/traderous

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  • Committer: Josh C
  • Date: 2013-05-07 21:30:17 UTC
  • Revision ID: josh@9ix.org-20130507213017-i9xbjk0qjjqe91dk
constant velocity for bullets.  using hump.vector e9b86ef 

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DEBUG = true
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require 'zoetrope'
 
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--__ = require 'underscore'
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vector = require 'vector'
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--inspect = require 'inspect'
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8
 
require 'group'
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require 'version'
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require 'wrap_tile'
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require 'mirror'
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require 'player'
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require 'enemy'
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require 'cursor'
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require 'bullet'
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require 'rock'
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require 'boom'
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require 'planet'
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require 'trade_view'
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require 'shield'
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util = {
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   signOf = function(value)
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               else
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                  return -1
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               end
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            end,
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   shortestVector = function(from, to)
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                       if STRICT then
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                          if from.x < the.app.width / 2 or
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                             from.x > the.bg.width - the.app.width / 2 or
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                             from.y < the.app.height / 2 or
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                             from.y > the.bg.height - the.app.height / 2 then
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                             error('"from" coordinate out of bounds: X='..from.x..' Y='..from.y)
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                          end
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40
 
                          if to.x < the.app.width / 2 or
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                             to.x > the.bg.width - the.app.width / 2 or
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                             to.y < the.app.height / 2 or
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                             to.y > the.bg.height - the.app.height / 2 then
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                             error('"to" coordinate out of bounds: X='..to.x..' Y='..to.y)
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                          end
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                       end
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48
 
                       -- normalize grid to account for mirror zones
49
 
                       local fx = from.x - the.app.width / 2
50
 
                       local fy = from.y - the.app.height / 2
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                       local tx = to.x - the.app.width / 2
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                       local ty = to.y - the.app.height / 2
53
 
 
54
 
                       local short = {}
55
 
 
56
 
                       -- pick shorter x
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                       if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
58
 
                          -- straight path is shorter
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                          short.x = tx - fx
60
 
                       else
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                          short.x = tx - fx - (the.bg.width - the.app.width)
62
 
                       end
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64
 
                       -- pick shorter y
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                       if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
66
 
                          -- straight path is shorter
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                          short.y = ty - fy
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                       else
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                          short.y = ty - fy - (the.bg.height - the.app.height)
70
 
                       end
71
 
 
72
 
                       return vector.new(short.x, short.y)
73
 
                    end
 
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            end
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}
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GameView = View:extend {
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   onNew = function (self)
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              the.storage = Storage:new{filename = 'scores.lua'}
79
 
              the.storage:load()
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              --if not the.storage.data.highScore then
81
 
              --   print('initializing storage')
82
 
              --   the.storage.data = {highScore = 0}
83
 
              --end
84
 
 
85
 
              the.bullets = Group:new()
86
 
              the.interface = Group:new()
87
 
              the.planets = Group:new()
88
 
              the.indicators = Group:new()
89
 
              the.enemies = Group:new()
90
 
 
91
 
              the.bg = Tile:new{
92
 
                 image = 'data/stars3.png',
93
 
                 width = 13660,
94
 
                 height = 7680
95
 
              }
96
 
              self:add(the.bg)
97
 
 
98
 
              self:add(the.planets)
 
26
              for x = 1,30 do
 
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                 for y = 1,30 do
 
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                    self:add(Fill:new{x=x*400, y=y*400,
 
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                                      width = 32, height = 32,
 
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                                      fill = {0,0,255}
 
31
                                   })
 
32
                 end
 
33
              end
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100
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              --the.player = CrystalPlayer:new{x=400,y=300}
101
 
              the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
 
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              the.player = SpacePlayer:new{x=400,y=300}
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              self:add(the.player)
103
 
              self:add(the.player.thrust)
104
 
              self:add(the.player.shield)
105
 
 
106
 
              self:add(the.enemies)
107
 
 
108
 
              for _ = 1, 5 do
109
 
                 local e = Enemy:new{x = math.random(the.bg.width),
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                                     y = math.random(the.bg.height)}
111
 
