bzr branch
http://9ix.org/bzr/traderous
3
by Josh C
basecode main.lua |
1 |
STRICT = true |
2 |
DEBUG = true |
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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) |
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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 |
22 |
|
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util = { |
|
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signOf = function(value) |
|
25 |
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 |
80 |
--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 |
86 |
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() |
69
by Josh C
enemy shields and death |
89 |
the.enemies = Group:new() |
28
by Josh C
prepare a collision box for the rocks |
90 |
|
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 |
93 |
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. |
97 |
|
45
by Josh C
add planet, remove rocks |
98 |
self:add(the.planets) |
99 |
||
4
by Josh C
trying some movement styles. derivatives on crystal quest movement. |
100 |
--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. |
102 |
self:add(the.player) |
41
by Josh C
thrust indicator |
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self:add(the.player.thrust) |
68
by Josh C
shield |
104 |
self:add(the.player.shield) |
4
by Josh C
trying some movement styles. derivatives on crystal quest movement. |
105 |
|
69
by Josh C
enemy shields and death |
106 |
self:add(the.enemies) |
107 |
||
72
by Josh C
add enemy state switch |
108 |
for _ = 1, 5 do |
109 |
local e = Enemy:new{x = math.random(the.bg.width), |
|
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y = math.random(the.bg.height)} |
|
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--local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2} |
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the.enemies:add(e) |
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self:add(e.thrust) -- why doesn't this work in Enemy.new? |
|
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self:add(e.shield) |
|
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end |
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7
by Josh C
enemy |
116 |
|
32
by Josh C
stick things into layers |
117 |
self:add(the.bullets) |
47
by Josh C
indicators for where the planets are |
118 |
self:add(the.indicators) |
39
by Josh C
some instructions at game over |
119 |
self:add(the.interface) |
32
by Josh C
stick things into layers |
120 |
|
73
by Josh C
higher planet floor, recharge shields when you land, stop moving when you land |
121 |
for _ = 1, math.random(3, 6) do |
52
by Josh C
break out planet |
122 |
local planet = Planet:new{ |
46
by Josh C
bigger area, more planets |
123 |
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 |
131 |
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14
by Josh C
only fire if cursor is in target area. change cursor to reflect this. |
132 |
the.cursor = Cursor:new() |
133 |
self:add(the.cursor) |
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8
by Josh C
targeting cursor (manual switch to start) |
134 |
|
70
by Josh C
bring back game over screen |
135 |
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', |
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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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||
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||
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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", |
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visible = false |
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} |
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the.interface:add(the.instructions) |
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155 |
||
4
by Josh C
trying some movement styles. derivatives on crystal quest movement. |
156 |
love.mouse.setGrab(true) |
8
by Josh C
targeting cursor (manual switch to start) |
157 |
love.mouse.setVisible(false) |
33
by Josh C
keep score, center mouse on start |
158 |
love.mouse.setPosition(the.app.width / 2, the.app.height / 2) |
3
by Josh C
basecode main.lua |
159 |
|
4
by Josh C
trying some movement styles. derivatives on crystal quest movement. |
160 |
self.focus = the.player |
3
by Josh C
basecode main.lua |
161 |
end, |
26
by Josh C
rocks! |
162 |
onUpdate = function(self, dt) |
62
by Josh C
clean up some old code, put planet indicators in planet class |
163 |
the.bullets:collide(the.planets) |
68
by Josh C
shield |
164 |
the.bullets:collide(the.player) |
69
by Josh C
enemy shields and death |
165 |
the.bullets:collide(the.enemies) |
26
by Josh C
rocks! |
166 |
end, |
33
by Josh C
keep score, center mouse on start |
167 |
onEndFrame = function(self) |
39
by Josh C
some instructions at game over |
168 |
the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2 |
169 |
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 |
170 |
end, |
3
by Josh C
basecode main.lua |
171 |
draw = function (self, x, y) |
172 |
View.draw(self, x, y) |
|
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 - |
174 |
end, |
3
by Josh C
basecode main.lua |
175 |
} |
176 |
||
177 |
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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190 |
||
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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! |
194 |
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195 |
math.randomseed(os.time()) |
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196 |
||
3
by Josh C
basecode main.lua |
197 |
self.view = GameView:new() |
43
by Josh C
try to make setting screen resolution more reliable |
198 |
|
3
by Josh C
basecode main.lua |
199 |
if DEBUG then |
200 |
self.console:watch('VERSION', 'VERSION') |
|
201 |
self.console:watch('updateTook', 'the.updateTook') |
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19
by Josh C
move player around looping world |
202 |
self.console:watch('the.player.x', 'the.player.x') |
203 |
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). |
206 |
self.console:watch('num mirrors', '#the.mirrors.sprites') |
36
by Josh C
don't keep spawning rocks after death. |
207 |
self.console:watch('num rocks', '#the.rocks.sprites') |
46
by Josh C
bigger area, more planets |
208 |
self.console:watch('num planets', '#the.planets.sprites') |
3
by Josh C
basecode main.lua |
209 |
--self.console:watch('drawTook', 'the.drawTook') |
22
by Josh C
mirror (contains a bug where things in the corner aren't getting mirrored? |
210 |
|
211 |
-- back off that dark overlay a bit |
|
212 |
self.console.fill.fill[4] = 75 |
|
3
by Josh C
basecode main.lua |
213 |
end |
214 |
end, |
|
215 |
onUpdate = function (self, dt) |
|
46
by Josh C
bigger area, more planets |
216 |
if not (DEBUG and the.console.visible) then |
217 |
if the.keys:justPressed('q') then |
|
218 |
self.quit() |
|
219 |
elseif the.keys:justPressed('return') then |
|
220 |
if the.keys:pressed('alt') then |
|
221 |
love.graphics.toggleFullscreen() |
|
222 |
else |
|
223 |
self.view = GameView:new() |
|
224 |
end |
|
225 |
elseif the.keys:justPressed('f1') then |
|
226 |
local ss = love.graphics.newScreenshot() |
|
227 |
ss:encode('screenshot-' ..love.timer.getTime()..'.png') |
|
228 |
elseif the.keys:justPressed('f11') then |
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44
by Josh C
toggle fullscreen with f11 or alt-enter |
229 |
love.graphics.toggleFullscreen() |
230 |
end |
|
3
by Josh C
basecode main.lua |
231 |
end |
232 |
end, |
|
233 |
update = function (self, dt) |
|
234 |
the.updateStart = love.timer.getMicroTime() |
|
235 |
App.update(self, dt) |
|
236 |
if the.updateStart then |
|
237 |
the.updateTook = love.timer.getMicroTime() - the.updateStart |
|
238 |
end |
|
239 |
end |
|
240 |
} |
|
48
by Josh C
move fullscreen into love.run so it doesn't keep toggling on ctl-alt-R |
241 |
|
242 |
realRun = love.run |
|
243 |
function love.run() |
|
244 |
-- should fail silently if it can't go to fullscreen... |
|
245 |
love.graphics.toggleFullscreen() |
|
246 |
||
247 |
realRun() |
|
248 |
end |