {x=0, y=0} |
|
53 |
end |
|
17
by Josh C
dead zone with no acceleration |
54 |
end |
11
by Josh C
pew pew! |
55 |
|
14
by Josh C
only fire if cursor is in target area. change cursor to reflect this. |
56 |
if the.mouse:pressed() and -- assumes left button |
57 |
love.timer.getTime() - self.lastFired > 0.25 and |
|
58 |
the.cursor:inTargetArea() then |
|
11
by Josh C
pew pew! |
59 |
--print('pew') |
60 |
b = Bullet:new{ |
|
25
by Josh C
don't fire from top-left corner of the ship. ... fire from center of |
61 |
x = self.x + self.width / 2, |
62 |
y = self.y + self.height / 2, |
|
11
by Josh C
pew pew! |
63 |
} |
64 |
self.lastFired = love.timer.getTime() |
|
65 |
end |
|
6
by Josh C
ship graphic. point it in the direction of movement. |
66 |
end, |
67 |
onUpdate = function(self) |
|
41
by Josh C
thrust indicator |
68 |
self.thrust.x = self.x - self.width |
69 |
self.thrust.y = self.y |
|
70 |
self.thrust.rotation = self.rotation |
|
31
by Josh C
player death |
71 |
end, |
72 |
onEndFrame = function(self) |
|
73 |
self:collide(the.rockColliders) |
|
74 |
end, |
|
75 |
onCollide = function(self, other) |
|
76 |
if other:instanceOf(RockCollider) then |
|
77 |
the.app.view:add( Boom:new { |
|
78 |
x = self.x, |
|
79 |
y = self.y, |
|
80 |
velocity = { rotation = 5 } |
|
81 |
}) |
|
82 |
||
83 |
self:die() |
|
41
by Josh C
thrust indicator |
84 |
self.thrust:die() |
31
by Josh C
player death |
85 |
|
39
by Josh C
some instructions at game over |
86 |
the.over.visible = true |
87 |
the.instructions.visible = true |
|
37
by Josh C
extract updating score. update score again when you calc high score - |
88 |
the.app.view:updateScore() |
89 |
||
34
by Josh C
record high scores |
90 |
local score = love.timer.getTime() - the.app.view.gameStart |
91 |
if score > the.storage.data.highScore then |
|
92 |
the.storage.data.highScore = score |
|
93 |
the.storage:save() |
|
94 |
||
95 |
the.highScore.text = string.format( |
|
96 |
'High Score: %d:%02d', score / 60, score % 60 |
|
97 |
) |
|
98 |
end |
|
31
by Josh C
player death |
99 |
end |
57
by Josh C
buy/sell |
100 |
end, |
101 |
buy = function(self, good, price) |
|
102 |
if self.money >= price then |
|
103 |
self.goods[good] = (self.goods[good] or 0) + 1 |
|
104 |
self.money = self.money - price |
|
105 |
end |
|
106 |
end, |
|
107 |
sell = function(self, good, price) |
|
108 |
if self.goods[good] and self.goods[good] > 0 then |
|
109 |
self.goods[good] = self.goods[good] - 1 |
|
110 |
self.money = self.money + price |
|
111 |
end |
|
112 |
end |
|
4
by Josh C
trying some movement styles. derivatives on crystal quest movement. |
113 |
} |