5
vector = require 'vector'
6
--inspect = require 'inspect'
21
signOf = function(value)
28
shortestVector = function(from, to)
30
if from.x < the.app.width / 2 or
31
from.x > the.bg.width - the.app.width / 2 or
32
from.y < the.app.height / 2 or
33
from.y > the.bg.height - the.app.height / 2 then
34
error('"from" coordinate out of bounds: X='..from.x..' Y='..from.y)
37
if to.x < the.app.width / 2 or
38
to.x > the.bg.width - the.app.width / 2 or
39
to.y < the.app.height / 2 or
40
to.y > the.bg.height - the.app.height / 2 then
41
error('"to" coordinate out of bounds: X='..to.x..' Y='..to.y)
45
-- normalize grid to account for mirror zones
46
local fx = from.x - the.app.width / 2
47
local fy = from.y - the.app.height / 2
48
local tx = to.x - the.app.width / 2
49
local ty = to.y - the.app.height / 2
54
if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
55
-- straight path is shorter
58
short.x = tx - fx - (the.bg.width - the.app.width)
62
if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
63
-- straight path is shorter
66
short.y = ty - fy - (the.bg.height - the.app.height)
69
return vector.new(short.x, short.y)
73
8
GameView = View:extend {
77
9
onNew = function (self)
80
-- self:add(Fill:new{x=x*400, y=y*400,
81
-- width = 32, height = 32,
87
the.storage = Storage:new{filename = 'scores.lua'}
89
if not the.storage.data.highScore then
90
print('initializing storage')
91
the.storage.data = {highScore = 0}
94
--the.rockColliders = Group:new()
95
the.bullets = Group:new()
96
the.mirrors = Group:new()
97
--the.rocks = Group:new()
98
the.interface = Group:new()
99
the.planets = Group:new()
100
the.indicators = Group:new()
103
image = 'data/stars3.png',
109
self:add(the.planets)
111
--the.player = CrystalPlayer:new{x=400,y=300}
112
the.player = SpacePlayer:new{x=1366,y=768}
114
self:add(the.player.thrust)
116
--self:add(Enemy:new{x=400, y=300})
118
self:add(the.bullets)
119
--self:add(the.rockColliders)
120
self:add(the.mirrors)
121
--self:add(the.rocks)
122
self:add(the.indicators)
123
self:add(the.interface)
125
for _ = 1, math.random(6) do
126
local planet = Tile:new{
127
image = 'data/planet1.png',
128
x = math.random(the.app.width / 2,
129
the.bg.width - the.app.width / 2),
130
y = math.random(the.app.height / 2,
131
the.bg.height - the.app.height / 2),
132
rotation = math.random() * math.pi
134
the.planets:add(planet)
136
planet.indicator = Tile:new{
137
image = 'data/planet1ind.png',
139
the.indicators:add(planet.indicator)
142
the.cursor = Cursor:new()
145
the.score = Text:new{
148
width = the.app.width,
151
--the.interface:add(the.score)
153
local hs = the.storage.data.highScore
157
the.highScore = Text:new{
160
width = the.app.width,
163
text = string.format('High Score: %d:%02d', m, s)
165
--the.interface:add(the.highScore)
168
y = the.app.height / 2,
169
width = the.app.width,
175
the.interface:add(the.over)
178
the.instructions = Text:new{
179
y = the.app.height / 2 + 32,
180
width = the.app.width,
183
text = "Press Enter to start a new game\nPress Q to quit",
186
the.interface:add(the.instructions)
188
love.mouse.setGrab(true)
189
love.mouse.setVisible(false)
190
love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
10
t = Text:new{y = 300, width = the.app.width, align = 'center',
11
text = 'This space intentionally left blank'}
192
14
--self:loadLayers('data/map.lua')
193
self.focus = the.player
15
--self.focus = the.player
194
16
--self:clampTo(self.map)
196
self.gameStart = love.timer.getTime()
198
onUpdate = function(self, dt)
199
if false and the.player.active and love.timer.getTime() > self.lastRock + self.rockInterval then
200
local unseenRock = nil
201
while not unseenRock do
202
local rock = Rock:new{
203
x = math.random(the.app.width / 2,
204
the.bg.width - the.app.width / 2),
205
y = math.random(the.app.height / 2,
206
the.bg.height - the.app.height / 2),
208
x = math.random(-300, 300),
209
y = math.random(-300, 300),
210
rotation = math.random(-7, 7)
212
scale = math.random() + 0.5
215
local rockToPlayer = util.shortestVector(rock, the.player)
216
if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
217
math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
222
the.rocks:add(unseenRock)
224
self.lastRock = love.timer.getTime()
227
the.bullets:collide(the.rockColliders)
229
-- this should really go somewhere else...
