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

Show diffs side-by-side

added added

removed removed

Lines of Context:
1
 
STRICT = true
2
 
DEBUG = true
3
 
 
4
 
require 'zoetrope'
5
 
vector = require 'vector'
6
 
--inspect = require 'inspect'
7
 
 
8
 
require 'group'
9
 
 
10
 
require 'version'
11
 
require 'wrap_tile'
12
 
require 'mirror'
13
 
require 'player'
14
 
require 'enemy'
15
 
require 'cursor'
16
 
require 'bullet'
17
 
require 'rock'
18
 
require 'boom'
19
 
 
20
 
util = {
21
 
   signOf = function(value)
22
 
               if value >= 0 then
23
 
                  return 1
24
 
               else
25
 
                  return -1
26
 
               end
27
 
            end,
28
 
   shortestVector = function(from, to)
29
 
                       if STRICT then
30
 
                          if from.x < the.app.width / 2 or
31
 
                             from.x > the.bg.width - the.app.width / 2 or
32
 
                             from.y < the.app.height / 2 or
33
 
                             from.y > the.bg.height - the.app.height / 2 then
34
 
                             error('"from" coordinate out of bounds: X='..from.x..' Y='..from.y)
35
 
                          end
36
 
 
37
 
                          if to.x < the.app.width / 2 or
38
 
                             to.x > the.bg.width - the.app.width / 2 or
39
 
                             to.y < the.app.height / 2 or
40
 
                             to.y > the.bg.height - the.app.height / 2 then
41
 
                             error('"to" coordinate out of bounds: X='..to.x..' Y='..to.y)
42
 
                          end
43
 
                       end
44
 
 
45
 
                       -- normalize grid to account for mirror zones
46
 
                       local fx = from.x - the.app.width / 2
47
 
                       local fy = from.y - the.app.height / 2
48
 
                       local tx = to.x - the.app.width / 2
49
 
                       local ty = to.y - the.app.height / 2
50
 
 
51
 
                       local short = {}
52
 
 
53
 
                       -- pick shorter x
54
 
                       if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
55
 
                          -- straight path is shorter
56
 
                          short.x = tx - fx
57
 
                       else
58
 
                          short.x = tx - fx - (the.bg.width - the.app.width)
59
 
                       end
60
 
 
61
 
                       -- pick shorter y
62
 
                       if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
63
 
                          -- straight path is shorter
64
 
                          short.y = ty - fy
65
 
                       else
66
 
                          short.y = ty - fy - (the.bg.height - the.app.height)
67
 
                       end
68
 
 
69
 
                       return vector.new(short.x, short.y)
70
 
                    end
71
 
}
72
 
 
73
 
GameView = View:extend {
74
 
   lastRock = 0,
75
 
   rockInterval = 1,
76
 
   gameStart = 0,
77
 
   onNew = function (self)
78
 
              -- for x = 1,30 do
79
 
              --    for y = 1,30 do
80
 
              --       self:add(Fill:new{x=x*400, y=y*400,
81
 
              --                         width = 32, height = 32,
82
 
              --                         fill = {0,0,255}
83
 
              --                      })
84
 
              --    end
85
 
              -- end
86
 
 
87
 
              the.storage = Storage:new{filename = 'scores.lua'}
88
 
              the.storage:load()
89
 
              if not the.storage.data.highScore then
90
 
                 print('initializing storage')
91
 
                 the.storage.data = {highScore = 0}
92
 
              end
93
 
 
94
 
              --the.rockColliders = Group:new()
95
 
              the.bullets = Group:new()
96
 
              the.mirrors = Group:new()
97
 
              --the.rocks = Group:new()
98
 
              the.interface = Group:new()
