/traderous

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  • Committer: Josh C
  • Date: 2013-05-05 17:28:21 UTC
  • Revision ID: josh@9ix.org-20130505172821-t5ba218dz1pkjois
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2
DEBUG = true
3
3
 
4
4
require 'zoetrope'
5
 
vector = require 'vector'
6
 
--inspect = require 'inspect'
7
 
 
8
 
require 'group'
 
5
--__ = require 'underscore'
9
6
 
10
7
require 'version'
11
 
require 'wrap_tile'
12
 
require 'mirror'
13
8
require 'player'
14
9
require 'enemy'
15
10
require 'cursor'
16
 
require 'bullet'
17
 
require 'rock'
18
 
require 'boom'
19
 
require 'planet'
20
 
require 'trade_view'
21
11
 
22
12
util = {
23
13
   signOf = function(value)
26
16
               else
27
17
                  return -1
28
18
               end
29
 
            end,
30
 
   shortestVector = function(from, to)
31
 
                       if STRICT then
32
 
                          if from.x < the.app.width / 2 or
33
 
                             from.x > the.bg.width - the.app.width / 2 or
34
 
                             from.y < the.app.height / 2 or
35
 
                             from.y > the.bg.height - the.app.height / 2 then
36
 
                             error('"from" coordinate out of bounds: X='..from.x..' Y='..from.y)
37
 
                          end
38
 
 
39
 
                          if to.x < the.app.width / 2 or
40
 
                             to.x > the.bg.width - the.app.width / 2 or
41
 
                             to.y < the.app.height / 2 or
42
 
                             to.y > the.bg.height - the.app.height / 2 then
43
 
                             error('"to" coordinate out of bounds: X='..to.x..' Y='..to.y)
44
 
                          end
45
 
                       end
46
 
 
47
 
                       -- normalize grid to account for mirror zones
48
 
                       local fx = from.x - the.app.width / 2
49
 
                       local fy = from.y - the.app.height / 2
50
 
                       local tx = to.x - the.app.width / 2
51
 
                       local ty = to.y - the.app.height / 2
52
 
 
53
 
                       local short = {}
54
 
 
55
 
                       -- pick shorter x
56
 
                       if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
57
 
                          -- straight path is shorter
58
 
                          short.x = tx - fx
59
 
                       else
60
 
                          short.x = tx - fx - (the.bg.width - the.app.width)
61
 
                       end
62
 
 
63
 
                       -- pick shorter y
64
 
                       if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
65
 
                          -- straight path is shorter
66
 
                          short.y = ty - fy
67
 
                       else
68
 
                          short.y = ty - fy - (the.bg.height - the.app.height)
69
 
                       end
70
 
 
71
 
                       return vector.new(short.x, short.y)
72
 
                    end
 
19
            end
73
20
}
74
21
 
75
22
GameView = View:extend {
76
 
   lastRock = 0,
77
 
   rockInterval = 1,
78
 
   gameStart = 0,
79
23
   onNew = function (self)
80
 
              -- for x = 1,30 do
81
 
              --    for y = 1,30 do
82
 
              --       self:add(Fill:new{x=x*400, y=y*400,
83
 
              --                         width = 32, height = 32,
84
 
              --                         fill = {0,0,255}
85
 
              --                      })
86
 
              --    end
87
 
              -- end
88
 
 
89
 
              the.storage = Storage:new{filename = 'scores.lua'}
90
 
              the.storage:load()
91
 
              if not the.storage.data.highScore then
92
 
                 print('initializing storage')
93
 
                 the.storage.data = {highScore = 0}
 
24
              for x = 1,30 do
 
25
                 for y = 1,30 do
 
26
                    self:add(Fill:new{x=x*400, y=y*400,
 
27
                                      width = 32, height = 32,
 
28
                                      fill = {0,0,255}
 
29
                                   })
 
30
                 end
94
31
              end
95
32
 
96
 
              --the.rockColliders = Group:new()
97
 
              the.bullets = Group:new()
98
 
              the.mirrors = Group:new()
99
 
              --the.rocks = Group:new()
100
 
              the.interface = Group:new()
101
 
              the.planets = Group:new()
102
 
              the.indicators = Group:new()
103
 
 
104
 
              the.bg = Tile:new{
105
 
                 image = 'data/stars3.png',
106
 
                 width = 13660,
107
 
                 height = 7680
108
 
              }
109
 
              self:add(the.bg)
110
 
 
111
 
              self:add(the.planets)
112
 
 
113
33
              --the.player = CrystalPlayer:new{x=400,y=300}
114
 
              the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
 
34
              the.player = SpacePlayer:new{x=400,y=300}
115
35
              self:add(the.player)
116
 
