/traderous

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  • Committer: Josh C
  • Date: 2013-05-14 00:15:01 UTC
  • Revision ID: josh@9ix.org-20130514001501-z14e702ncp21s0yr
try to not spawn rocks where you can see them.  not working if screen 
crosses game boundaries.

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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 '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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util = {
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   signOf = function(value)
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              --    end
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              -- end
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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()
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              the.bullets = Group:new()
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              the.mirrors = Group:new()
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              --the.rocks = Group:new()
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              the.interface = Group:new()
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              the.planets = Group:new()
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              the.indicators = Group:new()
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              the.bg = Tile:new{
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                 image = 'data/stars3.png',
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                 width = 13660,
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                 height = 7680
 
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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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111
 
              self:add(the.planets)
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113
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              --the.player = CrystalPlayer:new{x=400,y=300}
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              the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
 
95
              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(Enemy:new{x=400, y=300})
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120
 
              self:add(the.bullets)
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              --self:add(the.rockColliders)
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              self:add(the.mirrors)
123
 
              --self:add(the.rocks)
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              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,
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                                    the.bg.width - the.app.width / 2),
131
 
                    y = math.random(the.app.height / 2,
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                                    the.bg.height - the.app.height / 2),
133
 
                    rotation = math.random() * math.pi
134
 
                 }
135
 
                 the.planets:add(planet)
136
 
              end
137
 
 
138
100
              the.cursor = Cursor:new()
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              self:add(the.cursor)
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102
 
141
 
              the.score = Text:new{
142
 
                 x = 8,
143
 
                 y = 8,
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                 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{
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                 x = -8,
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                 y = 8,
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                 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
103
              love.mouse.setGrab(true)
185
104
              love.mouse.setVisible(false)
186
 
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
187
105
 
188
106
              --self:loadLayers('data/map.lua')
189
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              self.focus = the.player
192
110
              self.gameStart = love.timer.getTime()
193
111
           end,
194
112
   onUpdate = function(self, dt)
195
 
                 if false and the.player.active and love.timer.getTime() > self.lastRock + self.rockInterval then
 
113
                 if love.timer.getTime() > self.lastRock + self.rockInterval then
196
114
                    local unseenRock = nil
197
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                    while not unseenRock do
198
116
                       local rock = Rock:new{
215
133
                        end
216
134
                    end
217
135
 
218
 
                    the.rocks:add(unseenRock)
 
136
                    self:add(unseenRock)
219
137
 
220
138
                    self.lastRock = love.timer.getTime()
221
139
                 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,
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                       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
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                          indy = (the.app.width / 2 - 10) * pvec.y / math.abs(pvec.x)
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                       else
247
 
                          indy = (the.app.height / 2 - 10) * util.signOf(pvec.y) + 8
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                          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
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              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
141
   draw = function (self, x, y)
272
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             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
 
143
             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
 
144
          end
287
145
}
288
146
 
289
147
MenuScreen = View:extend {
307
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              math.randomseed(os.time())
308
166
 
309
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              self.view = GameView:new()
310
 
 
311
168
              if DEBUG then
312
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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')
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
175
                 --self.console:watch('drawTook', 'the.drawTook')
322
176
 
323
177
                 -- back off that dark overlay a bit
325
179
              end
326
180
           end,
327
181
   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
 
182
                 if the.keys:justPressed('escape') then
 
183
                    self.quit()
343
184
                 end
344
185
              end,
345
186
   update = function (self, dt)
350
191
               end
351
192
            end
352
193
}
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'