/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
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}
67 by Josh C
rotate enemy ship slower
104
              --local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
66 by Josh C
enemy thrust
105
              self:add(e)
106
              self:add(e.thrust) -- why doesn't this work in Enemy.new?
7 by Josh C
enemy
107
32 by Josh C
stick things into layers
108
              self:add(the.bullets)
47 by Josh C
indicators for where the planets are
109
              self:add(the.indicators)
39 by Josh C
some instructions at game over
110
              self:add(the.interface)
32 by Josh C
stick things into layers
111
46 by Josh C
bigger area, more planets
112
              for _ = 1, math.random(6) do
52 by Josh C
break out planet
113
                 local planet = Planet:new{
46 by Josh C
bigger area, more planets
114
                    x = math.random(the.app.width / 2,
115
                                    the.bg.width - the.app.width / 2),
116
                    y = math.random(the.app.height / 2,
117
                                    the.bg.height - the.app.height / 2),
118
                    rotation = math.random() * math.pi
119
                 }
120
                 the.planets:add(planet)
121
              end
45 by Josh C
add planet, remove rocks
122
14 by Josh C
only fire if cursor is in target area. change cursor to reflect this.
123
              the.cursor = Cursor:new()
124
              self:add(the.cursor)
8 by Josh C
targeting cursor (manual switch to start)
125
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
126
              love.mouse.setGrab(true)
8 by Josh C
targeting cursor (manual switch to start)
127
              love.mouse.setVisible(false)
33 by Josh C
keep score, center mouse on start
128
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
3 by Josh C
basecode main.lua
129
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
130
              self.focus = the.player
3 by Josh C
basecode main.lua
131
           end,
26 by Josh C
rocks!
132
   onUpdate = function(self, dt)
62 by Josh C
clean up some old code, put planet indicators in planet class
133
                 the.bullets:collide(the.planets)
26 by Josh C
rocks!
134
              end,
33 by Josh C
keep score, center mouse on start
135
   onEndFrame = function(self)
39 by Josh C
some instructions at game over
136
                   the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
137
                   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
138
                end,
3 by Josh C
basecode main.lua
139
   draw = function (self, x, y)
140
             View.draw(self, x, y)
38 by Josh C
remove fps counter
141
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
37 by Josh C
extract updating score. update score again when you calc high score -
142
          end,
3 by Josh C
basecode main.lua
143
}
144
145
MenuScreen = View:extend {
146
   title = Text:new{text = "Press a key to start", font = 48, wordWrap = false},
147
   --title = Tile:new{image = 'data/title.png', x = 0, y = 0},
148
   onNew = function(self)
149
              self:add(self.title)
150
              self.title:centerAround(400, 200)
151
           end,
152
   onUpdate = function(self, elapsed)
153
                 if the.keys:allJustPressed() then
154
                    the.app.view = GameView:new()
155
                 end
156
              end
157
}
158
159
the.app = App:new {
160
   onRun = function (self)
161
              print('Version: ' .. VERSION)
26 by Josh C
rocks!
162
163
              math.randomseed(os.time())
164
3 by Josh C
basecode main.lua
165
              self.view = GameView:new()
43 by Josh C
try to make setting screen resolution more reliable
166
3 by Josh C
basecode main.lua
167
              if DEBUG then
168
                 self.console:watch('VERSION', 'VERSION')
169
                 self.console:watch('updateTook', 'the.updateTook')
19 by Josh C
move player around looping world
170
                 self.console:watch('the.player.x', 'the.player.x')
171
                 self.console:watch('the.player.y', 'the.player.y')
172
                 self.console:watch('the.app.width', 'the.app.width')
173
                 self.console:watch('the.app.height', 'the.app.height')
35 by Josh C
fix double-removing sprites (and subsequent zombie mirror bullets).
174
                 self.console:watch('num mirrors', '#the.mirrors.sprites')
36 by Josh C
don't keep spawning rocks after death.
175
                 self.console:watch('num rocks', '#the.rocks.sprites')
46 by Josh C
bigger area, more planets
176
                 self.console:watch('num planets', '#the.planets.sprites')
3 by Josh C
basecode main.lua
177
                 --self.console:watch('drawTook', 'the.drawTook')
22 by Josh C
mirror (contains a bug where things in the corner aren't getting mirrored?
178
179
                 -- back off that dark overlay a bit
180
                 self.console.fill.fill[4] = 75
3 by Josh C
basecode main.lua
181
              end
182
           end,
183
   onUpdate = function (self, dt)
46 by Josh C
bigger area, more planets
184
                 if not (DEBUG and the.console.visible) then
185
                    if the.keys:justPressed('q') then
186
                       self.quit()
187
                    elseif the.keys:justPressed('return') then
188
                       if the.keys:pressed('alt') then
189
                          love.graphics.toggleFullscreen()
190
                       else
191
                          self.view = GameView:new()
192
                       end
193
                    elseif the.keys:justPressed('f1') then
194
                       local ss = love.graphics.newScreenshot()
195
                       ss:encode('screenshot-' ..love.timer.getTime()..'.png')
196
                    elseif the.keys:justPressed('f11') then
44 by Josh C
toggle fullscreen with f11 or alt-enter
197
                       love.graphics.toggleFullscreen()
198
                    end
3 by Josh C
basecode main.lua
199
                 end
200
              end,
201
   update = function (self, dt)
202
               the.updateStart = love.timer.getMicroTime()
203
               App.update(self, dt)
204
               if the.updateStart then
205
                  the.updateTook = love.timer.getMicroTime() - the.updateStart
206
               end
207
            end
208
}
48 by Josh C
move fullscreen into love.run so it doesn't keep toggling on ctl-alt-R
209
210
realRun = love.run
211
function love.run()
212
   -- should fail silently if it can't go to fullscreen...
213
   love.graphics.toggleFullscreen()
214
215
   realRun()
216
end