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 |
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. |
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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 |
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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. |
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' |
78
by Josh C
pause screen |
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require 'pause_view' |
84
by Josh C
game over timer & penalty |
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require 'game_over' |
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, |
7
by Josh C
enemy |
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} |
3
by Josh C
basecode main.lua |
34 |
|
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GameView = View:extend { |
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onNew = function (self) |
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81
by Josh C
load/save (not working yet) |
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the.storage = Storage:new{filename = 'world.lua'} |
34
by Josh C
record high scores |
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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 |
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34
by Josh C
record high scores |
43 |
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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 |
46 |
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 |
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) |
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-- init bg before build/load since planets need to know bg size |
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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75
by Josh C
bigger space, slower movement, maintain enemy density |
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width = 27320, |
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height = 15360 |
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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. |
57 |
|
81
by Josh C
load/save (not working yet) |
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if self.newWorld or not the.storage.data.player then |
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the.storage.data = {planets = {}} |
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||
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-- build planets from random |
|
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for _ = 1, math.random(3, 6) do |
|
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local planet = Planet:new{ |
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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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table.insert(the.storage.data.planets, { |
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x = planet.x, |
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y = planet.y, |
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rotation = planet.rotation, |
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goods = planet.goods |
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}) |
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end |
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||
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-- build fresh player |
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local player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2} |
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the.player = player |
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the.storage.data.player = {x = player.x, |
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y = player.y, |
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money = player.money, |
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goods = player.goods, |
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cargoSpace = player.cargoSpace |
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} |
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||
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the.storage:save() |
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else |
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-- load planets with x, y, goods |
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for _, planetData in ipairs(the.storage.data.planets) do |
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the.planets:add(Planet:new(planetData)) |
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end |
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||
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-- load player with cargo, money, position |
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the.player = SpacePlayer:new(the.storage.data.player) |
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83
by Josh C
last fix for saving |
98 |
|
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-- reload storage as we've turned it all into objects |
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the.storage:load() |
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81
by Josh C
load/save (not working yet) |
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end |
102 |
||
45
by Josh C
add planet, remove rocks |
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self:add(the.planets) |
104 |
||
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 |
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), |
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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 |
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 |
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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) |
126 |
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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! |
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onUpdate = function(self, dt) |
78
by Josh C
pause screen |
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if the.keys:justPressed('escape') then |
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PauseView:new():activate() |
|
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end |
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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 |
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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 |
145 |
end, |
3
by Josh C
basecode main.lua |
146 |
draw = function (self, x, y) |
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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 - |
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end, |
3
by Josh C
basecode main.lua |
150 |
} |
151 |
||
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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! |
169 |
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math.randomseed(os.time()) |
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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') |
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self.console:watch('updateTook', 'the.updateTook') |
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19
by Josh C
move player around looping world |
177 |
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). |
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, |
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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 |
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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() |
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216 |
||
217 |
realRun() |
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end |