/traderous

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Viewing changes to player.lua

  • Committer: Josh C
  • Date: 2013-05-13 20:41:14 UTC
  • Revision ID: josh@9ix.org-20130513204114-wtg735gs4b38wad4
extract wrapping behavior, wrap bullets

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local velLimit = 400
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--local velLimit = 50
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SpacePlayer = Tile:extend{
 
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SpacePlayer = WrapTile:extend{
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   image = 'data/ship.png',
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   maxVelocity = {x=velLimit,y=velLimit},
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   minVelocity = {x=-velLimit, y=-velLimit},
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   lastFired = 0,
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   money = 2000, -- what to use for money symbol? ✪ or ☥ or Ⓐ?
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   goods = {},
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   onNew = function(self)
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              self.thrust = Tile:new{image = 'data/thrust.png'}
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              self.shield = Shield:new{ship = self}
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           end,
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   onStartFrame = function(self)
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                     --- TAKE 2
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                     if mouseVec:len2() > 64^2 then
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                        self.acceleration = vector.new(300, 0)
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                        self.acceleration:rotate_inplace(self.rotation)
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                        self.thrust.visible = true
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                     else
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                        self.acceleration = {x=0, y=0}
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                        self.thrust.visible = false
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                        if DEBUG and the.console.visible then
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                           self.velocity = {x=0, y=0}
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                        end
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                     end
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                     if the.mouse:pressed() and -- assumes left button
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                       the.cursor:inTargetArea() then
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                           --print('pew')
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                           b = Bullet:new{
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                              x = self.x + self.width / 2,
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                              y = self.y + self.height / 2,
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                              rotation = self.rotation,
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                              source = self
 
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                              x = self.x, y = self.y,
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                           }
 
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                           the.app.view:add(b)
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                           self.lastFired = love.timer.getTime()
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                     end
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                  end,
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   onUpdate = function(self)
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                 self.thrust.x = self.x - self.width
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                 self.thrust.y = self.y
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                 self.thrust.rotation = self.rotation
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              end,
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   onEndFrame = function(self)
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                   self:collide(the.rockColliders)
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                end,
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   onCollide = function(self, other)
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                  if other:instanceOf(Bullet) and other.source ~= self then
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                     if self.shield.strength == 0 then
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                        -- die
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                        the.app.view:add( Boom:new {
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                                             x = self.x,
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                                             y = self.y,
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                                             velocity = { rotation = 5 }
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                                          })
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                        self:die()
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                        self.thrust:die()
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                     else
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                        self.shield:onHit()
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                     end
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                     other:die()
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                     the.bullets:remove(other)
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                  end
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                  if other:instanceOf(RockCollider) then
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                     the.app.view:add( Boom:new {
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                                          x = self.x,
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                                          y = self.y,
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                                          velocity = { rotation = 5 }
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                                       })
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                     self:die()
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                     self.thrust:die()
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                     the.over.visible = true
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                     the.instructions.visible = true
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                     the.app.view:updateScore()
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                     local score = love.timer.getTime() - the.app.view.gameStart
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                     if score > the.storage.data.highScore then
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                        the.storage.data.highScore = score
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                        the.storage:save()
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                        the.highScore.text = string.format(
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                           'High Score: %d:%02d', score / 60, score % 60
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                        )
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                     end
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                  end
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               end,
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   buy = function(self, good, price)
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            if self.money >= price then
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               self.goods[good] = (self.goods[good] or 0) + 1
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               self.money = self.money - price
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            end
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         end,
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   sell = function(self, good, price)
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             if self.goods[good] and self.goods[good] > 0 then
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                self.goods[good] = self.goods[good] - 1
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                self.money = self.money + price
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             end
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          end
 
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              end
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}
 
 
b'\\ No newline at end of file'