bzr branch
http://9ix.org/bzr/traderous
3
by Josh C
basecode main.lua |
1 |
STRICT = true |
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DEBUG = true |
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||
4 |
require 'zoetrope' |
|
13
by Josh C
constant velocity for bullets. using hump.vector e9b86ef |
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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. |
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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 |
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require 'enemy' |
8
by Josh C
targeting cursor (manual switch to start) |
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require 'cursor' |
11
by Josh C
pew pew! |
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require 'bullet' |
26
by Josh C
rocks! |
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require 'rock' |
30
by Josh C
explosions |
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require 'boom' |
52
by Josh C
break out planet |
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require 'planet' |
53
by Josh C
beginnings of trading interface |
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require 'trade_view' |
68
by Josh C
shield |
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require 'shield' |
7
by Josh C
enemy |
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|
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util = { |
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signOf = function(value) |
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if value >= 0 then |
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return 1 |
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else |
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return -1 |
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end |
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27
by Josh C
try to not spawn rocks where you can see them. not working if screen |
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end, |
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shortestVector = function(from, to) |
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if STRICT then |
|
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if from.x < the.app.width / 2 or |
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from.x > the.bg.width - the.app.width / 2 or |
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from.y < the.app.height / 2 or |
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from.y > the.bg.height - the.app.height / 2 then |
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error('"from" coordinate out of bounds: X='..from.x..' Y='..from.y) |
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end |
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||
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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) |
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end |
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end |
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||
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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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||
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local short = {} |
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||
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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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||
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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 |
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else |
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short.y = ty - fy - (the.bg.height - the.app.height) |
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end |
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||
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return vector.new(short.x, short.y) |
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end |
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7
by Josh C
enemy |
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} |
3
by Josh C
basecode main.lua |
75 |
|
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GameView = View:extend { |
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onNew = function (self) |
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34
by Josh C
record high scores |
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the.storage = Storage:new{filename = 'scores.lua'} |
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the.storage:load() |
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64
by Josh C
more old code cleanup |
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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 |
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34
by Josh C
record high scores |
84 |
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29
by Josh C
shoot things! |
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the.bullets = Group:new() |
39
by Josh C
some instructions at game over |
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the.interface = Group:new() |
45
by Josh C
add planet, remove rocks |
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the.planets = Group:new() |
47
by Josh C
indicators for where the planets are |
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the.indicators = Group:new() |
28
by Josh C
prepare a collision box for the rocks |
89 |
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19
by Josh C
move player around looping world |
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the.bg = Tile:new{ |
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image = 'data/stars3.png', |
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46
by Josh C
bigger area, more planets |
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width = 13660, |
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height = 7680 |
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18
by Josh C
starry background |
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} |
19
by Josh C
move player around looping world |
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self:add(the.bg) |
4
by Josh C
trying some movement styles. derivatives on crystal quest movement. |
96 |
|
45
by Josh C
add planet, remove rocks |
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self:add(the.planets) |
98 |
||
4
by Josh C
trying some movement styles. derivatives on crystal quest movement. |
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--the.player = CrystalPlayer:new{x=400,y=300} |
51
by Josh C
put player in center of map |
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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. |
101 |
self:add(the.player) |
41
by Josh C
thrust indicator |
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self:add(the.player.thrust) |
68
by Josh C
shield |
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self:add(the.player.shield) |
4
by Josh C
trying some movement styles. derivatives on crystal quest movement. |
104 |
|
66
by Josh C
enemy thrust |
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local e = Enemy:new{x=400, y=300} |
67
by Josh C
rotate enemy ship slower |
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--local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2} |
66
by Josh C
enemy thrust |
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self:add(e) |
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self:add(e.thrust) -- why doesn't this work in Enemy.new? |
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7
by Josh C
enemy |
109 |
|
32
by Josh C
stick things into layers |
110 |
self:add(the.bullets) |
47
by Josh C
indicators for where the planets are |
111 |
self:add(the.indicators) |
39
by Josh C
some instructions at game over |
112 |
self:add(the.interface) |
32
by Josh C
stick things into layers |
113 |
|
46
by Josh C
bigger area, more planets |
114 |
for _ = 1, math.random(6) do |
52
by Josh C
break out planet |
115 |
local planet = Planet:new{ |
46
by Josh C
bigger area, more planets |
116 |
x = math.random(the.app.width / 2, |
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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), |
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rotation = math.random() * math.pi |
