bzr branch
http://9ix.org/bzr/traderous
4
by Josh C
trying some movement styles. derivatives on crystal quest movement. |
1 |
CrystalPlayer = Fill:extend{ |
2 |
fill = {255,0,0}, |
|
3 |
height = 32, |
|
4 |
width = 32, |
|
5 |
onStartFrame = function(self) |
|
6 |
if the.mouse:pressed() then |
|
7 |
print('hi') |
|
8 |
end |
|
9 |
||
12
by Josh C
fullscreen. (there must be a more subtle way...) |
10 |
local dx = love.mouse.getX() - the.app.width / 2 |
11 |
local dy = love.mouse.getY() - the.app.height / 2 |
|
4
by Josh C
trying some movement styles. derivatives on crystal quest movement. |
12 |
|
13 |
self.acceleration.x = dx * 10 |
|
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self.acceleration.y = dy * 10 |
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15 |
||
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--print(dx, dy) |
|
17 |
||
12
by Josh C
fullscreen. (there must be a more subtle way...) |
18 |
love.mouse.setPosition(the.app.width /2, the.app.height/2) |
4
by Josh C
trying some movement styles. derivatives on crystal quest movement. |
19 |
end |
20 |
} |
|
21 |
||
75
by Josh C
bigger space, slower movement, maintain enemy density |
22 |
local velLimit = 300 |
15
by Josh C
get lasers going the right way |
23 |
--local velLimit = 50 |
46
by Josh C
bigger area, more planets |
24 |
SpacePlayer = Tile:extend{ |
6
by Josh C
ship graphic. point it in the direction of movement. |
25 |
image = 'data/ship.png', |
5
by Josh C
maxVelocity |
26 |
maxVelocity = {x=velLimit,y=velLimit}, |
27 |
minVelocity = {x=-velLimit, y=-velLimit}, |
|
11
by Josh C
pew pew! |
28 |
lastFired = 0, |
56
by Josh C
money |
29 |
money = 2000, -- what to use for money symbol? ✪ or ☥ or Ⓐ? |
57
by Josh C
buy/sell |
30 |
goods = {}, |
76
by Josh C
available cargo space |
31 |
cargoSpace = 20, |
89
by Josh C
"safe" zone on planets - no new enemies will track you if you're there. |
32 |
onPlanet = false, |
41
by Josh C
thrust indicator |
33 |
onNew = function(self) |
34 |
self.thrust = Tile:new{image = 'data/thrust.png'} |
|
68
by Josh C
shield |
35 |
self.shield = Shield:new{ship = self} |
41
by Josh C
thrust indicator |
36 |
end, |
4
by Josh C
trying some movement styles. derivatives on crystal quest movement. |
37 |
onStartFrame = function(self) |
16
by Josh C
change control scheme |
38 |
--- TAKE 2 |
39 |
||
17
by Josh C
dead zone with no acceleration |
40 |
local mouseVec = vector.new( |
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love.mouse.getX() - the.app.width / 2, |
|
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love.mouse.getY() - the.app.height / 2 |
|
16
by Josh C
change control scheme |
43 |
) |
44 |
||
17
by Josh C
dead zone with no acceleration |
45 |
self.rotation = math.atan2(mouseVec.y, mouseVec.x) |
46 |
||
47 |
if mouseVec:len2() > 64^2 then |
|
20
by Josh C
slow the ship down a bit |
48 |
self.acceleration = vector.new(300, 0) |
17
by Josh C
dead zone with no acceleration |
49 |
self.acceleration:rotate_inplace(self.rotation) |
41
by Josh C
thrust indicator |
50 |
self.thrust.visible = true |
17
by Josh C
dead zone with no acceleration |
51 |
else |
52 |
self.acceleration = {x=0, y=0} |
|
41
by Josh C
thrust indicator |
53 |
self.thrust.visible = false |
22
by Josh C
mirror (contains a bug where things in the corner aren't getting mirrored? |
54 |
if DEBUG and the.console.visible then |
55 |
self.velocity = {x=0, y=0} |
|
56 |
end |
|
17
by Josh C
dead zone with no acceleration |
57 |
end |
11
by Josh C
pew pew! |
58 |
|
14
by Josh C
only fire if cursor is in target area. change cursor to reflect this. |
59 |
if the.mouse:pressed() and -- assumes left button |
60 |
love.timer.getTime() - self.lastFired > 0.25 and |
|
61 |
the.cursor:inTargetArea() then |
|
11
by Josh C
pew pew! |
62 |
--print('pew') |
