23
23
--local velLimit = 50
24
SpacePlayer = Tile:extend{
24
SpacePlayer = WrapTile:extend{
25
25
image = 'data/ship.png',
26
26
maxVelocity = {x=velLimit,y=velLimit},
27
27
minVelocity = {x=-velLimit, y=-velLimit},
29
money = 2000, -- what to use for money symbol? ✪ or ☥ or Ⓐ?
33
onNew = function(self)
34
self.thrust = Tile:new{image = 'data/thrust.png'}
35
self.shield = Shield:new{ship = self}
37
29
onStartFrame = function(self)
47
39
if mouseVec:len2() > 64^2 then
48
40
self.acceleration = vector.new(300, 0)
49
41
self.acceleration:rotate_inplace(self.rotation)
50
self.thrust.visible = true
52
43
self.acceleration = {x=0, y=0}
53
self.thrust.visible = false
54
44
if DEBUG and the.console.visible then
55
45
self.velocity = {x=0, y=0}
64
54
x = self.x + self.width / 2,
65
55
y = self.y + self.height / 2,
66
rotation = self.rotation,
69
58
self.lastFired = love.timer.getTime()
72
61
onUpdate = function(self)
73
self.thrust.x = self.x - self.width
74
self.thrust.y = self.y
75
self.thrust.rotation = self.rotation
77
onEndFrame = function(self)
78
self:collide(the.rockColliders)
80
onCollide = function(self, other)
81
if other:instanceOf(Bullet) and other.source ~= self then
82
if self.shield.strength == 0 then
84
the.app.view:add( Boom:new {
87
velocity = { rotation = 5 }
97
the.bullets:remove(other)
100
if other:instanceOf(RockCollider) then
101
the.app.view:add( Boom:new {
104
velocity = { rotation = 5 }
111
if not self.active then
112
the.interface:add(GameOver:new())
115
buy = function(self, good, price)
116
if self.money >= price and self:availableSpace() > 0 then
117
self.goods[good] = (self.goods[good] or 0) + 1
118
self.money = self.money - price
121
sell = function(self, good, price)
122
if self.goods[good] and self.goods[good] > 0 then
123
self.goods[good] = self.goods[good] - 1
124
self.money = self.money + price
127
availableSpace = function(self)
129
for _, amt in pairs(self.goods) do
133
return self.cargoSpace - cargo
b'\\ No newline at end of file'