                 --local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
112
 
                 the.enemies:add(e)
113
 
                 self:add(e.thrust) -- why doesn't this work in Enemy.new?
114
 
                 self:add(e.shield)
115
 
              end
116
 
 
117
 
              self:add(the.bullets)
118
 
              self:add(the.indicators)
119
 
              self:add(the.interface)
120
 
 
121
 
              for _ = 1, math.random(6) do
122
 
                 local planet = Planet:new{
123
 
                    x = math.random(the.app.width / 2,
124
 
                                    the.bg.width - the.app.width / 2),
125
 
                    y = math.random(the.app.height / 2,
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                                    the.bg.height - the.app.height / 2),
127
 
                    rotation = math.random() * math.pi
128
 
                 }
129
 
                 the.planets:add(planet)
130
 
              end
131
 
 
132
 
              the.cursor = Cursor:new()
133
 
              self:add(the.cursor)
134
 
 
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              the.over = Text:new{
136
 
                 y = the.app.height / 2,
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                 width = the.app.width,
138
 
                 align = 'center',
139
 
                 font = 25,
140
 
                 text = "Game Over",
141
 
                 visible = false
142
 
              }
143
 
              the.interface:add(the.over)
144
 
 
145
 
 
146
 
              the.instructions = Text:new{
147
 
                 y = the.app.height / 2 + 32,
148
 
                 width = the.app.width,
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                 align = 'center',
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                 font = 12,
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                 text = "Press Enter to start a new game\nPress Q to quit",
152
 
                 visible = false
153
 
              }
154
 
              the.interface:add(the.instructions)
 
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              self:add(Enemy:new{x=400, y=300})
 
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              self:add(Cursor:new())
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              love.mouse.setGrab(true)
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              love.mouse.setVisible(false)
158
 
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
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              --self:loadLayers('data/map.lua')
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              self.focus = the.player
 
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              --self:clampTo(self.map)
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           end,
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   onUpdate = function(self, dt)
163
 
                 the.bullets:collide(the.planets)
164
 
                 the.bullets:collide(the.player)
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                 the.bullets:collide(the.enemies)
166
 
              end,
167
 
   onEndFrame = function(self)
168
 
                   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
170
 
                end,
171
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   draw = function (self, x, y)
172
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             View.draw(self, x, y)
173
 
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
174
 
          end,
 
52
             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
 
53
          end
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}
176
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177
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MenuScreen = View:extend {
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the.app = App:new {
192
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   onRun = function (self)
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              print('Version: ' .. VERSION)
194
 
 
195
 
              math.randomseed(os.time())
196
 
 
197
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              self.view = GameView:new()
198
 
 
199
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              if DEBUG then
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                 self.console:watch('VERSION', 'VERSION')
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                 self.console:watch('updateTook', 'the.updateTook')
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                 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')
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                 self.console:watch('num mirrors', '#the.mirrors.sprites')
207
 
                 self.console:watch('num rocks', '#the.rocks.sprites')
208
 
                 self.console:watch('num planets', '#the.planets.sprites')
209
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                 --self.console:watch('drawTook', 'the.drawTook')
210
 
 
211
 
                 -- back off that dark overlay a bit
212
 
                 self.console.fill.fill[4] = 75
213
78
              end
214
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           end,
215
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   onUpdate = function (self, dt)
216
 
                 if not (DEBUG and the.console.visible) then
217
 
                    if the.keys:justPressed('q') then
218
 
                       self.quit()
219
 
                    elseif the.keys:justPressed('return') then
220
 
                       if the.keys:pressed('alt') then
221
 
                          love.graphics.toggleFullscreen()
222
 
                       else
223
 
                          self.view = GameView:new()
224
 
                       end
225
 
                    elseif the.keys:justPressed('f1') then
226
 
                       local ss = love.graphics.newScreenshot()
227
 
                       ss:encode('screenshot-' ..love.timer.getTime()..'.png')
228
 
                    elseif the.keys:justPressed('f11') then
229
 
                       love.graphics.toggleFullscreen()
230
 
                    end
 
81
                 if the.keys:justPressed('escape') then
 
82
                    self.quit()
231
83
                 end
232
84
              end,
233
85
   update = function (self, dt)
238
90
               end
239
91
            end
240
92
}
241
 
 
242
 
realRun = love.run
243
 
function love.run()
244
 
   -- should fail silently if it can't go to fullscreen...
245
 
   love.graphics.toggleFullscreen()
246
 
 
247
 
   realRun()
248
 
end
 
 
b'\\ No newline at end of file'