27
shortestVector = function(from, to)
29
if from.x < the.app.width / 2 or
30
from.x > the.bg.width - the.app.width / 2 or
31
from.y < the.app.height / 2 or
32
from.y > the.bg.height - the.app.height / 2 then
33
error('"from" coordinate out of bounds: X='..from.x..' Y='..from.y)
36
if to.x < the.app.width / 2 or
37
to.x > the.bg.width - the.app.width / 2 or
38
to.y < the.app.height / 2 or
39
to.y > the.bg.height - the.app.height / 2 then
40
error('"to" coordinate out of bounds: X='..to.x..' Y='..to.y)
44
-- normalize grid to account for mirror zones
45
local fx = from.x - the.app.width / 2
46
local fy = from.y - the.app.height / 2
47
local tx = to.x - the.app.width / 2
48
local ty = to.y - the.app.height / 2
53
if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
54
-- straight path is shorter
57
short.x = tx - fx - (the.bg.width - the.app.width)
61
if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
62
-- straight path is shorter
65
short.y = ty - fy - (the.bg.height - the.app.height)
68
return vector.new(short.x, short.y)
72
24
GameView = View:extend {
76
25
onNew = function (self)
86
the.rockColliders = Group:new()
87
the.bullets = Group:new()
90
image = 'data/stars3.png',
36
image = 'data/stars2.png',
97
44
--the.player = CrystalPlayer:new{x=400,y=300}
98
the.player = SpacePlayer:new{x=1366,y=768}
45
the.player = SpacePlayer:new{x=400,y=300}
99
46
self:add(the.player)
101
--self:add(Enemy:new{x=400, y=300})
48
self:add(Enemy:new{x=400, y=300})
103
50
the.cursor = Cursor:new()
104
51
self:add(the.cursor)
109
56
--self:loadLayers('data/map.lua')
110
57
self.focus = the.player
111
58
--self:clampTo(self.map)
113
self.gameStart = love.timer.getTime()
115
onUpdate = function(self, dt)
116
if love.timer.getTime() > self.lastRock + self.rockInterval then
117
local unseenRock = nil
118
while not unseenRock do
119
local rock = Rock:new{
120
x = math.random(the.app.width / 2,
121
the.bg.width - the.app.width / 2),
122
y = math.random(the.app.height / 2,
123
the.bg.height - the.app.height / 2),
125
x = math.random(-300, 300),
126
y = math.random(-300, 300),
127
rotation = math.random(-7, 7)
129
scale = math.random() + 0.5
132
local rockToPlayer = util.shortestVector(rock, the.player)
133
if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
134
math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
141
self.lastRock = love.timer.getTime()
144
the.bullets:collide(the.rockColliders)
146
60
draw = function (self, x, y)
147
61
View.draw(self, x, y)
148
62
love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
166
80
the.app = App:new {
167
81
onRun = function (self)
168
82
print('Version: ' .. VERSION)
170
math.randomseed(os.time())
172
83
self.view = GameView:new()
174
85
self.console:watch('VERSION', 'VERSION')
175
86
self.console:watch('updateTook', 'the.updateTook')
176
self.console:watch('the.player.x', 'the.player.x')
177
self.console:watch('the.player.y', 'the.player.y')
178
self.console:watch('the.app.width', 'the.app.width')
179
self.console:watch('the.app.height', 'the.app.height')
180
87
--self.console:watch('drawTook', 'the.drawTook')
182
-- back off that dark overlay a bit
183
self.console.fill.fill[4] = 75
186
90
onUpdate = function (self, dt)