/traderous

To get this branch, use:
bzr branch http://9ix.org/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
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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'
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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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)
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
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
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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',
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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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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                 -- 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,
86 by Josh C
give planets names
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                                    goods = planet.goods,
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                                    name = planet.name
81 by Josh C
load/save (not working yet)
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                                 })
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                 end
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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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                 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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                 -- load player with cargo, money, position
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                 the.player = SpacePlayer:new(the.storage.data.player)
83 by Josh C
last fix for saving
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                 -- reload storage as we've turned it all into objects
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                 the.storage:load()
81 by Josh C
load/save (not working yet)
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              end
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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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              self:add(the.player)
41 by Josh C
thrust indicator
107
              self:add(the.player.thrust)
68 by Josh C
shield
108
              self:add(the.player.shield)
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
109
69 by Josh C
enemy shields and death
110
              self:add(the.enemies)
111
75 by Josh C
bigger space, slower movement, maintain enemy density
112
              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
120
32 by Josh C
stick things into layers
121
              self:add(the.bullets)
47 by Josh C
indicators for where the planets are
122
              self:add(the.indicators)
39 by Josh C
some instructions at game over
123
              self:add(the.interface)
32 by Josh C
stick things into layers
124
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)
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!
134
   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
138
62 by Josh C
clean up some old code, put planet indicators in planet class
139
                 the.bullets:collide(the.planets)
68 by Josh C
shield
140
                 the.bullets:collide(the.player)
69 by Josh C
enemy shields and death
141
                 the.bullets:collide(the.enemies)
26 by Josh C
rocks!
142
              end,
33 by Josh C
keep score, center mouse on start
143
   onEndFrame = function(self)
39 by Josh C
some instructions at game over
144
                   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
146
                end,
3 by Josh C
basecode main.lua
147
   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 -
150
          end,
3 by Josh C
basecode main.lua
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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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())
172
3 by Josh C
basecode main.lua
173
              self.view = GameView:new()
43 by Josh C
try to make setting screen resolution more reliable
174
3 by Josh C
basecode main.lua
175
              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
178
                 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')
35 by Josh C
fix double-removing sprites (and subsequent zombie mirror bullets).
182
                 self.console:watch('num mirrors', '#the.mirrors.sprites')
36 by Josh C
don't keep spawning rocks after death.
183
                 self.console:watch('num rocks', '#the.rocks.sprites')
46 by Josh C
bigger area, more planets
184
                 self.console:watch('num planets', '#the.planets.sprites')
80 by Josh C
respawn enemies
185
                 self.console:watch('num enemies', 'the.enemies:count()')
3 by Josh C
basecode main.lua
186
                 --self.console:watch('drawTook', 'the.drawTook')
22 by Josh C
mirror (contains a bug where things in the corner aren't getting mirrored?
187
188
                 -- back off that dark overlay a bit
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                 self.console.fill.fill[4] = 75
3 by Josh C
basecode main.lua
190
              end
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           end,
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   onUpdate = function (self, dt)
46 by Josh C
bigger area, more planets
193
                 if not (DEBUG and the.console.visible) then
78 by Josh C
pause screen
194
                    if the.keys:justPressed('return') and the.keys:pressed('alt') then
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                       love.graphics.toggleFullscreen()
46 by Josh C
bigger area, more planets
196
                    elseif the.keys:justPressed('f1') then
197
                       local ss = love.graphics.newScreenshot()
198
                       ss:encode('screenshot-' ..love.timer.getTime()..'.png')
199
                    elseif the.keys:justPressed('f11') then
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
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              end,
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   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
208
                  the.updateTook = love.timer.getMicroTime() - the.updateStart
209
               end
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            end
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}
48 by Josh C
move fullscreen into love.run so it doesn't keep toggling on ctl-alt-R
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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