/traderous

To get this branch, use:
bzr branch /bzr/traderous
3 by Josh C
basecode main.lua
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STRICT = true
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DEBUG = true
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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).
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--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'
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3 by Josh C
basecode main.lua
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require 'version'
21 by Josh C
extract wrapping behavior, wrap bullets
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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.
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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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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
27 by Josh C
try to not spawn rocks where you can see them. not working if screen
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            end,
7 by Josh C
enemy
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}
3 by Josh C
basecode main.lua
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GameView = View:extend {
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   onNew = function (self)
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()
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
34 by Josh C
record high scores
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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()
69 by Josh C
enemy shields and death
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              the.enemies = Group:new()
28 by Josh C
prepare a collision box for the rocks
47
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',
75 by Josh C
bigger space, slower movement, maintain enemy density
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                 width = 27320,
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                 height = 15360
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.
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45 by Josh C
add planet, remove rocks
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              self:add(the.planets)
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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.
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              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.
62
69 by Josh C
enemy shields and death
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              self:add(the.enemies)
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75 by Josh C
bigger space, slower movement, maintain enemy density
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              for _ = 1, 20 do
72 by Josh C
add enemy state switch
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                 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
7 by Josh C
enemy
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32 by Josh C
stick things into layers
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              self:add(the.bullets)
47 by Josh C
indicators for where the planets are
75
              self:add(the.indicators)
39 by Josh C
some instructions at game over
76
              self:add(the.interface)
32 by Josh C
stick things into layers
77
73 by Josh C
higher planet floor, recharge shields when you land, stop moving when you land
78
              for _ = 1, math.random(3, 6) do
52 by Josh C
break out planet
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                 local planet = Planet:new{
46 by Josh C
bigger area, more planets
80
                    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
45 by Josh C
add planet, remove rocks
88
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)
8 by Josh C
targeting cursor (manual switch to start)
91
70 by Josh C
bring back game over screen
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              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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              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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4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
113
              love.mouse.setGrab(true)
8 by Josh C
targeting cursor (manual switch to start)
114
              love.mouse.setVisible(false)
33 by Josh C
keep score, center mouse on start
115
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
3 by Josh C
basecode main.lua
116
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
117
              self.focus = the.player
3 by Josh C
basecode main.lua
118
           end,
26 by Josh C
rocks!
119
   onUpdate = function(self, dt)
62 by Josh C
clean up some old code, put planet indicators in planet class
120
                 the.bullets:collide(the.planets)
68 by Josh C
shield
121
                 the.bullets:collide(the.player)
69 by Josh C
enemy shields and death
122
                 the.bullets:collide(the.enemies)
26 by Josh C
rocks!
123
              end,
33 by Josh C
keep score, center mouse on start
124
   onEndFrame = function(self)
39 by Josh C
some instructions at game over
125
                   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
127
                end,
3 by Josh C
basecode main.lua
128
   draw = function (self, x, y)
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             View.draw(self, x, y)
38 by Josh C
remove fps counter
130
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
37 by Josh C
extract updating score. update score again when you calc high score -
131
          end,
3 by Josh C
basecode main.lua
132
}
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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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the.app = App:new {
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   onRun = function (self)
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              print('Version: ' .. VERSION)
26 by Josh C
rocks!
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              math.randomseed(os.time())
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3 by Josh C
basecode main.lua
154
              self.view = GameView:new()
43 by Josh C
try to make setting screen resolution more reliable
155
3 by Josh C
basecode main.lua
156
              if DEBUG then
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                 self.console:watch('VERSION', 'VERSION')
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                 self.console:watch('updateTook', 'the.updateTook')
19 by Josh C
move player around looping world
159
                 self.console:watch('the.player.x', 'the.player.x')
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                 self.console:watch('the.player.y', 'the.player.y')
161
                 self.console:watch('the.app.width', 'the.app.width')
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                 self.console:watch('the.app.height', 'the.app.height')
35 by Josh C
fix double-removing sprites (and subsequent zombie mirror bullets).
163
                 self.console:watch('num mirrors', '#the.mirrors.sprites')
36 by Josh C
don't keep spawning rocks after death.
164
                 self.console:watch('num rocks', '#the.rocks.sprites')
46 by Josh C
bigger area, more planets
165
                 self.console:watch('num planets', '#the.planets.sprites')
3 by Josh C
basecode main.lua
166
                 --self.console:watch('drawTook', 'the.drawTook')
22 by Josh C
mirror (contains a bug where things in the corner aren't getting mirrored?
167
168
                 -- back off that dark overlay a bit
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                 self.console.fill.fill[4] = 75
3 by Josh C
basecode main.lua
170
              end
171
           end,
172
   onUpdate = function (self, dt)
46 by Josh C
bigger area, more planets
173
                 if not (DEBUG and the.console.visible) then
174
                    if the.keys:justPressed('q') then
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                       self.quit()
176
                    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()
181
                       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
44 by Josh C
toggle fullscreen with f11 or alt-enter
186
                       love.graphics.toggleFullscreen()
187
                    end
3 by Josh C
basecode main.lua
188
                 end
189
              end,
190
   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
194
                  the.updateTook = love.timer.getMicroTime() - the.updateStart
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               end
196
            end
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}
48 by Josh C
move fullscreen into love.run so it doesn't keep toggling on ctl-alt-R
198
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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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   realRun()
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end