/traderous

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Viewing changes to main.lua

  • Committer: Josh C
  • Date: 2013-05-14 17:13:43 UTC
  • Revision ID: josh@9ix.org-20130514171343-s251e971hc92mzb0
shoot things!

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STRICT = true
 
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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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require 'group'
 
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require 'version'
 
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require 'wrap_tile'
 
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require 'mirror'
 
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require 'player'
 
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require 'enemy'
 
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require 'cursor'
 
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require 'bullet'
 
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require 'rock'
 
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util = {
 
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   signOf = function(value)
 
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               if value >= 0 then
 
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                  return 1
 
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               else
 
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                  return -1
 
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               end
 
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            end,
 
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   shortestVector = function(from, to)
 
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                       if STRICT then
 
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                          if from.x < the.app.width / 2 or
 
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                             from.x > the.bg.width - the.app.width / 2 or
 
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                             from.y < the.app.height / 2 or
 
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                             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)
 
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                          end
 
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                          if to.x < the.app.width / 2 or
 
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                             to.x > the.bg.width - the.app.width / 2 or
 
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                             to.y < the.app.height / 2 or
 
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                             to.y > the.bg.height - the.app.height / 2 then
 
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                             error('"to" coordinate out of bounds: X='..to.x..' Y='..to.y)
 
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                          end
 
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                       end
 
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                       -- normalize grid to account for mirror zones
 
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                       local fx = from.x - the.app.width / 2
 
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                       local fy = from.y - the.app.height / 2
 
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                       local tx = to.x - the.app.width / 2
 
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                       local ty = to.y - the.app.height / 2
 
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                       local short = {}
 
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                       -- pick shorter x
 
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                       if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
 
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                          -- straight path is shorter
 
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                          short.x = tx - fx
 
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                       else
 
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                          short.x = tx - fx - (the.bg.width - the.app.width)
 
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                       end
 
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                       -- pick shorter y
 
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                       if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
 
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                          -- straight path is shorter
 
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                          short.y = ty - fy
 
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                       else
 
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                          short.y = ty - fy - (the.bg.height - the.app.height)
 
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                       end
 
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                       return vector.new(short.x, short.y)
 
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                    end
 
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}
 
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GameView = View:extend {
 
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   lastRock = 0,
 
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   rockInterval = 1,
 
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   gameStart = 0,
 
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   onNew = function (self)
 
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              -- for x = 1,30 do
 
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              --    for y = 1,30 do
 
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              --       self:add(Fill:new{x=x*400, y=y*400,
 
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              --                         width = 32, height = 32,
 
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              --                         fill = {0,0,255}
 
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              --                      })
 
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              --    end
 
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              -- end
 
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              the.rockColliders = Group:new()
 
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              the.bullets = Group:new()
 
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              the.bg = Tile:new{
 
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                 image = 'data/stars3.png',
 
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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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              --the.player = CrystalPlayer:new{x=400,y=300}
 
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              the.player = SpacePlayer:new{x=1366,y=768}
 
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              self:add(the.player)
 
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              --self:add(Enemy:new{x=400, y=300})
 
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              the.cursor = Cursor:new()
 
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              self:add(the.cursor)
 
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              love.mouse.setGrab(true)
 
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              love.mouse.setVisible(false)
 
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              --self:loadLayers('data/map.lua')
 
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              self.focus = the.player
 
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              --self:clampTo(self.map)
 
112
 
 
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              self.gameStart = love.timer.getTime()
 
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           end,
 
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   onUpdate = function(self, dt)
 
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                 if love.timer.getTime() > self.lastRock + self.rockInterval then
 
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                    local unseenRock = nil
 
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                    while not unseenRock do
 
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                       local rock = Rock:new{
 
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                          x = math.random(the.app.width / 2,
 
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                                          the.bg.width - the.app.width / 2),
 
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                          y = math.random(the.app.height / 2,
 
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                                          the.bg.height - the.app.height / 2),
 
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                          velocity = {
 
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                             x = math.random(-300, 300),
 
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                             y = math.random(-300, 300),
 
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                             rotation = math.random(-7, 7)
 
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                          },
 
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                          scale = math.random() + 0.5
 
130
                       }
 
131
 
 
132
                       local rockToPlayer = util.shortestVector(rock, the.player)
 
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                       if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
 
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                           math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
 
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                         unseenRock = rock
 
136
                        end
 
137
                    end
 
138
 
 
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                    self:add(unseenRock)
 
140
 
 
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                    self.lastRock = love.timer.getTime()
 
142
                 end
 
143
 
 
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                 the.bullets:collide(the.rockColliders)
 
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              end,
 
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   draw = function (self, x, y)
 
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             View.draw(self, x, y)
 
148
             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
 
149
          end
 
150
}
 
151
 
 
152
MenuScreen = View:extend {
 
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   title = Text:new{text = "Press a key to start", font = 48, wordWrap = false},
 
154
   --title = Tile:new{image = 'data/title.png', x = 0, y = 0},
 
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   onNew = function(self)
 
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              self:add(self.title)
 
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              self.title:centerAround(400, 200)
 
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           end,
 
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   onUpdate = function(self, elapsed)
 
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                 if the.keys:allJustPressed() then
 
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                    the.app.view = GameView:new()
 
162
                 end
 
163
              end
 
164
}
 
165
 
 
166
the.app = App:new {
 
167
   onRun = function (self)
 
168
              print('Version: ' .. VERSION)
 
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170
              math.randomseed(os.time())
 
171
 
 
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              self.view = GameView:new()
 
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              if DEBUG then
 
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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.x', 'the.player.x')
 
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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')
 
180
                 --self.console:watch('drawTook', 'the.drawTook')
 
181
 
 
182
                 -- back off that dark overlay a bit
 
183
                 self.console.fill.fill[4] = 75
 
184
              end
 
185
           end,
 
186
   onUpdate = function (self, dt)
 
187
                 if the.keys:justPressed('escape') then
 
188
                    self.quit()
 
189
                 end
 
190
              end,
 
191
   update = function (self, dt)
 
192
               the.updateStart = love.timer.getMicroTime()
 
193
               App.update(self, dt)
 
194
               if the.updateStart then
 
195
                  the.updateTook = love.timer.getMicroTime() - the.updateStart
 
196
               end
 
197
            end
 
198
}