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 |
|
27 |
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 |
|
33 |
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 |
|
40 |
to.x > the.bg.width - the.app.width / 2 or |
|
41 |
to.y < the.app.height / 2 or |
|
42 |
to.y > the.bg.height - the.app.height / 2 then |
|
43 |
error('"to" coordinate out of bounds: X='..to.x..' Y='..to.y) |
|
44 |
end |
|
45 |
end |
|
46 |
||
47 |
-- normalize grid to account for mirror zones |
|
48 |
local fx = from.x - the.app.width / 2 |
|
49 |
local fy = from.y - the.app.height / 2 |
|
50 |
local tx = to.x - the.app.width / 2 |
|
51 |
local ty = to.y - the.app.height / 2 |
|
52 |
||
53 |
local short = {} |
|
54 |
||
55 |
-- pick shorter x |
|
56 |
if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then |
|
57 |
-- straight path is shorter |
|
58 |
short.x = tx - fx |
|
59 |
else |
|
60 |
short.x = tx - fx - (the.bg.width - the.app.width) |
|
61 |
end |
|
62 |
||
63 |
-- pick shorter y |
|
64 |
if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then |
|
65 |
-- straight path is shorter |
|
66 |
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 { |
|
76 |
onNew = function (self) |
|
34
by Josh C
record high scores |
77 |
the.storage = Storage:new{filename = 'scores.lua'} |
78 |
the.storage:load() |
|
64
by Josh C
more old code cleanup |
79 |
--if not the.storage.data.highScore then |
80 |
-- print('initializing storage') |
|
81 |
-- the.storage.data = {highScore = 0} |
|
82 |
--end |
|
34
by Josh C
record high scores |
83 |
|
29
by Josh C
shoot things! |
84 |
the.bullets = Group:new() |
39
by Josh C
some instructions at game over |
85 |
the.interface = Group:new() |
45
by Josh C
add planet, remove rocks |
86 |
the.planets = Group:new() |
47
by Josh C
indicators for where the planets are |
87 |
the.indicators = Group:new() |
28
by Josh C
prepare a collision box for the rocks |
88 |
|
19
by Josh C
move player around looping world |
89 |
the.bg = Tile:new{ |
90 |
image = 'data/stars3.png', |
|
46
by Josh C
bigger area, more planets |
91 |
width = 13660, |
92 |
height = 7680 |
|
18
by Josh C
starry background |
93 |
} |
19
by Josh C
move player around looping world |
94 |
self:add(the.bg) |
4
by Josh C
trying some movement styles. derivatives on crystal quest movement. |
95 |
|
45
by Josh C
add planet, remove rocks |
96 |
self:add(the.planets) |
97 |
||
4
by Josh C
trying some movement styles. derivatives on crystal quest movement. |
98 |
--the.player = CrystalPlayer:new{x=400,y=300} |
51
by Josh C
put player in center of map |
99 |
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. |
100 |
self:add(the.player) |
41
by Josh C
thrust indicator |
101 |
self:add(the.player.thrust) |
4
by Josh C
trying some movement styles. derivatives on crystal quest movement. |
102 |
|
66
by Josh C
enemy thrust |
103 |
local e = Enemy:new{x=400, y=300} |
104 |
self:add(e) |
|
105 |
self:add(e.thrust) -- why doesn't this work in Enemy.new? |
|
7
by Josh C
enemy |
106 |
|
32
by Josh C
stick things into layers |
107 |
self:add(the.bullets) |
47
by Josh C
indicators for where the planets are |
108 |
self:add(the.indicators) |
39
by Josh C
some instructions at game over |
109 |
self:add(the.interface) |
32
by Josh C
stick things into layers |
110 |
|
46
by Josh C
bigger area, more planets |
111 |
for _ = 1, math.random(6) do |
52
by Josh C
break out planet |
112 |
local planet = Planet:new{ |
46
by Josh C
bigger area, more planets |
113 |
x = math.random(the.app.width / 2, |
114 |
the.bg.width - the.app.width / 2), |
|
115 |
y = math.random(the.app.height / 2, |
|
116 |
the.bg.height - the.app.height / 2), |
|
117 |
rotation = math.random() * math.pi |
|
118 |
} |
|
119 |
the.planets:add(planet) |
|
120 |
end |
|
45
by Josh C
add planet, remove rocks |
121 |
|
14
by Josh C
only fire if cursor is in target area. change cursor to reflect this. |
122 |
the.cursor = Cursor:new() |
123 |
self:add(the.cursor) |
|
8
by Josh C
targeting cursor (manual switch to start) |
124 |
|
4
by Josh C
trying some movement styles. derivatives on crystal quest movement. |
125 |
love.mouse.setGrab(true) |
8
by Josh C
targeting cursor (manual switch to start) |
126 |
love.mouse.setVisible(false) |
33
by Josh C
keep score, center mouse on start |
127 |
love.mouse.setPosition(the.app.width / 2, the.app.height / 2) |
3
by Josh C
basecode main.lua |
128 |
|
