/traderous

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  • Committer: Josh C
  • Date: 2013-05-13 21:25:26 UTC
  • Revision ID: josh@9ix.org-20130513212526-3q6md6n9xzhcmoa6
and that fixes the corner bug

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DEBUG = true
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require 'zoetrope'
 
5
--__ = require 'underscore'
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6
vector = require 'vector'
6
 
--inspect = require 'inspect'
7
 
 
8
 
require 'group'
9
7
 
10
8
require 'version'
11
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require 'wrap_tile'
12
 
require 'mirror'
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10
require 'player'
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require 'enemy'
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12
require 'cursor'
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require 'bullet'
17
 
require 'rock'
18
 
require 'boom'
19
 
require 'planet'
20
 
require 'trade_view'
21
14
 
22
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util = {
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   signOf = function(value)
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               else
27
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                  return -1
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               end
29
 
            end,
30
 
   shortestVector = function(from, to)
31
 
                       if STRICT then
32
 
                          if from.x < the.app.width / 2 or
33
 
                             from.x > the.bg.width - the.app.width / 2 or
34
 
                             from.y < the.app.height / 2 or
35
 
                             from.y > the.bg.height - the.app.height / 2 then
36
 
                             error('"from" coordinate out of bounds: X='..from.x..' Y='..from.y)
37
 
                          end
38
 
 
39
 
                          if to.x < the.app.width / 2 or
40
 
                             to.x > the.bg.width - the.app.width / 2 or
41
 
                             to.y < the.app.height / 2 or
42
 
                             to.y > the.bg.height - the.app.height / 2 then
43
 
                             error('"to" coordinate out of bounds: X='..to.x..' Y='..to.y)
44
 
                          end
45
 
                       end
46
 
 
47
 
                       -- normalize grid to account for mirror zones
48
 
                       local fx = from.x - the.app.width / 2
49
 
                       local fy = from.y - the.app.height / 2
50
 
                       local tx = to.x - the.app.width / 2
51
 
                       local ty = to.y - the.app.height / 2
52
 
 
53
 
                       local short = {}
54
 
 
55
 
                       -- pick shorter x
56
 
                       if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
57
 
                          -- straight path is shorter
58
 
                          short.x = tx - fx
59
 
                       else
60
 
                          short.x = tx - fx - (the.bg.width - the.app.width)
61
 
                       end
62
 
 
63
 
                       -- pick shorter y
64
 
                       if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
65
 
                          -- straight path is shorter
66
 
                          short.y = ty - fy
67
 
                       else
68
 
                          short.y = ty - fy - (the.bg.height - the.app.height)
69
 
                       end
70
 
 
71
 
                       return vector.new(short.x, short.y)
72
 
                    end
 
22
            end
73
23
}
74
24
 
75
25
GameView = View:extend {
76
 
   lastRock = 0,
77
 
   rockInterval = 1,
78
 
   gameStart = 0,
79
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   onNew = function (self)
80
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              -- for x = 1,30 do
81
28
              --    for y = 1,30 do
86
33
              --    end
87
34
              -- end
88
35
 
89
 
              the.storage = Storage:new{filename = 'scores.lua'}
90
 
              the.storage:load()
91
 
              if not the.storage.data.highScore then
92
 
                 print('initializing storage')
93
 
                 the.storage.data = {highScore = 0}
94
 
              end
95
 
 
96
 
              --the.rockColliders = Group:new()
97
 
              the.bullets = Group:new()
98
 
              the.mirrors = Group:new()
99
 
              --the.rocks = Group:new()
100
 
              the.interface = Group:new()
101
 
              the.planets = Group:new()
102
 
              the.indicators = Group:new()
103
 
 
104
36
              the.bg = Tile:new{
105
37
                 image = 'data/stars3.png',
106
 
                 width = 13660,
107
 
                 height = 7680
 
38
                 -- 1366x768 * 3
 
39
                 width = 4098,
 
40
                 height = 2304
108
41
              }
109
42
              self:add(the.bg)
110
43
 
111
 
              self:add(the.planets)
112
 
 
113
44
              --the.player = CrystalPlayer:new{x=400,y=300}
114
 
              the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
 
45
              the.player = SpacePlayer:new{x=1366,y=768}
115
46
              self:add(the.player)
116
 
              self:add(the.player.thrust)
117
 
 
118
 
              --self:add(Enemy:new{x=400, y=300})
119
 
 
120
 
              self:add(the.bullets)
121
 
              --self:add(the.rockColliders)
122
 
              self:add(the.mirrors)
123
 
              --self:add(the.rocks)
124
 
              self:add(the.indicators)
125
 
              self:add(the.interface)
126
 
 
127
 
              for _ = 1, math.random(6) do
128
 
                 local planet = Planet:new{
129
 
                    x = math.random(the.app.width / 2,
130
 
                                    the.bg.width - the.app.width / 2),
131
 
                    y = math.random(the.app.height / 2,
132
 
                                    the.bg.height - the.app.height / 2),
133
 
                    rotation = math.random() * math.pi
134
 
                 }
135
 
                 the.planets:add(planet)
136
 
              end
 
47
 
 
48
              self:add(Enemy:new{x=400, y=300})
137
49
 
138
50
              the.cursor = Cursor:new()
139
51
              self:add(the.cursor)
140
52
 