              self:add(the.player.thrust)
117
 
 
118
 
              --self:add(Enemy:new{x=400, y=300})
119
 
 
120
 
              self:add(the.bullets)
121
 
              --self:add(the.rockColliders)
122
 
              self:add(the.mirrors)
123
 
              --self:add(the.rocks)
124
 
              self:add(the.indicators)
125
 
              self:add(the.interface)
126
 
 
127
 
              for _ = 1, math.random(6) do
128
 
                 local planet = Planet:new{
129
 
                    x = math.random(the.app.width / 2,
130
 
                                    the.bg.width - the.app.width / 2),
131
 
                    y = math.random(the.app.height / 2,
132
 
                                    the.bg.height - the.app.height / 2),
133
 
                    rotation = math.random() * math.pi
134
 
                 }
135
 
                 the.planets:add(planet)
136
 
              end
137
 
 
138
 
              the.cursor = Cursor:new()
139
 
              self:add(the.cursor)
140
 
 
141
 
              the.score = Text:new{
142
 
                 x = 8,
143
 
                 y = 8,
144
 
                 width = the.app.width,
145
 
                 --align = 'center',
146
 
                 font = 25}
147
 
              --the.interface:add(the.score)
148
 
 
149
 
              local hs = the.storage.data.highScore
150
 
              local m = hs / 60
151
 
              local s = hs % 60
152
 
 
153
 
              the.highScore = Text:new{
154
 
                 x = -8,
155
 
                 y = 8,
156
 
                 width = the.app.width,
157
 
                 align = 'right',
158
 
                 font = 25,
159
 
                 text = string.format('High Score: %d:%02d', m, s)
160
 
              }
161
 
              --the.interface:add(the.highScore)
162
 
 
163
 
              the.over = Text:new{
164
 
                 y = the.app.height / 2,
165
 
                 width = the.app.width,
166
 
                 align = 'center',
167
 
                 font = 25,
168
 
                 text = "Game Over",
169
 
                 visible = false
170
 
              }
171
 
              the.interface:add(the.over)
172
 
 
173
 
 
174
 
              the.instructions = Text:new{
175
 
                 y = the.app.height / 2 + 32,
176
 
                 width = the.app.width,
177
 
                 align = 'center',
178
 
                 font = 12,
179
 
                 text = "Press Enter to start a new game\nPress Q to quit",
180
 
                 visible = false
181
 
              }
182
 
              the.interface:add(the.instructions)
 
36
 
 
37
              self:add(Enemy:new{x=400, y=300})
 
38
 
 
39
              self:add(Cursor:new())
183
40
 
184
41
              love.mouse.setGrab(true)
185
42
              love.mouse.setVisible(false)
186
 
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
187
43
 
188
44
              --self:loadLayers('data/map.lua')
189
45
              self.focus = the.player
190
46
              --self:clampTo(self.map)
191
 
 
192
 
              self.gameStart = love.timer.getTime()
193
47
           end,
194
 
   onUpdate = function(self, dt)
195
 
                 if false and the.player.active and love.timer.getTime() > self.lastRock + self.rockInterval then
196
 