230
for _, planet in ipairs(the.planets.sprites) do
232
local pvec = vector.new(
233
planet.x - the.player.x + planet.width / 2,
234
planet.y - the.player.y + planet.height / 2 )
236
-- TODO: is there a better way to specify the
238
if planet:intersects(the.player.x - the.app.width / 2,
239
the.player.y - the.app.height / 2,
242
-- planet is on the screen
243
planet.indicator.visible = false
245
planet.indicator.visible = true
247
if math.abs(pvec.x) / math.abs(pvec.y) > the.app.width / the.app.height then
248
indx = the.app.width / 2 * util.signOf(pvec.x) + 8
249
indy = the.app.width / 2 * pvec.y / math.abs(pvec.x)
251
indy = the.app.height / 2 * util.signOf(pvec.y) + 8
252
indx = the.app.height / 2 * pvec.x / math.abs(pvec.y)
255
planet.indicator.x = the.player.x + indx
256
planet.indicator.y = the.player.y + indy
260
-- for _, mirror in ipairs(the.mirrors.sprites) do
261
-- if not mirror.of then
262
-- print('mirror:' .. inspect(mirror))
263
-- error('mirror OF NOTHING')
267
onEndFrame = function(self)
268
the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
269
the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
271
if the.player.active then
275
18
draw = function (self, x, y)
276
19
View.draw(self, x, y)
277
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
279
updateScore = function(self)
280
local t = love.timer.getTime() - self.gameStart
284
the.score.text = string.format('Score: %d:%02d', m, s)
285
--the.score.y = the.player.y - the.app.height / 2 + the.player.height
286
--the.score.x = the.player.x - the.app.width / 2 + the.player.width
288
--the.highScore.y = the.player.y - the.app.height / 2 + the.player.height
289
--the.highScore.x = the.player.x - the.app.width / 2
20
love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
293
24
MenuScreen = View:extend {
307
38
the.app = App:new {
308
39
onRun = function (self)
309
40
print('Version: ' .. VERSION)
311
math.randomseed(os.time())
313
41
self.view = GameView:new()
315
-- should fail silently if it can't go to fullscreen...
316
love.graphics.toggleFullscreen()
319
43
self.console:watch('VERSION', 'VERSION')
320
44
self.console:watch('updateTook', 'the.updateTook')
321
self.console:watch('the.player.x', 'the.player.x')
322
self.console:watch('the.player.y', 'the.player.y')
323
self.console:watch('the.app.width', 'the.app.width')
324
self.console:watch('the.app.height', 'the.app.height')
325
self.console:watch('num mirrors', '#the.mirrors.sprites')
326
self.console:watch('num rocks', '#the.rocks.sprites')
327
self.console:watch('num planets', '#the.planets.sprites')
328
45
--self.console:watch('drawTook', 'the.drawTook')
330
-- back off that dark overlay a bit
331
self.console.fill.fill[4] = 75
334
48
onUpdate = function (self, dt)
335
if not (DEBUG and the.console.visible) then
336
if the.keys:justPressed('q') then
338
elseif the.keys:justPressed('return') then
339
if the.keys:pressed('alt') then
340
love.graphics.toggleFullscreen()
342
self.view = GameView:new()
344
elseif the.keys:justPressed('f1') then
345
local ss = love.graphics.newScreenshot()
346
ss:encode('screenshot-' ..love.timer.getTime()..'.png')
347
elseif the.keys:justPressed('f11') then
348
love.graphics.toggleFullscreen()
49
if the.keys:justPressed('escape') then
352
53
update = function (self, dt)