89
the.storage = Storage:new{filename = 'scores.lua'}
91
if not the.storage.data.highScore then
92
print('initializing storage')
93
the.storage.data = {highScore = 0}
96
--the.rockColliders = Group:new()
86
the.rockColliders = Group:new()
97
87
the.bullets = Group:new()
98
the.mirrors = Group:new()
99
--the.rocks = Group:new()
100
the.interface = Group:new()
101
the.planets = Group:new()
102
the.indicators = Group:new()
104
89
the.bg = Tile:new{
105
90
image = 'data/stars3.png',
111
self:add(the.planets)
113
97
--the.player = CrystalPlayer:new{x=400,y=300}
114
the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
98
the.player = SpacePlayer:new{x=1366,y=768}
115
99
self:add(the.player)
116
self:add(the.player.thrust)
118
101
--self:add(Enemy:new{x=400, y=300})
120
self:add(the.bullets)
121
--self:add(the.rockColliders)
122
self:add(the.mirrors)
123
--self:add(the.rocks)
124
self:add(the.indicators)
125
self:add(the.interface)
127
for _ = 1, math.random(6) do
128
local planet = Planet:new{
129
x = math.random(the.app.width / 2,
130
the.bg.width - the.app.width / 2),
131
y = math.random(the.app.height / 2,
132
the.bg.height - the.app.height / 2),
133
rotation = math.random() * math.pi
135
the.planets:add(planet)
138
103
the.cursor = Cursor:new()
139
104
self:add(the.cursor)
141
the.score = Text:new{
144
width = the.app.width,
147
--the.interface:add(the.score)
149
local hs = the.storage.data.highScore
153
the.highScore = Text:new{
156
width = the.app.width,
159
text = string.format('High Score: %d:%02d', m, s)
161
--the.interface:add(the.highScore)
164
y = the.app.height / 2,
165
width = the.app.width,
171
the.interface:add(the.over)
174
the.instructions = Text:new{
175
y = the.app.height / 2 + 32,
176
width = the.app.width,
179
text = "Press Enter to start a new game\nPress Q to quit",
182
the.interface:add(the.instructions)
184
106
love.mouse.setGrab(true)
185
107
love.mouse.setVisible(false)
186
love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
188
109
--self:loadLayers('data/map.lua')
189
110
self.focus = the.player
218
the.rocks:add(unseenRock)
220
141
self.lastRock = love.timer.getTime()
223
144
the.bullets:collide(the.rockColliders)
225
-- this should really go somewhere else...
226
for _, planet in ipairs(the.planets.sprites) do
228
local pvec = vector.new(
229
planet.x - the.player.x + planet.width / 2,
230
planet.y - the.player.y + planet.height / 2 )
232
-- TODO: is there a better way to specify the
234
if planet:intersects(the.player.x - the.app.width / 2,
235
the.player.y - the.app.height / 2,
238
-- planet is on the screen
239
planet.indicator.visible = false
241
planet.indicator.visible = true
243
if math.abs(pvec.x) / math.abs(pvec.y) > the.app.width / the.app.height then
244
indx = (the.app.width / 2 - 10) * util.signOf(pvec.x) + 8
245
indy = (the.app.width / 2 - 10) * pvec.y / math.abs(pvec.x)
247
indy = (the.app.height / 2 - 10) * util.signOf(pvec.y) + 8
248
indx = (the.app.height / 2 - 10) * pvec.x / math.abs(pvec.y)
251
planet.indicator.x = the.player.x + indx
252
planet.indicator.y = the.player.y + indy
256
-- for _, mirror in ipairs(the.mirrors.sprites) do
257
-- if not mirror.of then
258
-- print('mirror:' .. inspect(mirror))
259
-- error('mirror OF NOTHING')
263
onEndFrame = function(self)
264
the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
265
the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
267
if the.player.active then
271
146
draw = function (self, x, y)
272
147
View.draw(self, x, y)
273
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
275
updateScore = function(self)
276
local t = love.timer.getTime() - self.gameStart
280
the.score.text = string.format('Score: %d:%02d', m, s)
281
--the.score.y = the.player.y - the.app.height / 2 + the.player.height
282
--the.score.x = the.player.x - the.app.width / 2 + the.player.width
284
--the.highScore.y = the.player.y - the.app.height / 2 + the.player.height
285
--the.highScore.x = the.player.x - the.app.width / 2
148
love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
289
152
MenuScreen = View:extend {
315
177
self.console:watch('the.player.y', 'the.player.y')
316
178
self.console:watch('the.app.width', 'the.app.width')
317
179
self.console:watch('the.app.height', 'the.app.height')
318
self.console:watch('num mirrors', '#the.mirrors.sprites')
319
self.console:watch('num rocks', '#the.rocks.sprites')
320
self.console:watch('num planets', '#the.planets.sprites')
321
180
--self.console:watch('drawTook', 'the.drawTook')
323
182
-- back off that dark overlay a bit
327
186
onUpdate = function (self, dt)
328
if not (DEBUG and the.console.visible) then
329
if the.keys:justPressed('q') then
331
elseif the.keys:justPressed('return') then
332
if the.keys:pressed('alt') then
333
love.graphics.toggleFullscreen()
335
self.view = GameView:new()
337
elseif the.keys:justPressed('f1') then
338
local ss = love.graphics.newScreenshot()
339
ss:encode('screenshot-' ..love.timer.getTime()..'.png')
340
elseif the.keys:justPressed('f11') then
341
love.graphics.toggleFullscreen()
187
if the.keys:justPressed('escape') then
345
191
update = function (self, dt)