                    local unseenRock = nil
197
 
                    while not unseenRock do
198
 
                       local rock = Rock:new{
199
 
                          x = math.random(the.app.width / 2,
200
 
                                          the.bg.width - the.app.width / 2),
201
 
                          y = math.random(the.app.height / 2,
202
 
                                          the.bg.height - the.app.height / 2),
203
 
                          velocity = {
204
 
                             x = math.random(-300, 300),
205
 
                             y = math.random(-300, 300),
206
 
                             rotation = math.random(-7, 7)
207
 
                          },
208
 
                          scale = math.random() + 0.5
209
 
                       }
210
 
 
211
 
                       local rockToPlayer = util.shortestVector(rock, the.player)
212
 
                       if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
213
 
                           math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
214
 
                         unseenRock = rock
215
 
                        end
216
 
                    end
217
 
 
218
 
                    the.rocks:add(unseenRock)
219
 
 
220
 
                    self.lastRock = love.timer.getTime()
221
 
                 end
222
 
 
223
 
                 the.bullets:collide(the.rockColliders)
224
 
 
225
 
                 -- this should really go somewhere else...
226
 
                 for _, planet in ipairs(the.planets.sprites) do
227
 
                    local indx, indy
228
 
                    local pvec = vector.new(
229
 
                       planet.x - the.player.x + planet.width / 2,
230
 
                       planet.y - the.player.y + planet.height / 2 )
231
 
 
232
 
                    -- TODO: is there a better way to specify the
233
 
                    -- screen rectangle?
234
 
                    if planet:intersects(the.player.x - the.app.width / 2,
235
 
                                         the.player.y - the.app.height / 2,
236
 
                                         the.app.width,
237
 
                                         the.app.height) then
238
 
                       -- planet is on the screen
239
 
                       planet.indicator.visible = false
240
 
                    else
241
 
                       planet.indicator.visible = true
242
 
 
243
 
                       if math.abs(pvec.x) / math.abs(pvec.y) > the.app.width / the.app.height then
244
 
                          indx = (the.app.width / 2 - 10) * util.signOf(pvec.x) + 8
245
 
                          indy = (the.app.width / 2 - 10) * pvec.y / math.abs(pvec.x)
246
 
                       else
247
 
                          indy = (the.app.height / 2 - 10) * util.signOf(pvec.y) + 8
248
 
                          indx = (the.app.height / 2 - 10) * pvec.x / math.abs(pvec.y)
249
 
                       end
250
 
 
251
 
                       planet.indicator.x = the.player.x + indx
252
 
                       planet.indicator.y = the.player.y + indy
253
 
                    end
254
 
                 end
255
 
 
256
 
                 -- for _, mirror in ipairs(the.mirrors.sprites) do
257
 
                 --    if not mirror.of then
258
 
                 --       print('mirror:' .. inspect(mirror))
259
 
                 --       error('mirror OF NOTHING')
260
 
                 --    end
261
 
                 -- end
262
 
              end,
263
 
   onEndFrame = function(self)
264
 
                   the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
265
 
                   the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
266
 
 
267
 
                   if the.player.active then
268
 
                      self:updateScore()
269
 
                   end
270
 
                end,
271
48
   draw = function (self, x, y)
272
49
             View.draw(self, x, y)
273
 
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
274
 
          end,
275
 
   updateScore = function(self)
276
 
                    local t = love.timer.getTime() - self.gameStart
277
 
                    local m = t / 60
278
 
                    local s = t % 60
279
 
 
280
 
                    the.score.text = string.format('Score: %d:%02d', m, s)
281
 
                    --the.score.y = the.player.y - the.app.height / 2 + the.player.height
282
 
                    --the.score.x = the.player.x - the.app.width / 2 + the.player.width
283
 
 
284
 
                    --the.highScore.y = the.player.y - the.app.height / 2 + the.player.height
285
 
                    --the.highScore.x = the.player.x - the.app.width / 2
286
 
                 end
 
50
             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
 
51
          end
287
52
}
288
53
 
289
54
MenuScreen = View:extend {
303
68
the.app = App:new {
304
69
   onRun = function (self)
305
70
              print('Version: ' .. VERSION)
306
 
 
307
 
              math.randomseed(os.time())
308
 
 
309
71
              self.view = GameView:new()
310
 
 
311
72
              if DEBUG then
312
73
                 self.console:watch('VERSION', 'VERSION')
313
74
                 self.console:watch('updateTook', 'the.updateTook')
314
 
                 self.console:watch('the.player.x', 'the.player.x')
315
 
                 self.console:watch('the.player.y', 'the.player.y')
316
 
                 self.console:watch('the.app.width', 'the.app.width')
317
 
                 self.console:watch('the.app.height', 'the.app.height')
318
 
                 self.console:watch('num mirrors', '#the.mirrors.sprites')
319
 
                 self.console:watch('num rocks', '#the.rocks.sprites')
320
 
                 self.console:watch('num planets', '#the.planets.sprites')
321
75
                 --self.console:watch('drawTook', 'the.drawTook')
322
 
 
323
 
                 -- back off that dark overlay a bit
324
 
                 self.console.fill.fill[4] = 75
325
76
              end
326
77
           end,
327
78
   onUpdate = function (self, dt)
328
 
                 if not (DEBUG and the.console.visible) then
329
 
                    if the.keys:justPressed('q') then
330
 
                       self.quit()
331
 
                    elseif the.keys:justPressed('return') then
332
 
                       if the.keys:pressed('alt') then
333
 
                          love.graphics.toggleFullscreen()
334
 
                       else
335
 
                          self.view = GameView:new()
336
 
                       end
337
 
                    elseif the.keys:justPressed('f1') then
338
 
                       local ss = love.graphics.newScreenshot()
339
 
                       ss:encode('screenshot-' ..love.timer.getTime()..'.png')
340
 
                    elseif the.keys:justPressed('f11') then
341
 
                       love.graphics.toggleFullscreen()
342
 
                    end
 
79
                 if the.keys:justPressed('escape') then
 
80
                    self.quit()
343
81
                 end
344
82
              end,
345
83
   update = function (self, dt)
350
88
               end
351
89
            end
352
90
}
353
 
 
354
 
realRun = love.run
355
 
function love.run()
356
 
   -- should fail silently if it can't go to fullscreen...
357
 
   love.graphics.toggleFullscreen()
358
 
 
359
 
   realRun()
360
 
end
 
 
b'\\ No newline at end of file'