/traderous

To get this branch, use:
bzr branch /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'
68 by Josh C
shield
21
require 'shield'
78 by Josh C
pause screen
22
require 'pause_view'
84 by Josh C
game over timer & penalty
23
require 'game_over'
7 by Josh C
enemy
24
25
util = {
26
   signOf = function(value)
27
               if value >= 0 then
28
                  return 1
29
               else
30
                  return -1
31
               end
27 by Josh C
try to not spawn rocks where you can see them. not working if screen
32
            end,
7 by Josh C
enemy
33
}
3 by Josh C
basecode main.lua
34
35
GameView = View:extend {
36
   onNew = function (self)
81 by Josh C
load/save (not working yet)
37
              the.storage = Storage:new{filename = 'world.lua'}
34 by Josh C
record high scores
38
              the.storage:load()
64 by Josh C
more old code cleanup
39
              --if not the.storage.data.highScore then
40
              --   print('initializing storage')
41
              --   the.storage.data = {highScore = 0}
42
              --end
34 by Josh C
record high scores
43
29 by Josh C
shoot things!
44
              the.bullets = Group:new()
39 by Josh C
some instructions at game over
45
              the.interface = Group:new()
45 by Josh C
add planet, remove rocks
46
              the.planets = Group:new()
47 by Josh C
indicators for where the planets are
47
              the.indicators = Group:new()
69 by Josh C
enemy shields and death
48
              the.enemies = Group:new()
28 by Josh C
prepare a collision box for the rocks
49
81 by Josh C
load/save (not working yet)
50
              -- init bg before build/load since planets need to know bg size
19 by Josh C
move player around looping world
51
              the.bg = Tile:new{
52
                 image = 'data/stars3.png',
75 by Josh C
bigger space, slower movement, maintain enemy density
53
                 width = 27320,
54
                 height = 15360
18 by Josh C
starry background
55
              }
19 by Josh C
move player around looping world
56
              self:add(the.bg)
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
57
81 by Josh C
load/save (not working yet)
58
              if self.newWorld or not the.storage.data.player then
59
                 the.storage.data = {planets = {}}
60
61
                 -- build planets from random
62
                 for _ = 1, math.random(3, 6) do
63
                    local planet = Planet:new{
64
                       x = math.random(the.app.width / 2,
65
                                       the.bg.width - the.app.width / 2),
66
                       y = math.random(the.app.height / 2,
67
                                       the.bg.height - the.app.height / 2),
68
                       rotation = math.random() * math.pi
69
                    }
70
                    the.planets:add(planet)
71
                    table.insert(the.storage.data.planets, {
72
                                    x = planet.x,
73
                                    y = planet.y,
74
                                    rotation = planet.rotation,
75
                                    goods = planet.goods
76
                                 })
77
                 end
78
79
                 -- build fresh player
80
                 local player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
81
                 the.player = player
82
                 the.storage.data.player = {x = player.x,
83
                                            y = player.y,
84
                                            money = player.money,
85
                                            goods = player.goods,
86
                                            cargoSpace = player.cargoSpace
87
                                         }
88
89
                 the.storage:save()
90
              else
91
                 -- load planets with x, y, goods
92
                 for _, planetData in ipairs(the.storage.data.planets) do
93
                    the.planets:add(Planet:new(planetData))
94
                 end
95
96
                 -- load player with cargo, money, position
97
                 the.player = SpacePlayer:new(the.storage.data.player)
83 by Josh C
last fix for saving
98
99
                 -- reload storage as we've turned it all into objects
100
                 the.storage:load()
81 by Josh C
load/save (not working yet)
101
              end
102
45 by Josh C
add planet, remove rocks
103
              self:add(the.planets)
104
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
105
              self:add(the.player)
41 by Josh C
thrust indicator
106
              self:add(the.player.thrust)
68 by Josh C
shield
107
              self:add(the.player.shield)
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
108
69 by Josh C
enemy shields and death
109
              self:add(the.enemies)
110
75 by Josh C
bigger space, slower movement, maintain enemy density
111
              for _ = 1, 20 do
72 by Josh C
add enemy state switch
112
                 local e = Enemy:new{x = math.random(the.bg.width),
113
                                     y = math.random(the.bg.height)}
114
                 --local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
115
                 the.enemies:add(e)
116
                 self:add(e.thrust) -- why doesn't this work in Enemy.new?
117
                 self:add(e.shield)
118
              end
7 by Josh C
enemy
119
32 by Josh C
stick things into layers
120
              self:add(the.bullets)
47 by Josh C
indicators for where the planets are
121
              self:add(the.indicators)
39 by Josh C
some instructions at game over
122
              self:add(the.interface)
32 by Josh C
stick things into layers
123
14 by Josh C
only fire if cursor is in target area. change cursor to reflect this.
