/traderous

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  • Committer: Josh C
  • Date: 2013-05-16 02:07:23 UTC
  • Revision ID: josh@9ix.org-20130516020723-ntq1ydr2fczd9w5b
stick things into layers

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require 'zoetrope'
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vector = require 'vector'
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--inspect = require 'inspect'
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require 'group'
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require 'bullet'
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require 'rock'
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require 'boom'
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require 'planet'
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require 'trade_view'
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require 'shield'
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util = {
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   signOf = function(value)
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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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              the.storage = Storage:new{filename = 'scores.lua'}
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              the.storage:load()
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              --if not the.storage.data.highScore then
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              --   print('initializing storage')
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              --   the.storage.data = {highScore = 0}
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              --end
 
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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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              --                      })
 
83
              --    end
 
84
              -- end
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85
 
 
86
              the.rockColliders = Group:new()
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              the.bullets = Group:new()
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              the.interface = Group:new()
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              the.planets = Group:new()
45
 
              the.indicators = Group:new()
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              the.enemies = Group:new()
 
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              the.mirrors = Group:new()
 
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              the.rocks = Group:new()
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              the.bg = Tile:new{
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                 image = 'data/stars3.png',
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                 width = 27320,
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                 height = 15360
 
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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)
54
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55
 
              self:add(the.planets)
56
 
 
57
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              --the.player = CrystalPlayer:new{x=400,y=300}
58
 
              the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
 
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              the.player = SpacePlayer:new{x=1366,y=768}
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              self:add(the.player)
60
 
              self:add(the.player.thrust)
61
 
              self:add(the.player.shield)
62
 
 
63
 
              self:add(the.enemies)
64
 
 
65
 
              for _ = 1, 20 do
66
 
                 local e = Enemy:new{x = math.random(the.bg.width),
67
 
                                     y = math.random(the.bg.height)}
68
 
                 --local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
69
 
                 the.enemies:add(e)
70
 
                 self:add(e.thrust) -- why doesn't this work in Enemy.new?
71
 
                 self:add(e.shield)
72
 
              end
 
102
 
 
103
              --self:add(Enemy:new{x=400, y=300})
73
104
 
74
105
              self:add(the.bullets)
75
 
              self:add(the.indicators)
76
 
              self:add(the.interface)
77
 
 
78
 
              for _ = 1, math.random(3, 6) do
79
 
                 local planet = Planet:new{
80
 
                    x = math.random(the.app.width / 2,
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                                    the.bg.width - the.app.width / 2),
82
 
                    y = math.random(the.app.height / 2,
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                                    the.bg.height - the.app.height / 2),
84
 
                    rotation = math.random() * math.pi
85
 
                 }
86
 
                 the.planets:add(planet)
87
 
              end
 
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              self:add(the.rockColliders)
 
107
              self:add(the.mirrors)
 
108
              self:add(the.rocks)
88
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89
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              the.cursor = Cursor:new()
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              self:add(the.cursor)
91
112
 
92
 
              the.over = Text:new{
93
 
                 y = the.app.height / 2,
94
 
                 width = the.app.width,
95
 
                 align = 'center',
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                 font = 25,
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                 text = "Game Over",
98
 
                 visible = false
99
 
              }
100
 
              the.interface:add(the.over)
101
 
 
102
 
 
103
 
              the.instructions = Text:new{
104
 
                 y = the.app.height / 2 + 32,
105
 
                 width = the.app.width,
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                 align = 'center',
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                 font = 12,
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                 text = "Press Enter to start a new game\nPress Q to quit",
109
 
                 visible = false
110
 
              }
111
 
              the.interface:add(the.instructions)
112
 
 
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              love.mouse.setGrab(true)
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              love.mouse.setVisible(false)
115
 
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
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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)
 
119
 
 
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              self.gameStart = love.timer.getTime()
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           end,
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   onUpdate = function(self, dt)
120
 
                 the.bullets:collide(the.planets)
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                 the.bullets:collide(the.player)
122
 
                 the.bullets:collide(the.enemies)
 
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                 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,
 
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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)
 
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
 
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                           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)
123
152
              end,
124
 
   onEndFrame = function(self)
125
 
                   the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
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                   the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
127
 
                end,
128
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   draw = function (self, x, y)
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             View.draw(self, x, y)
130
 
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
131
 
          end,
 
155
             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
 
156
          end
132
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}
133
158
 
134
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MenuScreen = View:extend {
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              math.randomseed(os.time())
153
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              self.view = GameView:new()
155
 
 
156
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              if DEBUG then
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                 self.console:watch('VERSION', 'VERSION')
158
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                 self.console:watch('updateTook', 'the.updateTook')
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                 self.console:watch('the.player.y', 'the.player.y')
161
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                 self.console:watch('the.app.width', 'the.app.width')
162
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                 self.console:watch('the.app.height', 'the.app.height')
163
 
                 self.console:watch('num mirrors', '#the.mirrors.sprites')
164
 
                 self.console:watch('num rocks', '#the.rocks.sprites')
165
 
                 self.console:watch('num planets', '#the.planets.sprites')
166
187
                 --self.console:watch('drawTook', 'the.drawTook')
167
188
 
168
189
                 -- back off that dark overlay a bit
170
191
              end
171
192
           end,
172
193
   onUpdate = function (self, dt)
173
 
                 if not (DEBUG and the.console.visible) then
174
 
                    if the.keys:justPressed('q') then
175
 
                       self.quit()
176
 
                    elseif the.keys:justPressed('return') then
177
 
                       if the.keys:pressed('alt') then
178
 
                          love.graphics.toggleFullscreen()
179
 
                       else
180
 
                          self.view = GameView:new()
181
 
                       end
182
 
                    elseif the.keys:justPressed('f1') then
183
 
                       local ss = love.graphics.newScreenshot()
184
 
                       ss:encode('screenshot-' ..love.timer.getTime()..'.png')
185
 
                    elseif the.keys:justPressed('f11') then
186
 
                       love.graphics.toggleFullscreen()
187
 
                    end
 
194
                 if the.keys:justPressed('escape') then
 
195
                    self.quit()
188
196
                 end
189
197
              end,
190
198
   update = function (self, dt)
195
203
               end
196
204
            end
197
205
}
198
 
 
199
 
realRun = love.run
200
 
function love.run()
201
 
   -- should fail silently if it can't go to fullscreen...
202
 
   love.graphics.toggleFullscreen()
203
 
 
204
 
   realRun()
205
 
end
 
 
b'\\ No newline at end of file'