/traderous

To get this branch, use:
bzr branch http://9ix.org/bzr/traderous

« back to all changes in this revision

Viewing changes to main.lua

  • Committer: Josh C
  • Date: 2013-05-09 01:26:36 UTC
  • Revision ID: josh@9ix.org-20130509012636-1hgzcgai2xtj0lfw
dead zone with no acceleration

Show diffs side-by-side

added added

removed removed

Lines of Context:
2
2
DEBUG = true
3
3
 
4
4
require 'zoetrope'
 
5
--__ = require 'underscore'
5
6
vector = require 'vector'
6
 
--inspect = require 'inspect'
7
 
 
8
 
require 'group'
9
7
 
10
8
require 'version'
11
 
require 'wrap_tile'
12
 
require 'mirror'
13
9
require 'player'
14
10
require 'enemy'
15
11
require 'cursor'
16
12
require 'bullet'
17
 
require 'rock'
18
 
require 'boom'
19
 
require 'planet'
20
 
require 'trade_view'
21
13
 
22
14
util = {
23
15
   signOf = function(value)
26
18
               else
27
19
                  return -1
28
20
               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
 
21
            end
73
22
}
74
23
 
75
24
GameView = View:extend {
76
25
   onNew = function (self)
77
 
              the.storage = Storage:new{filename = 'scores.lua'}
78
 
              the.storage:load()
79
 
              --if not the.storage.data.highScore then
80
 
              --   print('initializing storage')
81
 
              --   the.storage.data = {highScore = 0}
82
 
              --end
83
 
 
84
 
              the.bullets = Group:new()
85
 
              the.interface = Group:new()
86
 
              the.planets = Group:new()
87
 
              the.indicators = Group:new()
88
 
 
89
 
              the.bg = Tile:new{
90
 
                 image = 'data/stars3.png',
91
 
                 width = 13660,
92
 
                 height = 7680
93
 
              }
94
 
              self:add(the.bg)
95
 
 
96
 
              self:add(the.planets)
 
26
              for x = 1,30 do
 
27
                 for y = 1,30 do
 
28
                    self:add(Fill:new{x=x*400, y=y*400,
 
29
                                      width = 32, height = 32,
 
30
                                      fill = {0,0,255}
 
31
                                   })
 
32
                 end
 
33
              end
97
34
 
98
35
              --the.player = CrystalPlayer:new{x=400,y=300}
99
 
              the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
 
36
              the.player = SpacePlayer:new{x=400,y=300}
100
37
              self:add(the.player)
101
 
              self:add(the.player.thrust)
102
 
 
103
 
              local e = Enemy:new{x=400, y=300}
104
 
              self:add(e)
105
 
              self:add(e.thrust) -- why doesn't this work in Enemy.new?
106
 
 
107
 
              self:add(the.bullets)
108
 
              self:add(the.indicators)
109
 
              self:add(the.interface)
110
 
 
111
 
              for _ = 1, math.random(6) do
112
 
                 local planet = Planet:new{
113
 
                    x = math.random(the.app.width / 2,
114
 
                                    the.bg.width - the.app.width / 2),
115
 
                    y = math.random(the.app.height / 2,
116
 
                                    the.bg.height - the.app.height / 2),
117
 
                    rotation = math.random() * math.pi
118
 
                 }
119
 
                 the.planets:add(planet)
120
 
              end
 
38
 
 
39
              self:add(Enemy:new{x=400, y=300})
121
40
 
122
41
              the.cursor = Cursor:new()
123
42
              self:add(the.cursor)
124
43
 
125
44
              love.mouse.setGrab(true)
126
45
              love.mouse.setVisible(false)
127
 
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
128
46
 
 
47
              --self:loadLayers('data/map.lua')
129
48
              self.focus = the.player
 
49
              --self:clampTo(self.map)
130
50
           end,
131
 
   onUpdate = function(self, dt)
132
 
                 the.bullets:collide(the.planets)
133
 
              end,
134
 
   onEndFrame = function(self)
135
 
                   the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
136
 
                   the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
137
 
                end,
138
51
   draw = function (self, x, y)
139
52
             View.draw(self, x, y)
140
 
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
141
 
          end,
 
53
             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
 
54
          end
142
55
}
143
56
 
144
57
MenuScreen = View:extend {
158
71
the.app = App:new {
159
72
   onRun = function (self)
160
73
              print('Version: ' .. VERSION)
161
 
 
162
 
              math.randomseed(os.time())
163
 
 
164
74
              self.view = GameView:new()
165
 
 
166
75
              if DEBUG then
167
76
                 self.console:watch('VERSION', 'VERSION')
168
77
                 self.console:watch('updateTook', 'the.updateTook')
169
 
                 self.console:watch('the.player.x', 'the.player.x')
170
 
                 self.console:watch('the.player.y', 'the.player.y')
171
 
                 self.console:watch('the.app.width', 'the.app.width')
172
 
                 self.console:watch('the.app.height', 'the.app.height')
173
 
                 self.console:watch('num mirrors', '#the.mirrors.sprites')
174
 
                 self.console:watch('num rocks', '#the.rocks.sprites')
175
 
                 self.console:watch('num planets', '#the.planets.sprites')
176
78
                 --self.console:watch('drawTook', 'the.drawTook')
177
 
 
178
 
                 -- back off that dark overlay a bit
179
 
                 self.console.fill.fill[4] = 75
180
79
              end
181
80
           end,
182
81
   onUpdate = function (self, dt)
183
 
                 if not (DEBUG and the.console.visible) then
184
 
                    if the.keys:justPressed('q') then
185
 
                       self.quit()
186
 
                    elseif the.keys:justPressed('return') then
187
 
                       if the.keys:pressed('alt') then
188
 
                          love.graphics.toggleFullscreen()
189
 
                       else
190
 
                          self.view = GameView:new()
191
 
                       end
192
 
                    elseif the.keys:justPressed('f1') then
193
 
                       local ss = love.graphics.newScreenshot()
194
 
                       ss:encode('screenshot-' ..love.timer.getTime()..'.png')
195
 
                    elseif the.keys:justPressed('f11') then
196
 
                       love.graphics.toggleFullscreen()
197
 
                    end
 
82
                 if the.keys:justPressed('escape') then
 
83
                    self.quit()
198
84
                 end
199
85
              end,
200
86
   update = function (self, dt)
205
91
               end
206
92
            end
207
93
}
208
 
 
209
 
realRun = love.run
210
 
function love.run()
211
 
   -- should fail silently if it can't go to fullscreen...
212
 
   love.graphics.toggleFullscreen()
213
 
 
214
 
   realRun()
215
 
end
 
 
b'\\ No newline at end of file'