124
              the.cursor = Cursor:new()
125
              self:add(the.cursor)
8 by Josh C
targeting cursor (manual switch to start)
126
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
127
              love.mouse.setGrab(true)
8 by Josh C
targeting cursor (manual switch to start)
128
              love.mouse.setVisible(false)
33 by Josh C
keep score, center mouse on start
129
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
3 by Josh C
basecode main.lua
130
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
131
              self.focus = the.player
3 by Josh C
basecode main.lua
132
           end,
26 by Josh C
rocks!
133
   onUpdate = function(self, dt)
78 by Josh C
pause screen
134
                 if the.keys:justPressed('escape') then
135
                    PauseView:new():activate()
136
                 end
137
62 by Josh C
clean up some old code, put planet indicators in planet class
138
                 the.bullets:collide(the.planets)
68 by Josh C
shield
139
                 the.bullets:collide(the.player)
69 by Josh C
enemy shields and death
140
                 the.bullets:collide(the.enemies)
26 by Josh C
rocks!
141
              end,
33 by Josh C
keep score, center mouse on start
142
   onEndFrame = function(self)
39 by Josh C
some instructions at game over
143
                   the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
144
                   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
145
                end,
3 by Josh C
basecode main.lua
146
   draw = function (self, x, y)
147
             View.draw(self, x, y)
38 by Josh C
remove fps counter
148
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
37 by Josh C
extract updating score. update score again when you calc high score -
149
          end,
3 by Josh C
basecode main.lua
150
}
151
152
MenuScreen = View:extend {
153
   title = Text:new{text = "Press a key to start", font = 48, wordWrap = false},
154
   --title = Tile:new{image = 'data/title.png', x = 0, y = 0},
155
   onNew = function(self)
156
              self:add(self.title)
157
              self.title:centerAround(400, 200)
158
           end,
159
   onUpdate = function(self, elapsed)
160
                 if the.keys:allJustPressed() then
161
                    the.app.view = GameView:new()
162
                 end
163
              end
164
}
165
166
the.app = App:new {
167
   onRun = function (self)
168
              print('Version: ' .. VERSION)
26 by Josh C
rocks!
169
170
              math.randomseed(os.time())
171
3 by Josh C
basecode main.lua
172
              self.view = GameView:new()
43 by Josh C
try to make setting screen resolution more reliable
173
3 by Josh C
basecode main.lua
174
              if DEBUG then
175
                 self.console:watch('VERSION', 'VERSION')
176
                 self.console:watch('updateTook', 'the.updateTook')
19 by Josh C
move player around looping world
177
                 self.console:watch('the.player.x', 'the.player.x')
178
                 self.console:watch('the.player.y', 'the.player.y')
179
                 self.console:watch('the.app.width', 'the.app.width')
180
                 self.console:watch('the.app.height', 'the.app.height')
35 by Josh C
fix double-removing sprites (and subsequent zombie mirror bullets).
181
                 self.console:watch('num mirrors', '#the.mirrors.sprites')
36 by Josh C
don't keep spawning rocks after death.
182
                 self.console:watch('num rocks', '#the.rocks.sprites')
46 by Josh C
bigger area, more planets
183
                 self.console:watch('num planets', '#the.planets.sprites')
80 by Josh C
respawn enemies
184
                 self.console:watch('num enemies', 'the.enemies:count()')
3 by Josh C
basecode main.lua
185
                 --self.console:watch('drawTook', 'the.drawTook')
22 by Josh C
mirror (contains a bug where things in the corner aren't getting mirrored?
186
187
                 -- back off that dark overlay a bit
188
                 self.console.fill.fill[4] = 75
3 by Josh C
basecode main.lua
189
              end
190
           end,
191
   onUpdate = function (self, dt)
46 by Josh C
bigger area, more planets
192
                 if not (DEBUG and the.console.visible) then
78 by Josh C
pause screen
193
                    if the.keys:justPressed('return') and the.keys:pressed('alt') then
194
                       love.graphics.toggleFullscreen()
46 by Josh C
bigger area, more planets
195
                    elseif the.keys:justPressed('f1') then
196
                       local ss = love.graphics.newScreenshot()
197
                       ss:encode('screenshot-' ..love.timer.getTime()..'.png')
198
                    elseif the.keys:justPressed('f11') then
44 by Josh C
toggle fullscreen with f11 or alt-enter
199
                       love.graphics.toggleFullscreen()
200
                    end
3 by Josh C
basecode main.lua
201
                 end
202
              end,
203
   update = function (self, dt)
204
               the.updateStart = love.timer.getMicroTime()
205
               App.update(self, dt)
206
               if the.updateStart then
207
                  the.updateTook = love.timer.getMicroTime() - the.updateStart
208
               end
209
            end
210
}
48 by Josh C
move fullscreen into love.run so it doesn't keep toggling on ctl-alt-R
211
212
realRun = love.run
213
function love.run()
214
   -- should fail silently if it can't go to fullscreen...
215
   love.graphics.toggleFullscreen()
216
217
   realRun()
218
end