/traderous

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bzr branch /bzr/traderous
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
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CrystalPlayer = Fill:extend{
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   fill = {255,0,0},
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   height = 32,
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   width = 32,
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   onStartFrame = function(self)
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                     if the.mouse:pressed() then
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                        print('hi')
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                     end
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12 by Josh C
fullscreen. (there must be a more subtle way...)
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                     local dx = love.mouse.getX() - the.app.width / 2
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                     local dy = love.mouse.getY() - the.app.height / 2
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
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                     self.acceleration.x = dx * 10
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                     self.acceleration.y = dy * 10
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                     --print(dx, dy)
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12 by Josh C
fullscreen. (there must be a more subtle way...)
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                     love.mouse.setPosition(the.app.width /2, the.app.height/2)
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
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                  end
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}
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75 by Josh C
bigger space, slower movement, maintain enemy density
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local velLimit = 300
15 by Josh C
get lasers going the right way
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--local velLimit = 50
46 by Josh C
bigger area, more planets
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SpacePlayer = Tile:extend{
6 by Josh C
ship graphic. point it in the direction of movement.
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   image = 'data/ship.png',
5 by Josh C
maxVelocity
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   maxVelocity = {x=velLimit,y=velLimit},
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   minVelocity = {x=-velLimit, y=-velLimit},
11 by Josh C
pew pew!
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   lastFired = 0,
56 by Josh C
money
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   money = 2000, -- what to use for money symbol? ✪ or ☥ or Ⓐ?
57 by Josh C
buy/sell
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   goods = {},
76 by Josh C
available cargo space
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   cargoSpace = 20,
89 by Josh C
"safe" zone on planets - no new enemies will track you if you're there.
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   onPlanet = false,
94 by Josh C
track kills
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   kills = 0,
41 by Josh C
thrust indicator
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   onNew = function(self)
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              self.thrust = Tile:new{image = 'data/thrust.png'}
68 by Josh C
shield
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              self.shield = Shield:new{ship = self}
41 by Josh C
thrust indicator
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           end,
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
38
   onStartFrame = function(self)
16 by Josh C
change control scheme
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                     --- TAKE 2
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17 by Josh C
dead zone with no acceleration
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                     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
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                     )
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17 by Josh C
dead zone with no acceleration
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                     self.rotation = math.atan2(mouseVec.y, mouseVec.x)
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                     if mouseVec:len2() > 64^2 then
20 by Josh C
slow the ship down a bit
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                        self.acceleration = vector.new(300, 0)
17 by Josh C
dead zone with no acceleration
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                        self.acceleration:rotate_inplace(self.rotation)
41 by Josh C
thrust indicator
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                        self.thrust.visible = true
17 by Josh C
dead zone with no acceleration
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                     else
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                        self.acceleration = {x=0, y=0}
41 by Josh C
thrust indicator
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                        self.thrust.visible = false
22 by Josh C
mirror (contains a bug where things in the corner aren't getting mirrored?
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                        if DEBUG and the.console.visible then
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                           self.velocity = {x=0, y=0}
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                        end
17 by Josh C
dead zone with no acceleration
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                     end
11 by Josh C
pew pew!
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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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                     if the.mouse:pressed() and -- assumes left button
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                       love.timer.getTime() - self.lastFired > 0.25 and
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                       the.cursor:inTargetArea() then
11 by Josh C
pew pew!
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                           --print('pew')
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                           b = Bullet:new{
25 by Josh C
don't fire from top-left corner of the ship. ... fire from center of
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                              x = self.x + self.width / 2,
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                              y = self.y + self.height / 2,
69 by Josh C
enemy shields and death
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                              rotation = self.rotation,
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                              source = self
11 by Josh C
pew pew!
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                           }
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                           self.lastFired = love.timer.getTime()
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                     end
101 by Josh C
factor out doHit so I can try to reproduce double ships
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                     if the.keys:justPressed('x') then
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                        --self:doHit()
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                     end
6 by Josh C
ship graphic. point it in the direction of movement.
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                  end,
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   onUpdate = function(self)
41 by Josh C
thrust indicator
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                 self.thrust.x = self.x - self.width
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                 self.thrust.y = self.y
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                 self.thrust.rotation = self.rotation
31 by Josh C
player death
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              end,
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   onEndFrame = function(self)
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                   self:collide(the.rockColliders)
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                end,
101 by Josh C
factor out doHit so I can try to reproduce double ships
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   doHit = function(self)
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              if self.shield.strength == 0 then
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                 -- die
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                 the.app.view:add( Boom:new {
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                                      x = self.x,
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                                      y = self.y,
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                                      velocity = { rotation = 5 }
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                                   })
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                 self:die()
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                 self.thrust:die()
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              else
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                 self.shield:onHit()
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              end
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              if not self.active then
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                 the.interface:add(GameOver:new())
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              end
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           end,
31 by Josh C
player death
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   onCollide = function(self, other)
69 by Josh C
enemy shields and death
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                  if other:instanceOf(Bullet) and other.source ~= self then
101 by Josh C
factor out doHit so I can try to reproduce double ships
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                     self:doHit()
69 by Josh C
enemy shields and death
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                     other:die()
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                     the.bullets:remove(other)
68 by Josh C
shield
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                  end
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31 by Josh C
player death
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                  if other:instanceOf(RockCollider) then
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                     the.app.view:add( Boom:new {
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                                          x = self.x,
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                                          y = self.y,
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                                          velocity = { rotation = 5 }
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                                       })
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                     self:die()
41 by Josh C
thrust indicator
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                     self.thrust:die()
70 by Josh C
bring back game over screen
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                  end
57 by Josh C
buy/sell
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               end,
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   buy = function(self, good, price)
76 by Josh C
available cargo space
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            if self.money >= price and self:availableSpace() > 0 then
57 by Josh C
buy/sell
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               self.goods[good] = (self.goods[good] or 0) + 1
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               self.money = self.money - price
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            end
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         end,
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   sell = function(self, good, price)
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             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
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             end
76 by Josh C
available cargo space
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          end,
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   availableSpace = function(self)
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                       local cargo = 0
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                       for _, amt in pairs(self.goods) do
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                          cargo = cargo + amt
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                       end
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                       return self.cargoSpace - cargo
93 by Josh C
save on arriving at & leaving a planet both
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                    end,
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   save = function(self)
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             -- save player data
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             the.storage.data.player = {x = self.x,
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                                        y = self.y,
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                                        money = self.money,
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                                        goods = self.goods,
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                                        cargoSpace = self.cargoSpace
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                                     }
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             the.storage:save()
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          end
4 by Josh C
trying some movement styles. derivatives on crystal quest movement.
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}