76
72
GameView = View:extend {
77
76
onNew = function (self)
78
the.storage = Storage:new{filename = 'scores.lua'}
80
--if not the.storage.data.highScore then
81
-- print('initializing storage')
82
-- the.storage.data = {highScore = 0}
79
-- self:add(Fill:new{x=x*400, y=y*400,
80
-- width = 32, height = 32,
85
the.bullets = Group:new()
86
the.interface = Group:new()
87
the.planets = Group:new()
88
the.indicators = Group:new()
89
the.enemies = Group:new()
86
the.rockColliders = {}
92
90
image = 'data/stars3.png',
100
97
--the.player = CrystalPlayer:new{x=400,y=300}
101
the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
98
the.player = SpacePlayer:new{x=1366,y=768}
102
99
self:add(the.player)
103
self:add(the.player.thrust)
104
self:add(the.player.shield)
106
self:add(the.enemies)
108
local e = Enemy:new{x=400, y=300}
109
--local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
111
self:add(e.thrust) -- why doesn't this work in Enemy.new?
114
self:add(the.bullets)
115
self:add(the.indicators)
116
self:add(the.interface)
118
for _ = 1, math.random(6) do
119
local planet = Planet:new{
120
x = math.random(the.app.width / 2,
121
the.bg.width - the.app.width / 2),
122
y = math.random(the.app.height / 2,
123
the.bg.height - the.app.height / 2),
124
rotation = math.random() * math.pi
126
the.planets:add(planet)
101
--self:add(Enemy:new{x=400, y=300})
129
103
the.cursor = Cursor:new()
130
104
self:add(the.cursor)
132
106
love.mouse.setGrab(true)
133
107
love.mouse.setVisible(false)
134
love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
109
--self:loadLayers('data/map.lua')
136
110
self.focus = the.player
111
--self:clampTo(self.map)
113
self.gameStart = love.timer.getTime()
138
115
onUpdate = function(self, dt)
139
the.bullets:collide(the.planets)
140
the.bullets:collide(the.player)
141
the.bullets:collide(the.enemies)
116
if love.timer.getTime() > self.lastRock + self.rockInterval then
117
local unseenRock = nil
118
while not unseenRock do
119
local rock = Rock:new{
120
x = math.random(the.app.width / 2,
121
the.bg.width - the.app.width / 2),
122
y = math.random(the.app.height / 2,
123
the.bg.height - the.app.height / 2),
125
x = math.random(-300, 300),
126
y = math.random(-300, 300),
127
rotation = math.random(-7, 7)
129
scale = math.random() + 0.5
132
local rockToPlayer = util.shortestVector(rock, the.player)
133
if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
134
math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
141
self.lastRock = love.timer.getTime()
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
144
draw = function (self, x, y)
148
145
View.draw(self, x, y)
149
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
146
love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
153
150
MenuScreen = View:extend {
179
175
self.console:watch('the.player.y', 'the.player.y')
180
176
self.console:watch('the.app.width', 'the.app.width')
181
177
self.console:watch('the.app.height', 'the.app.height')
182
self.console:watch('num mirrors', '#the.mirrors.sprites')
183
self.console:watch('num rocks', '#the.rocks.sprites')
184
self.console:watch('num planets', '#the.planets.sprites')
185
178
--self.console:watch('drawTook', 'the.drawTook')
187
180
-- back off that dark overlay a bit
191
184
onUpdate = function (self, dt)
192
if not (DEBUG and the.console.visible) then
193
if the.keys:justPressed('q') then
195
elseif the.keys:justPressed('return') then
196
if the.keys:pressed('alt') then
197
love.graphics.toggleFullscreen()
199
self.view = GameView:new()
201
elseif the.keys:justPressed('f1') then
202
local ss = love.graphics.newScreenshot()
203
ss:encode('screenshot-' ..love.timer.getTime()..'.png')
204
elseif the.keys:justPressed('f11') then
205
love.graphics.toggleFullscreen()
185
if the.keys:justPressed('escape') then
209
189
update = function (self, dt)