/traderous

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Viewing changes to main.lua

  • 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
3
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4
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require 'zoetrope'
 
5
--__ = require 'underscore'
5
6
vector = require 'vector'
6
 
--inspect = require 'inspect'
7
7
 
8
8
require 'group'
9
9
 
15
15
require 'cursor'
16
16
require 'bullet'
17
17
require 'rock'
18
 
require 'boom'
19
 
require 'planet'
20
 
require 'trade_view'
21
 
require 'shield'
22
 
require 'pause_view'
23
 
require 'game_over'
24
 
require 'names'
25
18
 
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19
util = {
27
20
   signOf = function(value)
31
24
                  return -1
32
25
               end
33
26
            end,
 
27
   shortestVector = function(from, to)
 
28
                       if STRICT then
 
29
                          if from.x < the.app.width / 2 or
 
30
                             from.x > the.bg.width - the.app.width / 2 or
 
31
                             from.y < the.app.height / 2 or
 
32
                             from.y > the.bg.height - the.app.height / 2 then
 
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                             error('"from" coordinate out of bounds: X='..from.x..' Y='..from.y)
 
34
                          end
 
35
 
 
36
                          if to.x < the.app.width / 2 or
 
37
                             to.x > the.bg.width - the.app.width / 2 or
 
38
                             to.y < the.app.height / 2 or
 
39
                             to.y > the.bg.height - the.app.height / 2 then
 
40
                             error('"to" coordinate out of bounds: X='..to.x..' Y='..to.y)
 
41
                          end
 
42
                       end
 
43
 
 
44
                       -- normalize grid to account for mirror zones
 
45
                       local fx = from.x - the.app.width / 2
 
46
                       local fy = from.y - the.app.height / 2
 
47
                       local tx = to.x - the.app.width / 2
 
48
                       local ty = to.y - the.app.height / 2
 
49
 
 
50
                       local short = {}
 
51
 
 
52
                       -- pick shorter x
 
53
                       if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
 
54
                          -- straight path is shorter
 
55
                          short.x = tx - fx
 
56
                       else
 
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                          short.x = tx - fx - (the.bg.width - the.app.width)
 
58
                       end
 
59
 
 
60
                       -- pick shorter y
 
61
                       if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
 
62
                          -- straight path is shorter
 
63
                          short.y = ty - fy
 
64
                       else
 
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                          short.y = ty - fy - (the.bg.height - the.app.height)
 
66
                       end
 
67
 
 
68
                       return vector.new(short.x, short.y)
 
69
                    end
34
70
}
35
71
 
36
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GameView = View:extend {
 
73
   lastRock = 0,
 
74
   rockInterval = 1,
 
75
   gameStart = 0,
37
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   onNew = function (self)
38
 
              the.storage = Storage:new{filename = 'world.lua'}
39
 
              the.storage:load()
40
 
              --if not the.storage.data.highScore then
41
 
              --   print('initializing storage')
42
 
              --   the.storage.data = {highScore = 0}
43
 
              --end
44
 
 
45
 
              the.bullets = Group:new()
46
 
              the.interface = Group:new()
47
 
              the.planets = Group:new()
48
 
              the.planetLabels = Group:new()
49
 
              the.indicators = Group:new()
50
 
              the.enemies = Group:new()
51
 
 
52
 
              -- init bg before build/load since planets need to know bg size
 
77
              -- for x = 1,30 do
 
78
              --    for y = 1,30 do
 
79
              --       self:add(Fill:new{x=x*400, y=y*400,
 
80
              --                         width = 32, height = 32,
 
81
              --                         fill = {0,0,255}
 
82
              --                      })
 
83
              --    end
 
84
              -- end
 
85
 
53
86
              the.bg = Tile:new{
54
87
                 image = 'data/stars3.png',
55
 
                 width = 27320,
56
 
                 height = 15360
 
88
                 -- 1366x768 * 3
 
89
                 width = 4098,
 
90
                 height = 2304
57
91
              }
58
92
              self:add(the.bg)
59
93
 
60
 
              if self.newWorld or not the.storage.data.player then
61
 
                 the.storage.data = {planets = {}}
62
 
 
63
 
                 -- build planets from random
64
 
                 for _ = 1, math.random(3, 6) do
65
 
                    local planet = Planet:new{
66
 
                       x = math.random(the.app.width / 2,
67
 
                                       the.bg.width - the.app.width / 2),
68
 
                       y = math.random(the.app.height / 2,
69
 
                                       the.bg.height - the.app.height / 2),
70
 
                       rotation = math.random() * math.pi
71
 
                    }
72
 
                    the.planets:add(planet)
73
 
                    table.insert(the.storage.data.planets, {
74
 
                                    x = planet.x,
75
 
                                    y = planet.y,
76
 
                                    rotation = planet.rotation,
77
 
                                    goods = planet.goods,
78
 
                                    name = planet.name
79
 
                                 })
80
 
                 end
81
 
 
82
 
                 -- build fresh player
83
 
                 local player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
84
 
                 the.player = player
85
 
                 the.storage.data.player = {x = player.x,
86
 
                                            y = player.y,
87
 
                                            money = player.money,
88
 
                                            goods = player.goods,
89
 
                                            cargoSpace = player.cargoSpace
90
 
                                         }
91
 
 
92
 
                 the.storage:save()
93
 
              else
94
 
                 -- load planets with x, y, goods
95
 
                 for _, planetData in ipairs(the.storage.data.planets) do
96
 
                    the.planets:add(Planet:new(planetData))
97
 
                 end
98
 
 
99
 
                 -- load player with cargo, money, position
100
 
                 the.player = SpacePlayer:new(the.storage.data.player)
101
 
 
102
 
                 -- reload storage as we've turned it all into objects
103
 
                 the.storage:load()
104
 
              end
105
 
 
106
 
              self:add(the.planets)
107
 
              self:add(the.planetLabels)
108
 
 
 
