/traderous

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Viewing changes to player.lua

  • 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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                  end
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}
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local velLimit = 400
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--local velLimit = 50
 
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local velLimit = 600
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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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   onNew = function(self)
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              self.thrust = Tile:new{image = 'data/thrust.png'}
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           end,
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   onStartFrame = function(self)
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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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                     --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() - 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 * 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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                     if the.mouse:pressed() then -- assumes left button
 
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                        if love.timer.getTime() - self.lastFired > 0.25 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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                              x = self.x, y = self.y,
 
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                              rotation = self.rotation,
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                           }
 
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                           the.app.view:add(b)
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                           self.lastFired = love.timer.getTime()
 
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                        end
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                     end
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                  end,
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   onUpdate = function(self)
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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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   onCollide = function(self, other)
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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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                     the.over.visible = true
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                     the.instructions.visible = true
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                     the.app.view:updateScore()
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                     local score = love.timer.getTime() - the.app.view.gameStart
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                     if score > the.storage.data.highScore then
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                        the.storage.data.highScore = score
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                        the.storage:save()
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                        the.highScore.text = string.format(
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                           'High Score: %d:%02d', score / 60, score % 60
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                        )
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                     end
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                  end
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               end
 
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                 self.rotation = math.atan2(self.velocity.y, self.velocity.x)
 
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              end
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}
 
 
b'\\ No newline at end of file'