99
 
              the.planets = Group:new()
100
 
              the.indicators = Group:new()
101
 
 
102
 
              the.bg = Tile:new{
103
 
                 image = 'data/stars3.png',
104
 
                 width = 13660,
105
 
                 height = 7680
106
 
              }
107
 
              self:add(the.bg)
108
 
 
109
 
              self:add(the.planets)
110
 
 
111
 
              --the.player = CrystalPlayer:new{x=400,y=300}
112
 
              the.player = SpacePlayer:new{x=1366,y=768}
113
 
              self:add(the.player)
114
 
              self:add(the.player.thrust)
115
 
 
116
 
              --self:add(Enemy:new{x=400, y=300})
117
 
 
118
 
              self:add(the.bullets)
119
 
              --self:add(the.rockColliders)
120
 
              self:add(the.mirrors)
121
 
              --self:add(the.rocks)
122
 
              self:add(the.indicators)
123
 
              self:add(the.interface)
124
 
 
125
 
              for _ = 1, math.random(6) do
126
 
                 local planet = Tile:new{
127
 
                    image = 'data/planet1.png',
128
 
                    x = math.random(the.app.width / 2,
129
 
                                    the.bg.width - the.app.width / 2),
130
 
                    y = math.random(the.app.height / 2,
131
 
                                    the.bg.height - the.app.height / 2),
132
 
                    rotation = math.random() * math.pi
133
 
                 }
134
 
                 the.planets:add(planet)
135
 
 
136
 
                 planet.indicator = Tile:new{
137
 
                    image = 'data/planet1ind.png',
138
 
                 }
139
 
                 the.indicators:add(planet.indicator)
140
 
              end
141
 
 
142
 
              the.cursor = Cursor:new()
143
 
              self:add(the.cursor)
144
 
 
145
 
              the.score = Text:new{
146
 
                 x = 8,
147
 
                 y = 8,
148
 
                 width = the.app.width,
149
 
                 --align = 'center',
150
 
                 font = 25}
151
 
              --the.interface:add(the.score)
152
 
 
153
 
              local hs = the.storage.data.highScore
154
 
              local m = hs / 60
155
 
              local s = hs % 60
156
 
 
157
 
              the.highScore = Text:new{
158
 
                 x = -8,
159
 
                 y = 8,
160
 
                 width = the.app.width,
161
 
                 align = 'right',
162
 
                 font = 25,
163
 
                 text = string.format('High Score: %d:%02d', m, s)
164
 
              }
165
 
              --the.interface:add(the.highScore)
166
 
 
167
 
              the.over = Text:new{
168
 
                 y = the.app.height / 2,
169
 
                 width = the.app.width,
170
 
                 align = 'center',
171
 
                 font = 25,
172
 
                 text = "Game Over",
173
 
                 visible = false
174
 
              }
175
 
              the.interface:add(the.over)
176
 
 
177
 
 
178
 
              the.instructions = Text:new{
179
 
                 y = the.app.height / 2 + 32,
180
 
                 width = the.app.width,
181
 
                 align = 'center',
182
 
                 font = 12,
183
 
                 text = "Press Enter to start a new game\nPress Q to quit",
184
 
                 visible = false
185
 
              }
186
 
              the.interface:add(the.instructions)
187
 
 
188
 
              love.mouse.setGrab(true)
189
 
              love.mouse.setVisible(false)
190
 
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
191
 
 
192
 
              --self:loadLayers('data/map.lua')
193
 
              self.focus = the.player
194
 
              --self:clampTo(self.map)
195
 
 
196
 
              self.gameStart = love.timer.getTime()
197
 
           end,
198
 
   onUpdate = function(self, dt)
199
 
                 if false and the.player.active and love.timer.getTime() > self.lastRock + self.rockInterval then
200
 