4
by Josh C
trying some movement styles. derivatives on crystal quest movement. |
129 |
self.focus = the.player |
3
by Josh C
basecode main.lua |
130 |
end, |
26
by Josh C
rocks! |
131 |
onUpdate = function(self, dt) |
62
by Josh C
clean up some old code, put planet indicators in planet class |
132 |
the.bullets:collide(the.planets) |
26
by Josh C
rocks! |
133 |
end, |
33
by Josh C
keep score, center mouse on start |
134 |
onEndFrame = function(self) |
39
by Josh C
some instructions at game over |
135 |
the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2 |
136 |
the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2 |
|
33
by Josh C
keep score, center mouse on start |
137 |
end, |
3
by Josh C
basecode main.lua |
138 |
draw = function (self, x, y) |
139 |
View.draw(self, x, y) |
|
38
by Josh C
remove fps counter |
140 |
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20) |
37
by Josh C
extract updating score. update score again when you calc high score - |
141 |
end, |
3
by Josh C
basecode main.lua |
142 |
} |
143 |
||
144 |
MenuScreen = View:extend { |
|
145 |
title = Text:new{text = "Press a key to start", font = 48, wordWrap = false}, |
|
146 |
--title = Tile:new{image = 'data/title.png', x = 0, y = 0}, |
|
147 |
onNew = function(self) |
|
148 |
self:add(self.title) |
|
149 |
self.title:centerAround(400, 200) |
|
150 |
end, |
|
151 |
onUpdate = function(self, elapsed) |
|
152 |
if the.keys:allJustPressed() then |
|
153 |
the.app.view = GameView:new() |
|
154 |
end |
|
155 |
end |
|
156 |
} |
|
157 |
||
158 |
the.app = App:new { |
|
159 |
onRun = function (self) |
|
160 |
print('Version: ' .. VERSION) |
|
26
by Josh C
rocks! |
161 |
|
162 |
math.randomseed(os.time()) |
|
163 |
||
3
by Josh C
basecode main.lua |
164 |
self.view = GameView:new() |
43
by Josh C
try to make setting screen resolution more reliable |
165 |
|
3
by Josh C
basecode main.lua |
166 |
if DEBUG then |
167 |
self.console:watch('VERSION', 'VERSION') |
|
168 |
self.console:watch('updateTook', 'the.updateTook') |
|
19
by Josh C
move player around looping world |
169 |
self.console:watch('the.player.x', 'the.player.x') |
170 |
self.console:watch('the.player.y', 'the.player.y') |
|
171 |
self.console:watch('the.app.width', 'the.app.width') |
|
172 |
self.console:watch('the.app.height', 'the.app.height') |
|
35
by Josh C
fix double-removing sprites (and subsequent zombie mirror bullets). |
173 |
self.console:watch('num mirrors', '#the.mirrors.sprites') |
36
by Josh C
don't keep spawning rocks after death. |
174 |
self.console:watch('num rocks', '#the.rocks.sprites') |
46
by Josh C
bigger area, more planets |
175 |
self.console:watch('num planets', '#the.planets.sprites') |
3
by Josh C
basecode main.lua |
176 |
--self.console:watch('drawTook', 'the.drawTook') |
22
by Josh C
mirror (contains a bug where things in the corner aren't getting mirrored? |
177 |
|
178 |
-- back off that dark overlay a bit |
|
179 |
self.console.fill.fill[4] = 75 |
|
3
by Josh C
basecode main.lua |
180 |
end |
181 |
end, |
|
182 |
onUpdate = function (self, dt) |
|
46
by Josh C
bigger area, more planets |
183 |
if not (DEBUG and the.console.visible) then |
184 |
if the.keys:justPressed('q') then |
|
185 |
self.quit() |
|
186 |
elseif the.keys:justPressed('return') then |
|
187 |
if the.keys:pressed('alt') then |
|
188 |
love.graphics.toggleFullscreen() |
|
189 |
else |
|
190 |
self.view = GameView:new() |
|
191 |
end |
|
192 |
elseif the.keys:justPressed('f1') then |
|
193 |
local ss = love.graphics.newScreenshot() |
|
194 |
ss:encode('screenshot-' ..love.timer.getTime()..'.png') |
|
195 |
elseif the.keys:justPressed('f11') then |
|
44
by Josh C
toggle fullscreen with f11 or alt-enter |
196 |
love.graphics.toggleFullscreen() |
197 |
end |
|
3
by Josh C
basecode main.lua |
198 |
end |
199 |
end, |
|
200 |
update = function (self, dt) |
|
201 |
the.updateStart = love.timer.getMicroTime() |
|
202 |
App.update(self, dt) |
|
203 |
if the.updateStart then |
|
204 |
the.updateTook = love.timer.getMicroTime() - the.updateStart |
|
205 |
end |
|
206 |
end |
|
207 |
} |
|
48
by Josh C
move fullscreen into love.run so it doesn't keep toggling on ctl-alt-R |
208 |
|
209 |
realRun = love.run |
|
210 |
function love.run() |
|
211 |
-- should fail silently if it can't go to fullscreen... |
|
212 |
love.graphics.toggleFullscreen() |
|
213 |
||
214 |
realRun() |
|
215 |
end |