5
vector = require 'vector'
6
--inspect = require 'inspect'
28
signOf = function(value)
37
GameView = View:extend {
38
onNew = function (self)
39
the.storage = Storage:new{filename = 'world.lua'}
41
--if not the.storage.data.highScore then
42
-- print('initializing storage')
43
-- the.storage.data = {highScore = 0}
46
the.bullets = Group:new()
47
the.interface = Group:new()
48
the.planets = Group:new()
49
the.planetLabels = Group:new()
50
the.indicators = Group:new()
51
the.enemies = Group:new()
53
-- init bg before build/load since planets need to know bg size
55
image = 'data/stars3.png',
61
if self.newWorld or not the.storage.data.player then
62
the.storage.data = {planets = {}}
64
-- build planets from random
65
for _ = 1, math.random(5, 7) do
66
local planet = Planet:new{
67
x = math.random(the.app.width / 2,
68
the.bg.width - the.app.width / 2),
69
y = math.random(the.app.height / 2,
70
the.bg.height - the.app.height / 2),
71
rotation = math.random() * math.pi
73
the.planets:add(planet)
74
table.insert(the.storage.data.planets, {
77
rotation = planet.rotation,
86
local player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
88
the.storage.data.player = {x = player.x,
92
cargoSpace = player.cargoSpace
97
-- load planets with x, y, goods
98
for _, planetData in ipairs(the.storage.data.planets) do
99
the.planets:add(Planet:new(planetData))
102
-- load player with cargo, money, position
103
the.player = SpacePlayer:new(the.storage.data.player)
105
-- reload storage as we've turned it all into objects
109
self:add(the.planets)
110
self:add(the.planetLabels)
113
self:add(the.player.thrust)
114
self:add(the.player.shield)
116
self:add(the.enemies)
119
local e = Enemy:new{x = math.random(the.bg.width),
120
y = math.random(the.bg.height)}
121
--local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
123
self:add(e.thrust) -- why doesn't this work in Enemy.new?
127
self:add(the.bullets)
128
self:add(the.indicators)
129
self:add(the.interface)
131
the.cursor = Cursor:new()
134
love.mouse.setGrab(true)
135
love.mouse.setVisible(false)
136
love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
138
self.focus = the.player
140
onUpdate = function(self, dt)
141
if the.keys:justPressed('escape') then
142
PauseView:new():activate()
145
the.bullets:collide(the.planets)
146
the.bullets:collide(the.player)
147
the.bullets:collide(the.enemies)
149
onEndFrame = function(self)
150
the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
151
the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
153
draw = function (self, x, y)
154
View.draw(self, x, y)
155
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
159
MenuScreen = View:extend {
160
title = Text:new{text = "Press a key to start", font = 48, wordWrap = false},
161
--title = Tile:new{image = 'data/title.png', x = 0, y = 0},
162
onNew = function(self)
164
self.title:centerAround(400, 200)
166
onUpdate = function(self, elapsed)
167
if the.keys:allJustPressed() then
168
the.app.view = GameView:new()
175
onRun = function (self)
176
print('Version: ' .. VERSION)
178
math.randomseed(os.time())
180
self.view = GameView:new()
183
self.console:watch('VERSION', 'VERSION')
184
self.console:watch('updateTook', 'the.updateTook')
185
self.console:watch('the.player.x', 'the.player.x')
186
self.console:watch('the.player.y', 'the.player.y')
187
self.console:watch('the.app.width', 'the.app.width')
188
self.console:watch('the.app.height', 'the.app.height')
189
self.console:watch('num mirrors', '#the.mirrors.sprites')
190
self.console:watch('num rocks', '#the.rocks.sprites')
191
self.console:watch('num planets', '#the.planets.sprites')
192
self.console:watch('num enemies', 'the.enemies:count()')
193
self.console:watch('onPlanet', 'the.player.onPlanet')
194
self.console:watch('kills', 'the.player.kills')
195
--self.console:watch('drawTook', 'the.drawTook')
197
-- back off that dark overlay a bit
198
self.console.fill.fill[4] = 75
201
onUpdate = function (self, dt)
202
if not (DEBUG and the.console.visible) then
203
if the.keys:justPressed('return') and the.keys:pressed('alt') then
204
love.graphics.toggleFullscreen()
205
elseif the.keys:justPressed('f1') then
206
local ss = love.graphics.newScreenshot()
207
ss:encode('screenshot-' ..love.timer.getTime()..'.png')
208
elseif the.keys:justPressed('f11') then
209
love.graphics.toggleFullscreen()
213
update = function (self, dt)
214
the.updateStart = love.timer.getMicroTime()
216
if the.updateStart then
217
the.updateTook = love.timer.getMicroTime() - the.updateStart
224
-- should fail silently if it can't go to fullscreen...
225
love.graphics.toggleFullscreen()
b'\\ No newline at end of file'