                    local unseenRock = nil
201
 
                    while not unseenRock do
202
 
                       local rock = Rock:new{
203
 
                          x = math.random(the.app.width / 2,
204
 
                                          the.bg.width - the.app.width / 2),
205
 
                          y = math.random(the.app.height / 2,
206
 
                                          the.bg.height - the.app.height / 2),
207
 
                          velocity = {
208
 
                             x = math.random(-300, 300),
209
 
                             y = math.random(-300, 300),
210
 
                             rotation = math.random(-7, 7)
211
 
                          },
212
 
                          scale = math.random() + 0.5
213
 
                       }
214
 
 
215
 
                       local rockToPlayer = util.shortestVector(rock, the.player)
216
 
                       if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
217
 
                           math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
218
 
                         unseenRock = rock
219
 
                        end
220
 
                    end
221
 
 
222
 
                    the.rocks:add(unseenRock)
223
 
 
224
 
                    self.lastRock = love.timer.getTime()
225
 
                 end
226
 
 
227
 
                 the.bullets:collide(the.rockColliders)
228
 
 
229
 
                 -- this should really go somewhere else...
230
 
                 for _, planet in ipairs(the.planets.sprites) do
231
 
                    local indx, indy
232
 
                    local pvec = vector.new(
233
 
                       planet.x - the.player.x + planet.width / 2,
234
 
                       planet.y - the.player.y + planet.height / 2 )
235
 
 
236
 
                    -- TODO: is there a better way to specify the
237
 
                    -- screen rectangle?
238
 
                    if planet:intersects(the.player.x - the.app.width / 2,
239
 
                                         the.player.y - the.app.height / 2,
240
 
                                         the.app.width,
241
 
                                         the.app.height) then
242
 
                       -- planet is on the screen
243
 
                       planet.indicator.visible = false
244
 
                    else
245
 
                       planet.indicator.visible = true
246
 
 
247
 
                       if math.abs(pvec.x) / math.abs(pvec.y) > the.app.width / the.app.height then
248
 
                          indx = the.app.width / 2 * util.signOf(pvec.x) + 8
249
 
                          indy = the.app.width / 2 * pvec.y / math.abs(pvec.x)
250
 
                       else
251
 
                          indy = the.app.height / 2 * util.signOf(pvec.y) + 8
252
 
                          indx = the.app.height / 2 * pvec.x / math.abs(pvec.y)
253
 
                       end
254
 
 
255
 
                       planet.indicator.x = the.player.x + indx
256
 
                       planet.indicator.y = the.player.y + indy
257
 
                    end
258
 
                 end
259
 
 
260
 
                 -- for _, mirror in ipairs(the.mirrors.sprites) do
261
 
                 --    if not mirror.of then
262
 
                 --       print('mirror:' .. inspect(mirror))
263
 
                 --       error('mirror OF NOTHING')
264
 
                 --    end
265
 
                 -- end
266
 
              end,
267
 
   onEndFrame = function(self)
268
 
                   the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
269
 
                   the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
270
 
 
271
 
                   if the.player.active then
272
 
                      self:updateScore()
273
 
                   end
274
 
                end,
275
 
   draw = function (self, x, y)
276
 
             View.draw(self, x, y)
277
 
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
278
 
          end,
279
 
   updateScore = function(self)
280
 
                    local t = love.timer.getTime() - self.gameStart
281
 
                    local m = t / 60
282
 
                    local s = t % 60
283
 
 
284
 
                    the.score.text = string.format('Score: %d:%02d', m, s)
285
 
                    --the.score.y = the.player.y - the.app.height / 2 + the.player.height
286
 
                    --the.score.x = the.player.x - the.app.width / 2 + the.player.width
287
 
 
288
 
                    --the.highScore.y = the.player.y - the.app.height / 2 + the.player.height
289
 
                    --the.highScore.x = the.player.x - the.app.width / 2
290
 
                 end
291
 
}
292
 
 
293
 
MenuScreen = View:extend {
294
 
   title = Text:new{text = "Press a key to start", font = 48, wordWrap = false},
295
 
   --title = Tile:new{image = 'data/title.png', x = 0, y = 0},
296
 
   onNew = function(self)
297
 
              self:add(self.title)
298
 
              self.title:centerAround(400, 200)
299
 
           end,
300
 
   onUpdate = function(self, elapsed)
301
 
                 if the.keys:allJustPressed() then
302
 
                    the.app.view = GameView:new()
303
 
                 end
304
 
              end
305
 
}
306
 
 
307
 
the.app = App:new {
308
 
   onRun = function (self)
309
 
              print('Version: ' .. VERSION)
310
 
 
311
 
              math.randomseed(os.time())
312
 
 
313
 
              self.view = GameView:new()
314
 
 
315
 
              -- should fail silently if it can't go to fullscreen...
316
 
              love.graphics.toggleFullscreen()
317
 
 
318
 
              if DEBUG then
319
 
                 self.console:watch('VERSION', 'VERSION')
320
 
                 self.console:watch('updateTook', 'the.updateTook')
321
 
                 self.console:watch('the.player.x', 'the.player.x')
322
 
                 self.console:watch('the.player.y', 'the.player.y')
323
 
                 self.console:watch('the.app.width', 'the.app.width')
324
 
                 self.console:watch('the.app.height', 'the.app.height')
325
 
                 self.console:watch('num mirrors', '#the.mirrors.sprites')
326
 
                 self.console:watch('num rocks', '#the.rocks.sprites')
327
 
                 self.console:watch('num planets', '#the.planets.sprites')
328
 
                 --self.console:watch('drawTook', 'the.drawTook')
329
 
 
330
 
                 -- back off that dark overlay a bit
331
 
                 self.console.fill.fill[4] = 75
332
 
              end
333
 
           end,
334
 
   onUpdate = function (self, dt)
335
 
                 if not (DEBUG and the.console.visible) then
336
 
                    if the.keys:justPressed('q') then
337
 
                       self.quit()
338
 
                    elseif the.keys:justPressed('return') then
339
 
                       if the.keys:pressed('alt') then
340
 
                          love.graphics.toggleFullscreen()
341
 
                       else
342
 
                          self.view = GameView:new()
343
 
                       end
344
 
                    elseif the.keys:justPressed('f1') then
345
 
                       local ss = love.graphics.newScreenshot()
346
 
                       ss:encode('screenshot-' ..love.timer.getTime()..'.png')
347
 
                    elseif the.keys:justPressed('f11') then
348
 
                       love.graphics.toggleFullscreen()
349
 
                    end
350
 
                 end
351
 
              end,
352
 
   update = function (self, dt)
353
 
               the.updateStart = love.timer.getMicroTime()
354
 
               App.update(self, dt)
355
 
               if the.updateStart then
356
 
                  the.updateTook = love.timer.getMicroTime() - the.updateStart
357
 
               end
358
 
            end
359
 
}