141
 
              the.score = Text:new{
142
 
                 x = 8,
143
 
                 y = 8,
144
 
                 width = the.app.width,
145
 
                 --align = 'center',
146
 
                 font = 25}
147
 
              --the.interface:add(the.score)
148
 
 
149
 
              local hs = the.storage.data.highScore
150
 
              local m = hs / 60
151
 
              local s = hs % 60
152
 
 
153
 
              the.highScore = Text:new{
154
 
                 x = -8,
155
 
                 y = 8,
156
 
                 width = the.app.width,
157
 
                 align = 'right',
158
 
                 font = 25,
159
 
                 text = string.format('High Score: %d:%02d', m, s)
160
 
              }
161
 
              --the.interface:add(the.highScore)
162
 
 
163
 
              the.over = Text:new{
164
 
                 y = the.app.height / 2,
165
 
                 width = the.app.width,
166
 
                 align = 'center',
167
 
                 font = 25,
168
 
                 text = "Game Over",
169
 
                 visible = false
170
 
              }
171
 
              the.interface:add(the.over)
172
 
 
173
 
 
174
 
              the.instructions = Text:new{
175
 
                 y = the.app.height / 2 + 32,
176
 
                 width = the.app.width,
177
 
                 align = 'center',
178
 
                 font = 12,
179
 
                 text = "Press Enter to start a new game\nPress Q to quit",
180
 
                 visible = false
181
 
              }
182
 
              the.interface:add(the.instructions)
183
 
 
184
53
              love.mouse.setGrab(true)
185
54
              love.mouse.setVisible(false)
186
 
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
187
55
 
188
56
              --self:loadLayers('data/map.lua')
189
57
              self.focus = the.player
190
58
              --self:clampTo(self.map)
191
 
 
192
 
              self.gameStart = love.timer.getTime()
193
59
           end,
194
 
   onUpdate = function(self, dt)
195
 
                 the.bullets:collide(the.planets)
196
 
 
197
 
                 -- this should really go somewhere else...
198
 
                 for _, planet in ipairs(the.planets.sprites) do
199
 
                 end
200
 
 
201
 
                 -- for _, mirror in ipairs(the.mirrors.sprites) do
202
 
                 --    if not mirror.of then
203
 
                 --       print('mirror:' .. inspect(mirror))
204
 
                 --       error('mirror OF NOTHING')
205
 
                 --    end
206
 
                 -- end
207
 
              end,
208
 
   onEndFrame = function(self)
209
 
                   the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
210
 
                   the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
211
 
 
212
 
                   if the.player.active then
213
 
                      self:updateScore()
214
 
                   end
215
 
                end,
216
60
   draw = function (self, x, y)
217
61
             View.draw(self, x, y)
218
 
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
219
 
          end,
220
 
   updateScore = function(self)
221
 
                    local t = love.timer.getTime() - self.gameStart
222
 
                    local m = t / 60
223
 
                    local s = t % 60
224
 
 
225
 
                    the.score.text = string.format('Score: %d:%02d', m, s)
226
 
                    --the.score.y = the.player.y - the.app.height / 2 + the.player.height
227
 
                    --the.score.x = the.player.x - the.app.width / 2 + the.player.width
228
 
 
229
 
                    --the.highScore.y = the.player.y - the.app.height / 2 + the.player.height
230
 
                    --the.highScore.x = the.player.x - the.app.width / 2
231
 
                 end
 
62
             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
 
63
          end
232
64
}
233
65
 
234
66
MenuScreen = View:extend {
248
80
the.app = App:new {
249
81
   onRun = function (self)
250
82
              print('Version: ' .. VERSION)
251
 
 
252
 
              math.randomseed(os.time())
253
 
 
254
83
              self.view = GameView:new()
255
 
 
256
84
              if DEBUG then
257
85
                 self.console:watch('VERSION', 'VERSION')
258
86
                 self.console:watch('updateTook', 'the.updateTook')
260
88
                 self.console:watch('the.player.y', 'the.player.y')
261
89
                 self.console:watch('the.app.width', 'the.app.width')
262
90
                 self.console:watch('the.app.height', 'the.app.height')
263
 
                 self.console:watch('num mirrors', '#the.mirrors.sprites')
264
 
                 self.console:watch('num rocks', '#the.rocks.sprites')
265
 
                 self.console:watch('num planets', '#the.planets.sprites')
266
91
                 --self.console:watch('drawTook', 'the.drawTook')
267
92
 
268
93
                 -- back off that dark overlay a bit
270
95
              end
271
96
           end,
272
97
   onUpdate = function (self, dt)
273
 
                 if not (DEBUG and the.console.visible) then
274
 
                    if the.keys:justPressed('q') then
275
 
                       self.quit()
276
 
                    elseif the.keys:justPressed('return') then
277
 
                       if the.keys:pressed('alt') then
278
 
                          love.graphics.toggleFullscreen()
279
 
                       else
280
 
                          self.view = GameView:new()
281
 
                       end
282
 
                    elseif the.keys:justPressed('f1') then
283
 
                       local ss = love.graphics.newScreenshot()
284
 
                       ss:encode('screenshot-' ..love.timer.getTime()..'.png')
285
 
                    elseif the.keys:justPressed('f11') then
286
 
                       love.graphics.toggleFullscreen()
287
 
                    end
 
98
                 if the.keys:justPressed('escape') then
 
99
                    self.quit()
288
100
                 end
289
101
              end,
290
102
   update = function (self, dt)
295
107
               end
296
108
            end
297
109
}
298
 
 
299
 
realRun = love.run
300
 
function love.run()
301
 
   -- should fail silently if it can't go to fullscreen...
302
 
   love.graphics.toggleFullscreen()
303
 
 
304
 
   realRun()
305
 
end
 
 
b'\\ No newline at end of file'