/traderous

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  • Committer: Josh C
  • Date: 2013-05-13 22:25:16 UTC
  • Revision ID: josh@9ix.org-20130513222516-wem0v29pit3ivc6w
rocks!

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DEBUG = true
3
3
 
4
4
require 'zoetrope'
 
5
--__ = require 'underscore'
5
6
vector = require 'vector'
6
 
--inspect = require 'inspect'
7
7
 
8
8
require 'group'
9
9
 
10
10
require 'version'
11
11
require 'wrap_tile'
12
 
require 'mirror'
13
12
require 'player'
14
13
require 'enemy'
15
14
require 'cursor'
16
15
require 'bullet'
17
16
require 'rock'
18
 
require 'boom'
19
 
require 'planet'
20
 
require 'trade_view'
21
17
 
22
18
util = {
23
19
   signOf = function(value)
26
22
               else
27
23
                  return -1
28
24
               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
 
25
            end
73
26
}
74
27
 
75
28
GameView = View:extend {
86
39
              --    end
87
40
              -- end
88
41
 
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
42
              the.bg = Tile:new{
105
43
                 image = 'data/stars3.png',
106
 
                 width = 13660,
107
 
                 height = 7680
 
44
                 -- 1366x768 * 3
 
45
                 width = 4098,
 
46
                 height = 2304
108
47
              }
109
48
              self:add(the.bg)
110
49
 
111
 
              self:add(the.planets)
112
 
 
113
50
              --the.player = CrystalPlayer:new{x=400,y=300}
114
 
              the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
 
51
              the.player = SpacePlayer:new{x=1366,y=768}
115
52
              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
 
53
 
 
54
              self:add(Enemy:new{x=400, y=300})
137
55
 
138
56
              the.cursor = Cursor:new()
139
57
              self:add(the.cursor)
140
58
 
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
59
              love.mouse.setGrab(true)
185
60
              love.mouse.setVisible(false)
186
 
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
187
61
 
188
62
              --self:loadLayers('data/map.lua')
189
63
              self.focus = the.player
192
66
              self.gameStart = love.timer.getTime()
193
67
           end,
194
68
   onUpdate = function(self, dt)
195
 
                 if false and the.player.active and love.timer.getTime() > self.lastRock + self.rockInterval then
196
 
                    local unseenRock = nil
197
 
                    while not unseenRock do
198
 
                       local rock = Rock:new{
199
 
                          x = math.random(the.app.width / 2,
200
 
                                          the.bg.width - the.app.width / 2),
201
 
                          y = math.random(the.app.height / 2,
202
 
                                          the.bg.height - the.app.height / 2),
203
 
                          velocity = {
204
 
                             x = math.random(-300, 300),
205
 
                             y = math.random(-300, 300),
206
 
                             rotation = math.random(-7, 7)
207
 
                          },
208
 
                          scale = math.random() + 0.5
209
 
                       }
210
 
 
211
 
                       local rockToPlayer = util.shortestVector(rock, the.player)
212
 
                       if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
213
 
                           math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
214
 
                         unseenRock = rock
215
 
                        end
216
 
                    end
217
 
 
218
 
                    the.rocks:add(unseenRock)
 
69
                 if love.timer.getTime() > self.lastRock + self.rockInterval then
 
70
                    local rock = Rock:new{
 
71
                       x = math.random(the.bg.width),
 
72
                       y = math.random(the.bg.height),
 
73
                       velocity = {
 
74
                          x = math.random(-300, 300),
 
75
                          y = math.random(-300, 300),
 
76
                          rotation = math.random(-7, 7)
 
77
                       },
 
78
                       scale = math.random() + 0.5
 
79
                    }
 
80
                    self:add(rock)
219
81
 
220
82
                    self.lastRock = love.timer.getTime()
221
83
                 end
222
 
