/traderous

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  • Committer: Josh C
  • Date: 2013-05-04 20:45:30 UTC
  • Revision ID: josh@9ix.org-20130504204530-aphxyyyo2c8rir4r
build system

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STRICT = true
2
 
DEBUG = true
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4
 
require 'zoetrope'
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--__ = require 'underscore'
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vector = require 'vector'
7
 
 
8
 
require 'group'
9
 
 
10
 
require 'version'
11
 
require 'wrap_tile'
12
 
require 'mirror'
13
 
require 'player'
14
 
require 'enemy'
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require 'cursor'
16
 
require 'bullet'
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require 'rock'
18
 
 
19
 
util = {
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   signOf = function(value)
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               if value >= 0 then
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                  return 1
23
 
               else
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                  return -1
25
 
               end
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            end,
27
 
   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
35
 
 
36
 
                          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
39
 
                             to.y > the.bg.height - the.app.height / 2 then
40
 
                             error('"to" coordinate out of bounds: X='..to.x..' Y='..to.y)
41
 
                          end
42
 
                       end
43
 
 
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
49
 
 
50
 
                       local short = {}
51
 
 
52
 
                       -- pick shorter x
53
 
                       if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
54
 
                          -- straight path is shorter
55
 
                          short.x = tx - fx
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                       else
57
 
                          short.x = tx - fx - (the.bg.width - the.app.width)
58
 
                       end
59
 
 
60
 
                       -- pick shorter y
61
 
                       if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
62
 
                          -- straight path is shorter
63
 
                          short.y = ty - fy
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                       else
65
 
                          short.y = ty - fy - (the.bg.height - the.app.height)
66
 
                       end
67
 
 
68
 
                       return vector.new(short.x, short.y)
69
 
                    end
70
 
}
71
 
 
72
 
GameView = View:extend {
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   lastRock = 0,
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   rockInterval = 1,
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   gameStart = 0,
76
 
   onNew = function (self)
77
 
              -- 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}
82
 
              --                      })
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              --    end
84
 
              -- end
85
 
 
86
 
              the.bg = Tile:new{
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                 image = 'data/stars3.png',
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                 -- 1366x768 * 3
89
 
                 width = 4098,
90
 
                 height = 2304
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              }
92
 
              self:add(the.bg)
93
 
 
94
 
              --the.player = CrystalPlayer:new{x=400,y=300}
95
 
              the.player = SpacePlayer:new{x=1366,y=768}
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              self:add(the.player)
97
 
 
98
 
              --self:add(Enemy:new{x=400, y=300})
99
 
 
100
 
              the.cursor = Cursor:new()
101
 
              self:add(the.cursor)
102
 
 
103
 
              love.mouse.setGrab(true)
104
 
              love.mouse.setVisible(false)
105
 
 
106
 
              --self:loadLayers('data/map.lua')
107
 
              self.focus = the.player
108
 
              --self:clampTo(self.map)
109
 
 
110
 
              self.gameStart = love.timer.getTime()
111
 
           end,
112
 
   onUpdate = function(self, dt)
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                 if love.timer.getTime() > self.lastRock + self.rockInterval then
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                    local unseenRock = nil
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                    while not unseenRock do
116
 
                       local rock = Rock:new{
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                          x = math.random(the.app.width / 2,
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                                          the.bg.width - the.app.width / 2),
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                          y = math.random(the.app.height / 2,
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                                          the.bg.height - the.app.height / 2),
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                          velocity = {
122
 
                             x = math.random(-300, 300),
123
 
                             y = math.random(-300, 300),
124
 
                             rotation = math.random(-7, 7)
125
 
                          },
126
 
                          scale = math.random() + 0.5
127
 
                       }
128
 
 
129
 
                       local rockToPlayer = util.shortestVector(rock, the.player)
130
 
                       if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
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                           math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
132
 
                         unseenRock = rock
133
 
                        end
134
 
                    end
135
 
 
136
 
                    self:add(unseenRock)
137
 
 
138
 
                    self.lastRock = love.timer.getTime()
139
 
                 end
140
 
              end,
141
 
   draw = function (self, x, y)
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             View.draw(self, x, y)
143
 
             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
144
 
          end
145
 
}
146
 
 
147
 
MenuScreen = View:extend {
148
 
   title = Text:new{text = "Press a key to start", font = 48, wordWrap = false},
149
 
   --title = Tile:new{image = 'data/title.png', x = 0, y = 0},
150
 
   onNew = function(self)
151
 
              self:add(self.title)
152
 
              self.title:centerAround(400, 200)
153
 
           end,
154
 
   onUpdate = function(self, elapsed)
155
 
                 if the.keys:allJustPressed() then
156
 
                    the.app.view = GameView:new()
157
 
                 end
158
 
              end
159
 
}
160
 
 
161
 
the.app = App:new {
162
 
   onRun = function (self)
163
 
              print('Version: ' .. VERSION)
164
 
 
165
 
              math.randomseed(os.time())
166
 
 
167
 
              self.view = GameView:new()
168
 
              if DEBUG then
169
 
                 self.console:watch('VERSION', 'VERSION')
170
 
                 self.console:watch('updateTook', 'the.updateTook')
171
 
                 self.console:watch('the.player.x', 'the.player.x')
172
 
                 self.console:watch('the.player.y', 'the.player.y')
173
 
                 self.console:watch('the.app.width', 'the.app.width')
174
 
                 self.console:watch('the.app.height', 'the.app.height')
175
 
                 --self.console:watch('drawTook', 'the.drawTook')
176
 
 
177
 
                 -- back off that dark overlay a bit
178
 
                 self.console.fill.fill[4] = 75
179
 
              end
180
 
           end,
181
 
   onUpdate = function (self, dt)
182
 
                 if the.keys:justPressed('escape') then
183
 
                    self.quit()
184
 
                 end
185
 
              end,
186
 
   update = function (self, dt)
187
 
               the.updateStart = love.timer.getMicroTime()
188
 
               App.update(self, dt)
189
 
               if the.updateStart then
190
 
                  the.updateTook = love.timer.getMicroTime() - the.updateStart
191
 
               end
192
 
            end
193
 
}