/traderous

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Viewing changes to main.lua

  • 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'
 
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--__ = require 'underscore'
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vector = require 'vector'
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--inspect = require 'inspect'
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require 'group'
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require 'version'
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require 'wrap_tile'
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require 'mirror'
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require 'player'
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require 'enemy'
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require 'cursor'
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require 'bullet'
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require 'rock'
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require 'boom'
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require 'planet'
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require 'trade_view'
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require 'shield'
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require 'pause_view'
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require 'game_over'
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require 'names'
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require 'good'
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util = {
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   signOf = function(value)
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               else
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                  return -1
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               end
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            end,
 
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            end
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}
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GameView = View:extend {
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   onNew = function (self)
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              the.storage = Storage:new{filename = 'world.lua'}
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              the.storage:load()
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              --if not the.storage.data.highScore then
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              --   print('initializing storage')
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              --   the.storage.data = {highScore = 0}
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              --end
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              the.bullets = Group:new()
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              the.interface = Group:new()
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              the.planets = Group:new()
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              the.planetLabels = Group:new()
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              the.indicators = Group:new()
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              the.enemies = Group:new()
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              -- init bg before build/load since planets need to know bg size
 
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              -- 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}
 
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              --                      })
 
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              --    end
 
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              -- end
 
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              the.bg = Tile:new{
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                 image = 'data/stars3.png',
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                 width = 27320,
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                 height = 15360
 
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                 -- 1366x768 * 3
 
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                 width = 4098,
 
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                 height = 2304
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              }
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              self:add(the.bg)
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              if self.newWorld or not the.storage.data.player then
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                 the.storage.data = {planets = {}}
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                 -- build planets from random
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                 for _ = 1, math.random(3, 6) do
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                    local planet = Planet: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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                       rotation = math.random() * math.pi
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                    }
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                    the.planets:add(planet)
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                    table.insert(the.storage.data.planets, {
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                                    x = planet.x,
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                                    y = planet.y,
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                                    rotation = planet.rotation,
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                                    goods = planet.goods,
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                                    name = planet.name
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                                 })
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                 end
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                 Good:stockPlanets()
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                 -- build fresh player
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                 local player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
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                 the.player = player
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                 the.storage.data.player = {x = player.x,
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                                            y = player.y,
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                                            money = player.money,
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                                            goods = player.goods,
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                                            cargoSpace = player.cargoSpace
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                                         }
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                 the.storage:save()
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              else
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                 -- load planets with x, y, goods
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                 for _, planetData in ipairs(the.storage.data.planets) do
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                    the.planets:add(Planet:new(planetData))
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                 end
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                 -- load player with cargo, money, position
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                 the.player = SpacePlayer:new(the.storage.data.player)
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                 -- reload storage as we've turned it all into objects
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                 the.storage:load()
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              end
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              self:add(the.planets)
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              self:add(the.planetLabels)
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              --the.player = CrystalPlayer:new{x=400,y=300}
 
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              the.player = SpacePlayer:new{x=1366,y=768}
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              self:add(the.player)
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              self:add(the.player.thrust)
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              self:add(the.player.shield)
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              self:add(the.enemies)
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              for _ = 1, 20 do
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                 local e = Enemy:new{x = math.random(the.bg.width),
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                                     y = math.random(the.bg.height)}
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                 --local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
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                 the.enemies:add(e)
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                 self:add(e.thrust) -- why doesn't this work in Enemy.new?
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                 self:add(e.shield)
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              end
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              self:add(the.bullets)
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              self:add(the.indicators)
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              self:add(the.interface)
 
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              self:add(Enemy:new{x=400, y=300})
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              the.cursor = Cursor:new()
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              self:add(the.cursor)
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              love.mouse.setGrab(true)
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              love.mouse.setVisible(false)
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              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
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              --self:loadLayers('data/map.lua')
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              self.focus = the.player
 
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              --self:clampTo(self.map)
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           end,
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   onUpdate = function(self, dt)
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                 if the.keys:justPressed('escape') then
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                    PauseView:new():activate()
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                 end
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                 the.bullets:collide(the.planets)
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                 the.bullets:collide(the.player)
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                 the.bullets:collide(the.enemies)
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              end,
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   onEndFrame = function(self)
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                   the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
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                   the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
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                end,
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   draw = function (self, x, y)
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             View.draw(self, x, y)
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             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
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          end,
 
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             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
 
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          end
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}
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MenuScreen = View:extend {
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the.app = App:new {
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   onRun = function (self)
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              print('Version: ' .. VERSION)
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              math.randomseed(os.time())
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              self.view = GameView:new()
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              if DEBUG then
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                 self.console:watch('VERSION', 'VERSION')
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                 self.console:watch('updateTook', 'the.updateTook')
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                 self.console:watch('the.player.y', 'the.player.y')
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                 self.console:watch('the.app.width', 'the.app.width')
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                 self.console:watch('the.app.height', 'the.app.height')
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                 self.console:watch('num mirrors', '#the.mirrors.sprites')
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                 self.console:watch('num rocks', '#the.rocks.sprites')
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                 self.console:watch('num planets', '#the.planets.sprites')
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                 self.console:watch('num enemies', 'the.enemies:count()')
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                 self.console:watch('onPlanet', 'the.player.onPlanet')
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                 --self.console:watch('drawTook', 'the.drawTook')
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                 -- back off that dark overlay a bit
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              end
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           end,
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   onUpdate = function (self, dt)
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                 if not (DEBUG and the.console.visible) then
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                    if the.keys:justPressed('return') and the.keys:pressed('alt') then
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                       love.graphics.toggleFullscreen()
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                    elseif the.keys:justPressed('f1') then
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                       local ss = love.graphics.newScreenshot()
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                       ss:encode('screenshot-' ..love.timer.getTime()..'.png')
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                    elseif the.keys:justPressed('f11') then
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                       love.graphics.toggleFullscreen()
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                    end
 
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                 if the.keys:justPressed('escape') then
 
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                    self.quit()
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                 end
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              end,
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   update = function (self, dt)
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               end
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            end
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}
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realRun = love.run
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function love.run()
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   -- should fail silently if it can't go to fullscreen...
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   love.graphics.toggleFullscreen()
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   realRun()
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end
 
 
b'\\ No newline at end of file'