 
223
 
                 the.bullets:collide(the.rockColliders)
224
 
 
225
 
                 -- this should really go somewhere else...
226
 
                 for _, planet in ipairs(the.planets.sprites) do
227
 
                    local indx, indy
228
 
                    local pvec = vector.new(
229
 
                       planet.x - the.player.x + planet.width / 2,
230
 
                       planet.y - the.player.y + planet.height / 2 )
231
 
 
232
 
                    -- TODO: is there a better way to specify the
233
 
                    -- screen rectangle?
234
 
                    if planet:intersects(the.player.x - the.app.width / 2,
235
 
                                         the.player.y - the.app.height / 2,
236
 
                                         the.app.width,
237
 
                                         the.app.height) then
238
 
                       -- planet is on the screen
239
 
                       planet.indicator.visible = false
240
 
                    else
241
 
                       planet.indicator.visible = true
242
 
 
243
 
                       if math.abs(pvec.x) / math.abs(pvec.y) > the.app.width / the.app.height then
244
 
                          indx = (the.app.width / 2 - 10) * util.signOf(pvec.x) + 8
245
 
                          indy = (the.app.width / 2 - 10) * pvec.y / math.abs(pvec.x)
246
 
                       else
247
 
                          indy = (the.app.height / 2 - 10) * util.signOf(pvec.y) + 8
248
 
                          indx = (the.app.height / 2 - 10) * pvec.x / math.abs(pvec.y)
249
 
                       end
250
 
 
251
 
                       planet.indicator.x = the.player.x + indx
252
 
                       planet.indicator.y = the.player.y + indy
253
 
                    end
254
 
                 end
255
 
 
256
 
                 -- for _, mirror in ipairs(the.mirrors.sprites) do
257
 
                 --    if not mirror.of then
258
 
                 --       print('mirror:' .. inspect(mirror))
259
 
                 --       error('mirror OF NOTHING')
260
 
                 --    end
261
 
                 -- end
262
84
              end,
263
 
   onEndFrame = function(self)
264
 
                   the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
265
 
                   the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
266
 
 
267
 
                   if the.player.active then
268
 
                      self:updateScore()
269
 
                   end
270
 
                end,
271
85
   draw = function (self, x, y)
272
86
             View.draw(self, x, y)
273
 
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
274
 
          end,
275
 
   updateScore = function(self)
276
 
                    local t = love.timer.getTime() - self.gameStart
277
 
                    local m = t / 60
278
 
                    local s = t % 60
279
 
 
280
 
                    the.score.text = string.format('Score: %d:%02d', m, s)
281
 
                    --the.score.y = the.player.y - the.app.height / 2 + the.player.height
282
 
                    --the.score.x = the.player.x - the.app.width / 2 + the.player.width
283
 
 
284
 
                    --the.highScore.y = the.player.y - the.app.height / 2 + the.player.height
285
 
                    --the.highScore.x = the.player.x - the.app.width / 2
286
 
                 end
 
87
             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
 
88
          end
287
89
}
288
90
 
289
91
MenuScreen = View:extend {
307
109
              math.randomseed(os.time())
308
110
 
309
111
              self.view = GameView:new()
310
 
 
311
112
              if DEBUG then
312
113
                 self.console:watch('VERSION', 'VERSION')
313
114
                 self.console:watch('updateTook', 'the.updateTook')
315
116
                 self.console:watch('the.player.y', 'the.player.y')
316
117
                 self.console:watch('the.app.width', 'the.app.width')
317
118
                 self.console:watch('the.app.height', 'the.app.height')
318
 
                 self.console:watch('num mirrors', '#the.mirrors.sprites')
319
 
                 self.console:watch('num rocks', '#the.rocks.sprites')
320
 
                 self.console:watch('num planets', '#the.planets.sprites')
321
119
                 --self.console:watch('drawTook', 'the.drawTook')
322
120
 
323
121
                 -- back off that dark overlay a bit
325
123
              end
326
124
           end,
327
125
   onUpdate = function (self, dt)
328
 
                 if not (DEBUG and the.console.visible) then
329
 
                    if the.keys:justPressed('q') then
330
 
                       self.quit()
331
 
                    elseif the.keys:justPressed('return') then
332
 
                       if the.keys:pressed('alt') then
333
 
                          love.graphics.toggleFullscreen()
334
 
                       else
335
 
                          self.view = GameView:new()
336
 
                       end
337
 
                    elseif the.keys:justPressed('f1') then
338
 
                       local ss = love.graphics.newScreenshot()
339
 
                       ss:encode('screenshot-' ..love.timer.getTime()..'.png')
340
 
                    elseif the.keys:justPressed('f11') then
341
 
                       love.graphics.toggleFullscreen()
342
 
                    end
 
126
                 if the.keys:justPressed('escape') then
 
127
                    self.quit()
343
128
                 end
344
129
              end,
345
130
   update = function (self, dt)
350
135
               end
351
136
            end
352
137
}
353
 
 
354
 
realRun = love.run
355
 
function love.run()
356
 
   -- should fail silently if it can't go to fullscreen...
357
 
   love.graphics.toggleFullscreen()
358
 
 
359
 
   realRun()
360
 
end
 
 
b'\\ No newline at end of file'