/traderous

To get this branch, use:
bzr branch http://9ix.org/bzr/traderous

« back to all changes in this revision

Viewing changes to main.lua

  • Committer: Josh C
  • Date: 2013-05-04 20:47:29 UTC
  • Revision ID: josh@9ix.org-20130504204729-0g2wmw6k4nvsh58s
basecode main.lua

Show diffs side-by-side

added added

removed removed

Lines of Context:
2
2
DEBUG = true
3
3
 
4
4
require 'zoetrope'
5
 
vector = require 'vector'
6
 
 
7
 
require 'group'
8
5
 
9
6
require 'version'
10
 
require 'wrap_tile'
11
 
require 'mirror'
12
 
require 'player'
13
 
require 'enemy'
14
 
require 'cursor'
15
 
require 'bullet'
16
 
require 'rock'
17
 
require 'boom'
18
 
 
19
 
util = {
20
 
   signOf = function(value)
21
 
               if value >= 0 then
22
 
                  return 1
23
 
               else
24
 
                  return -1
25
 
               end
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
33
 
                             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
57
 
                          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
65
 
                          short.y = ty - fy - (the.bg.height - the.app.height)
66
 
                       end
67
 
 
68
 
                       return vector.new(short.x, short.y)
69
 
                    end
70
 
}
71
7
 
72
8
GameView = View:extend {
73
 
   lastRock = 0,
74
 
   rockInterval = 1,
75
 
   gameStart = 0,
76
9
   onNew = function (self)
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
 
 
86
 
              the.rockColliders = Group:new()
87
 
              the.bullets = Group:new()
88
 
              the.mirrors = Group:new()
89
 
              the.rocks = Group:new()
90
 
 
91
 
              the.bg = Tile:new{
92
 
                 image = 'data/stars3.png',
93
 
                 -- 1366x768 * 3
94
 
                 width = 4098,
95
 
                 height = 2304
96
 
              }
97
 
              self:add(the.bg)
98
 
 
99
 
              --the.player = CrystalPlayer:new{x=400,y=300}
100
 
              the.player = SpacePlayer:new{x=1366,y=768}
101
 
              self:add(the.player)
102
 
 
103
 
              --self:add(Enemy:new{x=400, y=300})
104
 
 
105
 
              self:add(the.bullets)
106
 
              self:add(the.rockColliders)
107
 
              self:add(the.mirrors)
108
 
              self:add(the.rocks)
109
 
 
110
 
              the.cursor = Cursor:new()
111
 
              self:add(the.cursor)
112
 
 
113
 
              love.mouse.setGrab(true)
114
 
              love.mouse.setVisible(false)
 
10
              t = Text:new{y = 300, width = the.app.width, align = 'center',
 
11
                           text = 'This space intentionally left blank'}
 
12
              self:add(t)
115
13
 
116
14
              --self:loadLayers('data/map.lua')
117
 
              self.focus = the.player
 
15
              --self.focus = the.player
118
16
              --self:clampTo(self.map)
119
 
 
120
 
              self.gameStart = love.timer.getTime()
121
17
           end,
122
 
   onUpdate = function(self, dt)
123
 
                 if love.timer.getTime() > self.lastRock + self.rockInterval then
124
 
                    local unseenRock = nil
125
 
                    while not unseenRock do
126
 
                       local rock = Rock:new{
127
 
                          x = math.random(the.app.width / 2,
128
 
                                          the.bg.width - the.app.width / 2),
129
 
                          y = math.random(the.app.height / 2,
130
 
                                          the.bg.height - the.app.height / 2),
131
 
                          velocity = {
132
 
                             x = math.random(-300, 300),
133
 
                             y = math.random(-300, 300),
134
 
                             rotation = math.random(-7, 7)
135
 
                          },
136
 
                          scale = math.random() + 0.5
137
 
                       }
138
 
 
139
 
                       local rockToPlayer = util.shortestVector(rock, the.player)
140
 
                       if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
141
 
                           math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
142
 
                         unseenRock = rock
143
 
                        end
144
 
                    end
145
 
 
146
 
                    the.rocks:add(unseenRock)
147
 
 
148
 
                    self.lastRock = love.timer.getTime()
149
 
                 end
150
 
 
151
 
                 the.bullets:collide(the.rockColliders)
152
 
              end,
153
18
   draw = function (self, x, y)
154
19
             View.draw(self, x, y)
155
20
             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
173
38
the.app = App:new {
174
39
   onRun = function (self)
175
40
              print('Version: ' .. VERSION)
176
 
 
177
 
              math.randomseed(os.time())
178
 
 
179
41
              self.view = GameView:new()
180
42
              if DEBUG then
181
43
                 self.console:watch('VERSION', 'VERSION')
182
44
                 self.console:watch('updateTook', 'the.updateTook')
183
 
                 self.console:watch('the.player.x', 'the.player.x')
184
 
                 self.console:watch('the.player.y', 'the.player.y')
185
 
                 self.console:watch('the.app.width', 'the.app.width')
186
 
                 self.console:watch('the.app.height', 'the.app.height')
187
45
                 --self.console:watch('drawTook', 'the.drawTook')
188
 
 
189
 
                 -- back off that dark overlay a bit
190
 
                 self.console.fill.fill[4] = 75
191
46
              end
192
47
           end,
193
48
   onUpdate = function (self, dt)