35
28
GameView = View:extend {
36
32
onNew = function (self)
37
the.storage = Storage:new{filename = 'world.lua'}
39
--if not the.storage.data.highScore then
40
-- print('initializing storage')
41
-- the.storage.data = {highScore = 0}
44
the.bullets = Group:new()
45
the.interface = Group:new()
46
the.planets = Group:new()
47
the.indicators = Group:new()
48
the.enemies = Group:new()
50
-- init bg before build/load since planets need to know bg size
35
-- self:add(Fill:new{x=x*400, y=y*400,
36
-- width = 32, height = 32,
52
43
image = 'data/stars3.png',
58
if self.newWorld or not the.storage.data.player then
59
the.storage.data = {planets = {}}
61
-- build planets from random
62
for _ = 1, math.random(3, 6) do
63
local planet = Planet:new{
64
x = math.random(the.app.width / 2,
65
the.bg.width - the.app.width / 2),
66
y = math.random(the.app.height / 2,
67
the.bg.height - the.app.height / 2),
68
rotation = math.random() * math.pi
70
the.planets:add(planet)
71
table.insert(the.storage.data.planets, {
74
rotation = planet.rotation,
81
local player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
83
the.storage.data.player = {x = player.x,
87
cargoSpace = player.cargoSpace
92
-- load planets with x, y, goods
93
for _, planetData in ipairs(the.storage.data.planets) do
94
the.planets:add(Planet:new(planetData))
97
-- load player with cargo, money, position
98
the.player = SpacePlayer:new(the.storage.data.player)
100
-- reload storage as we've turned it all into objects
104
self:add(the.planets)
50
--the.player = CrystalPlayer:new{x=400,y=300}
51
the.player = SpacePlayer:new{x=1366,y=768}
106
52
self:add(the.player)
107
self:add(the.player.thrust)
108
self:add(the.player.shield)
110
self:add(the.enemies)
113
local e = Enemy:new{x = math.random(the.bg.width),
114
y = math.random(the.bg.height)}
115
--local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
117
self:add(e.thrust) -- why doesn't this work in Enemy.new?
121
self:add(the.bullets)
122
self:add(the.indicators)
123
self:add(the.interface)
54
self:add(Enemy:new{x=400, y=300})
125
56
the.cursor = Cursor:new()
126
57
self:add(the.cursor)
128
59
love.mouse.setGrab(true)
129
60
love.mouse.setVisible(false)
130
love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
62
--self:loadLayers('data/map.lua')
132
63
self.focus = the.player
64
--self:clampTo(self.map)
66
self.gameStart = love.timer.getTime()
134
68
onUpdate = function(self, dt)
135
if the.keys:justPressed('escape') then
136
PauseView:new():activate()
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),
74
x = math.random(-300, 300),
75
y = math.random(-300, 300),
76
rotation = math.random(-7, 7)
78
scale = math.random() + 0.5
82
self.lastRock = love.timer.getTime()
139
the.bullets:collide(the.planets)
140
the.bullets:collide(the.player)
141
the.bullets:collide(the.enemies)
143
onEndFrame = function(self)
144
the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
145
the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
147
85
draw = function (self, x, y)
148
86
View.draw(self, x, y)
149
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
87
love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
153
91
MenuScreen = View:extend {