/traderous

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Viewing changes to player.lua

  • Committer: Josh C
  • Date: 2013-10-21 18:31:55 UTC
  • Revision ID: josh@9ix.org-20131021183155-vl7pxaor2u3pw0t0
have enemies disengage when you land

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                        print('hi')
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                     end
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                     local dx = love.mouse.getX() - 400
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                     local dy = love.mouse.getY() - 300
 
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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
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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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                     love.mouse.setPosition(400,300)
 
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                     love.mouse.setPosition(the.app.width /2, the.app.height/2)
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                  end
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}
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local velLimit = 600
 
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local velLimit = 300
 
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--local velLimit = 50
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SpacePlayer = Tile:extend{
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   image = 'data/ship.png',
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   maxVelocity = {x=velLimit,y=velLimit},
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   minVelocity = {x=-velLimit, y=-velLimit},
 
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   lastFired = 0,
 
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   money = 2000, -- what to use for money symbol? ✪ or ☥ or Ⓐ?
 
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   goods = {},
 
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   cargoSpace = 20,
 
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   onPlanet = false,
 
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   kills = 0,
 
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   onNew = function(self)
 
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              self.thrust = Tile:new{image = 'data/thrust.png'}
 
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              self.shield = Shield:new{ship = self}
 
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           end,
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   onStartFrame = function(self)
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                     --local dx = love.mouse.getX() - self.x
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                     --local dy = love.mouse.getY() - self.y
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                     local dx = love.mouse.getX() - 400
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                     local dy = love.mouse.getY() - 300
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                     self.acceleration.x = dx * 2
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                     self.acceleration.y = dy * 2
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                     --TODO: acceleration limit.  It should at least be proportional (not 16:9)
 
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                     --- TAKE 2
 
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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
 
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                     )
 
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                     self.rotation = math.atan2(mouseVec.y, mouseVec.x)
 
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                     if mouseVec:len2() > 64^2 then
 
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                        self.acceleration = vector.new(300, 0)
 
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                        self.acceleration:rotate_inplace(self.rotation)
 
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                        self.thrust.visible = true
 
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                     else
 
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                        self.acceleration = {x=0, y=0}
 
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                        self.thrust.visible = false
 
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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
 
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                     end
 
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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
 
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                           --print('pew')
 
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                           b = Bullet:new{
 
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                              x = self.x + self.width / 2,
 
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                              y = self.y + self.height / 2,
 
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                              rotation = self.rotation,
 
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                              source = self
 
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                           }
 
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                           self.lastFired = love.timer.getTime()
 
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                     end
 
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                     if the.keys:justPressed('x') then
 
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                        --self:doHit()
 
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                     end
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                  end,
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   onUpdate = function(self)
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                 self.rotation = math.atan2(self.velocity.y, self.velocity.x)
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              end
 
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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
 
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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,
 
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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,
 
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   onCollide = function(self, other)
 
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                  if other:instanceOf(Bullet) and other.source ~= self then
 
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                     self:doHit()
 
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                     other:die()
 
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                     the.bullets:remove(other)
 
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                  end
 
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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()
 
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                     self.thrust:die()
 
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                  end
 
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               end,
 
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   buy = function(self, good, price)
 
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            if self.money >= price and self:availableSpace() > 0 then
 
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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
 
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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
 
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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
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}
 
 
b'\\ No newline at end of file'