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} |
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the.planets:add(planet) |
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end |
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45
by Josh C
add planet, remove rocks |
124 |
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14
by Josh C
only fire if cursor is in target area. change cursor to reflect this. |
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the.cursor = Cursor:new() |
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self:add(the.cursor) |
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8
by Josh C
targeting cursor (manual switch to start) |
127 |
|
4
by Josh C
trying some movement styles. derivatives on crystal quest movement. |
128 |
love.mouse.setGrab(true) |
8
by Josh C
targeting cursor (manual switch to start) |
129 |
love.mouse.setVisible(false) |
33
by Josh C
keep score, center mouse on start |
130 |
love.mouse.setPosition(the.app.width / 2, the.app.height / 2) |
3
by Josh C
basecode main.lua |
131 |
|
4
by Josh C
trying some movement styles. derivatives on crystal quest movement. |
132 |
self.focus = the.player |
3
by Josh C
basecode main.lua |
133 |
end, |
26
by Josh C
rocks! |
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onUpdate = function(self, dt) |
62
by Josh C
clean up some old code, put planet indicators in planet class |
135 |
the.bullets:collide(the.planets) |
68
by Josh C
shield |
136 |
the.bullets:collide(the.player) |
26
by Josh C
rocks! |
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end, |
33
by Josh C
keep score, center mouse on start |
138 |
onEndFrame = function(self) |
39
by Josh C
some instructions at game over |
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the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2 |
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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 |
141 |
end, |
3
by Josh C
basecode main.lua |
142 |
draw = function (self, x, y) |
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View.draw(self, x, y) |
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38
by Josh C
remove fps counter |
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--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20) |
37
by Josh C
extract updating score. update score again when you calc high score - |
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end, |
3
by Josh C
basecode main.lua |
146 |
} |
147 |
||
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MenuScreen = View:extend { |
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title = Text:new{text = "Press a key to start", font = 48, wordWrap = false}, |
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--title = Tile:new{image = 'data/title.png', x = 0, y = 0}, |
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onNew = function(self) |
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self:add(self.title) |
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self.title:centerAround(400, 200) |
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end, |
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onUpdate = function(self, elapsed) |
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if the.keys:allJustPressed() then |
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the.app.view = GameView:new() |
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end |
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end |
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} |
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||
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the.app = App:new { |
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onRun = function (self) |
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print('Version: ' .. VERSION) |
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26
by Josh C
rocks! |
165 |
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math.randomseed(os.time()) |
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167 |
||
3
by Josh C
basecode main.lua |
168 |
self.view = GameView:new() |
43
by Josh C
try to make setting screen resolution more reliable |
169 |
|
3
by Josh C
basecode main.lua |
170 |
if DEBUG then |
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self.console:watch('VERSION', 'VERSION') |
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self.console:watch('updateTook', 'the.updateTook') |
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19
by Josh C
move player around looping world |
173 |
self.console:watch('the.player.x', 'the.player.x') |
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self.console:watch('the.player.y', 'the.player.y') |
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self.console:watch('the.app.width', 'the.app.width') |
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self.console:watch('the.app.height', 'the.app.height') |
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35
by Josh C
fix double-removing sprites (and subsequent zombie mirror bullets). |
177 |
self.console:watch('num mirrors', '#the.mirrors.sprites') |
36
by Josh C
don't keep spawning rocks after death. |
178 |
self.console:watch('num rocks', '#the.rocks.sprites') |
46
by Josh C
bigger area, more planets |
179 |
self.console:watch('num planets', '#the.planets.sprites') |
3
by Josh C
basecode main.lua |
180 |
--self.console:watch('drawTook', 'the.drawTook') |
22
by Josh C
mirror (contains a bug where things in the corner aren't getting mirrored? |
181 |
|
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-- back off that dark overlay a bit |
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self.console.fill.fill[4] = 75 |
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3
by Josh C
basecode main.lua |
184 |
end |
185 |
end, |
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onUpdate = function (self, dt) |
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46
by Josh C
bigger area, more planets |
187 |
if not (DEBUG and the.console.visible) then |
188 |
if the.keys:justPressed('q') then |
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self.quit() |
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elseif the.keys:justPressed('return') then |
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if the.keys:pressed('alt') then |
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love.graphics.toggleFullscreen() |
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else |
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self.view = GameView:new() |
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end |
|
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elseif the.keys:justPressed('f1') then |
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local ss = love.graphics.newScreenshot() |
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ss:encode('screenshot-' ..love.timer.getTime()..'.png') |
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elseif the.keys:justPressed('f11') then |
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44
by Josh C
toggle fullscreen with f11 or alt-enter |
200 |
love.graphics.toggleFullscreen() |
201 |
end |
|
3
by Josh C
basecode main.lua |
202 |
end |
203 |
end, |
|
204 |
update = function (self, dt) |
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the.updateStart = love.timer.getMicroTime() |
|
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App.update(self, dt) |
|
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if the.updateStart then |
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the.updateTook = love.timer.getMicroTime() - the.updateStart |
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end |
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end |
|
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} |
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48
by Josh C
move fullscreen into love.run so it doesn't keep toggling on ctl-alt-R |
212 |
|
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realRun = love.run |
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function love.run() |
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-- should fail silently if it can't go to fullscreen... |
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love.graphics.toggleFullscreen() |
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||
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realRun() |
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end |