94
              --the.player = CrystalPlayer:new{x=400,y=300}
 
95
              the.player = SpacePlayer:new{x=1366,y=768}
109
96
              self:add(the.player)
110
 
              self:add(the.player.thrust)
111
 
              self:add(the.player.shield)
112
 
 
113
 
              self:add(the.enemies)
114
 
 
115
 
              for _ = 1, 20 do
116
 
                 local e = Enemy:new{x = math.random(the.bg.width),
117
 
                                     y = math.random(the.bg.height)}
118
 
                 --local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
119
 
                 the.enemies:add(e)
120
 
                 self:add(e.thrust) -- why doesn't this work in Enemy.new?
121
 
                 self:add(e.shield)
122
 
              end
123
 
 
124
 
              self:add(the.bullets)
125
 
              self:add(the.indicators)
126
 
              self:add(the.interface)
 
97
 
 
98
              --self:add(Enemy:new{x=400, y=300})
127
99
 
128
100
              the.cursor = Cursor:new()
129
101
              self:add(the.cursor)
130
102
 
131
103
              love.mouse.setGrab(true)
132
104
              love.mouse.setVisible(false)
133
 
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
134
105
 
 
106
              --self:loadLayers('data/map.lua')
135
107
              self.focus = the.player
 
108
              --self:clampTo(self.map)
 
109
 
 
110
              self.gameStart = love.timer.getTime()
136
111
           end,
137
112
   onUpdate = function(self, dt)
138
 
                 if the.keys:justPressed('escape') then
139
 
                    PauseView:new():activate()
 
113
                 if love.timer.getTime() > self.lastRock + self.rockInterval then
 
114
                    local unseenRock = nil
 
115
                    while not unseenRock do
 
116
                       local rock = Rock:new{
 
117
                          x = math.random(the.app.width / 2,
 
118
                                          the.bg.width - the.app.width / 2),
 
119
                          y = math.random(the.app.height / 2,
 
120
                                          the.bg.height - the.app.height / 2),
 
121
                          velocity = {
 
122
                             x = math.random(-300, 300),
 
123
                             y = math.random(-300, 300),
 
124
                             rotation = math.random(-7, 7)
 
125
                          },
 
126
                          scale = math.random() + 0.5
 
127
                       }
 
128
 
 
129
                       local rockToPlayer = util.shortestVector(rock, the.player)
 
130
                       if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
 
131
                           math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
 
132
                         unseenRock = rock
 
133
                        end
 
134
                    end
 
135
 
 
136
                    self:add(unseenRock)
 
137
 
 
138
                    self.lastRock = love.timer.getTime()
140
139
                 end
141
 
 
142
 
                 the.bullets:collide(the.planets)
143
 
                 the.bullets:collide(the.player)
144
 
                 the.bullets:collide(the.enemies)
145
140
              end,
146
 
   onEndFrame = function(self)
147
 
                   the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
148
 
                   the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
149
 
                end,
150
141
   draw = function (self, x, y)
151
142
             View.draw(self, x, y)
152
 
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
153
 
          end,
 
143
             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
 
144
          end
154
145
}
155
146
 
156
147
MenuScreen = View:extend {
174
165
              math.randomseed(os.time())
175
166
 
176
167
              self.view = GameView:new()
177
 
 
178
168
              if DEBUG then
179
169
                 self.console:watch('VERSION', 'VERSION')
180
170
                 self.console:watch('updateTook', 'the.updateTook')
182
172
                 self.console:watch('the.player.y', 'the.player.y')
183
173
                 self.console:watch('the.app.width', 'the.app.width')
184
174
                 self.console:watch('the.app.height', 'the.app.height')
185
 
                 self.console:watch('num mirrors', '#the.mirrors.sprites')
186
 
                 self.console:watch('num rocks', '#the.rocks.sprites')
187
 
                 self.console:watch('num planets', '#the.planets.sprites')
188
 
                 self.console:watch('num enemies', 'the.enemies:count()')
189
 
                 self.console:watch('onPlanet', 'the.player.onPlanet')
190
175
                 --self.console:watch('drawTook', 'the.drawTook')
191
176
 
192
177
                 -- back off that dark overlay a bit
194
179
              end
195
180
           end,
196
181
   onUpdate = function (self, dt)
197
 
                 if not (DEBUG and the.console.visible) then
198
 
                    if the.keys:justPressed('return') and the.keys:pressed('alt') then
199
 
                       love.graphics.toggleFullscreen()
200
 
                    elseif the.keys:justPressed('f1') then
201
 
                       local ss = love.graphics.newScreenshot()
202
 
                       ss:encode('screenshot-' ..love.timer.getTime()..'.png')
203
 
                    elseif the.keys:justPressed('f11') then
204
 
                       love.graphics.toggleFullscreen()
205
 
                    end
 
182
                 if the.keys:justPressed('escape') then
 
183
                    self.quit()
206
184
                 end
207
185
              end,
208
186
   update = function (self, dt)
213
191
               end
214
192
            end
215
193
}
216
 
 
217
 
realRun = love.run
218
 
function love.run()
219
 
   -- should fail silently if it can't go to fullscreen...
220
 
   love.graphics.toggleFullscreen()
221
 
 
222
 
   realRun()
223
 
end
 
 
b'\\ No newline at end of file'