63 |
b = Bullet:new{ |
|
25
by Josh C
don't fire from top-left corner of the ship. ... fire from center of |
64 |
x = self.x + self.width / 2, |
65 |
y = self.y + self.height / 2, |
|
69
by Josh C
enemy shields and death |
66 |
rotation = self.rotation, |
67 |
source = self |
|
11
by Josh C
pew pew! |
68 |
} |
69 |
self.lastFired = love.timer.getTime() |
|
70 |
end |
|
6
by Josh C
ship graphic. point it in the direction of movement. |
71 |
end, |
72 |
onUpdate = function(self) |
|
41
by Josh C
thrust indicator |
73 |
self.thrust.x = self.x - self.width |
74 |
self.thrust.y = self.y |
|
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self.thrust.rotation = self.rotation |
|
31
by Josh C
player death |
76 |
end, |
77 |
onEndFrame = function(self) |
|
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self:collide(the.rockColliders) |
|
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end, |
|
80 |
onCollide = function(self, other) |
|
69
by Josh C
enemy shields and death |
81 |
if other:instanceOf(Bullet) and other.source ~= self then |
68
by Josh C
shield |
82 |
if self.shield.strength == 0 then |
83 |
-- die |
|
84 |
the.app.view:add( Boom:new { |
|
85 |
x = self.x, |
|
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y = self.y, |
|
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velocity = { rotation = 5 } |
|
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}) |
|
89 |
||
90 |
self:die() |
|
91 |
self.thrust:die() |
|
92 |
else |
|
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self.shield:onHit() |
|
94 |
end |
|
69
by Josh C
enemy shields and death |
95 |
|
96 |
other:die() |
|
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the.bullets:remove(other) |
|
68
by Josh C
shield |
98 |
end |
99 |
||
31
by Josh C
player death |
100 |
if other:instanceOf(RockCollider) then |
101 |
the.app.view:add( Boom:new { |
|
102 |
x = self.x, |
|
103 |
y = self.y, |
|
104 |
velocity = { rotation = 5 } |
|
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}) |
|
106 |
||
107 |
self:die() |
|
41
by Josh C
thrust indicator |
108 |
self.thrust:die() |
70
by Josh C
bring back game over screen |
109 |
end |
31
by Josh C
player death |
110 |
|
70
by Josh C
bring back game over screen |
111 |
if not self.active then |
84
by Josh C
game over timer & penalty |
112 |
the.interface:add(GameOver:new()) |
31
by Josh C
player death |
113 |
end |
57
by Josh C
buy/sell |
114 |
end, |
115 |
buy = function(self, good, price) |
|
76
by Josh C
available cargo space |
116 |
if self.money >= price and self:availableSpace() > 0 then |
57
by Josh C
buy/sell |
117 |
self.goods[good] = (self.goods[good] or 0) + 1 |
118 |
self.money = self.money - price |
|
119 |
end |
|
120 |
end, |
|
121 |
sell = function(self, good, price) |
|
122 |
if self.goods[good] and self.goods[good] > 0 then |
|
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self.goods[good] = self.goods[good] - 1 |
|
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self.money = self.money + price |
|
125 |
end |
|
76
by Josh C
available cargo space |
126 |
end, |
127 |
availableSpace = function(self) |
|
128 |
local cargo = 0 |
|
129 |
for _, amt in pairs(self.goods) do |
|
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cargo = cargo + amt |
|
131 |
end |
|
132 |
||
133 |
return self.cargoSpace - cargo |
|
93
by Josh C
save on arriving at & leaving a planet both |
134 |
end, |
135 |
save = function(self) |
|
136 |
-- save player data |
|
137 |
the.storage.data.player = {x = self.x, |
|
138 |
y = self.y, |
|
139 |
money = self.money, |
|
140 |
goods = self.goods, |
|
141 |
cargoSpace = self.cargoSpace |
|
142 |
} |
|
143 |
the.storage:save() |
|
144 |
end |
|
4
by Josh C
trying some movement styles. derivatives on crystal quest movement. |
145 |
} |