22
22
local velLimit = 400
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 Ⓐ?
31
onNew = function(self)
32
self.thrust = Tile:new{image = 'data/thrust.png'}
33
self.shield = Shield:new{ship = self}
35
29
onStartFrame = function(self)
45
39
if mouseVec:len2() > 64^2 then
46
40
self.acceleration = vector.new(300, 0)
47
41
self.acceleration:rotate_inplace(self.rotation)
48
self.thrust.visible = true
50
43
self.acceleration = {x=0, y=0}
51
self.thrust.visible = false
52
44
if DEBUG and the.console.visible then
53
45
self.velocity = {x=0, y=0}
62
54
x = self.x + self.width / 2,
63
55
y = self.y + self.height / 2,
64
rotation = self.rotation,
67
58
self.lastFired = love.timer.getTime()
70
61
onUpdate = function(self)
71
self.thrust.x = self.x - self.width
72
self.thrust.y = self.y
73
self.thrust.rotation = self.rotation
75
onEndFrame = function(self)
76
self:collide(the.rockColliders)
78
onCollide = function(self, other)
79
if other:instanceOf(Bullet) and other.source ~= self then
80
if self.shield.strength == 0 then
82
the.app.view:add( Boom:new {
85
velocity = { rotation = 5 }
95
the.bullets:remove(other)
98
if other:instanceOf(RockCollider) then
99
the.app.view:add( Boom:new {
102
velocity = { rotation = 5 }
109
if not self.active then
110
the.over.visible = true
111
the.instructions.visible = true
114
buy = function(self, good, price)
115
if self.money >= price then
116
self.goods[good] = (self.goods[good] or 0) + 1
117
self.money = self.money - price
120
sell = function(self, good, price)
121
if self.goods[good] and self.goods[good] > 0 then
122
self.goods[good] = self.goods[good] - 1
123
self.money = self.money + price
b'\\ No newline at end of file'