/traderous

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Viewing changes to main.lua

  • 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'
6
 
--inspect = require 'inspect'
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8
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require 'group'
9
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require 'bullet'
17
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require 'rock'
18
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require 'boom'
19
 
require 'planet'
20
 
require 'trade_view'
21
 
require 'shield'
22
 
require 'pause_view'
23
 
require 'game_over'
24
 
require 'names'
25
 
require 'good'
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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,
 
27
   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
 
35
 
 
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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)
 
41
                          end
 
42
                       end
 
43
 
 
44
                       -- 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
 
47
                       local tx = to.x - the.app.width / 2
 
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                       local ty = to.y - the.app.height / 2
 
49
 
 
50
                       local short = {}
 
51
 
 
52
                       -- 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)
 
58
                       end
 
59
 
 
60
                       -- 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
 
63
                          short.y = ty - fy
 
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                       else
 
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                          short.y = ty - fy - (the.bg.height - the.app.height)
 
66
                       end
 
67
 
 
68
                       return vector.new(short.x, short.y)
 
69
                    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)
39
 
              the.storage = Storage:new{filename = 'world.lua'}
40
 
              the.storage:load()
41
 
              --if not the.storage.data.highScore then
42
 
              --   print('initializing storage')
43
 
              --   the.storage.data = {highScore = 0}
44
 
              --end
 
77
              -- for x = 1,30 do
 
78
              --    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}
 
82
              --                      })
 
83
              --    end
 
84
              -- end
45
85
 
 
86
              the.rockColliders = Group:new()
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              the.bullets = Group:new()
47
 
              the.interface = Group:new()
48
 
              the.planets = Group:new()
49
 
              the.planetLabels = Group:new()
50
 
              the.indicators = Group:new()
51
 
              the.enemies = Group:new()
 
88
              the.mirrors = Group:new()
 
89
              the.rocks = Group:new()
52
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53
 
              -- init bg before build/load since planets need to know bg size
54
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              the.bg = Tile:new{
55
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                 image = 'data/stars3.png',
56
 
                 width = 27320,
57
 
                 height = 15360
 
93
                 -- 1366x768 * 3
 
94
                 width = 4098,
 
95
                 height = 2304
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              }
59
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              self:add(the.bg)
60
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61
 
              if self.newWorld or not the.storage.data.player then
62
 
                 the.storage.data = {planets = {}}
63
 
 
64
 
                 -- build planets from random
65
 
                 for _ = 1, math.random(5, 7) do
66
 
                    local planet = Planet:new{
67
 
                       x = math.random(the.app.width / 2,
68
 
                                       the.bg.width - the.app.width / 2),
69
 
                       y = math.random(the.app.height / 2,
70
 
                                       the.bg.height - the.app.height / 2),
71
 
                       rotation = math.random() * math.pi
72
 
                    }
73
 
                    the.planets:add(planet)
74
 
                    table.insert(the.storage.data.planets, {
75
 
                                    x = planet.x,
76
 
                                    y = planet.y,
77
 
                                    rotation = planet.rotation,
78
 
                                    goods = planet.goods,
79
 
                                    name = planet.name
80
 
                                 })
81
 
                 end
82
 
 
83
 
                 Good:stockPlanets()
84
 
 
85
 
                 -- build fresh player
86
 
                 local player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
87
 
                 the.player = player
88
 
                 the.storage.data.player = {x = player.x,
89
 
                                            y = player.y,
90
 
                                            money = player.money,
91
 
                                            goods = player.goods,
92
 
                                            cargoSpace = player.cargoSpace
93
 
                                         }
94
 
 
95
 
                 the.storage:save()
96
 
              else
97
 
                 -- load planets with x, y, goods
98
 
                 for _, planetData in ipairs(the.storage.data.planets) do
99
 
                    the.planets:add(Planet:new(planetData))
100
 
                 end
101
 
 
102
 
                 -- load player with cargo, money, position
103
 
                 the.player = SpacePlayer:new(the.storage.data.player)
104
 
 
105
 
                 -- reload storage as we've turned it all into objects
106
 
                 the.storage:load()
107
 
              end
108
 
 
109
 
              self:add(the.planets)
110
 
              self:add(the.planetLabels)
111
 
 
 
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              --the.player = CrystalPlayer:new{x=400,y=300}
 
100
              the.player = SpacePlayer:new{x=1366,y=768}
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              self:add(the.player)
113
 
              self:add(the.player.thrust)
114
 
              self:add(the.player.shield)
115
 
 
116
 
              self:add(the.enemies)
117
 
 
118
 
              for _ = 1, 20 do
119
 
                 local e = Enemy:new{x = math.random(the.bg.width),
120
 
                                     y = math.random(the.bg.height)}
121
 
                 --local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
122
 
                 the.enemies:add(e)
123
 
                 self:add(e.thrust) -- why doesn't this work in Enemy.new?
124
 
                 self:add(e.shield)
125
 
              end
 
102
 
 
103
              --self:add(Enemy:new{x=400, y=300})
126
104
 
127
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              self:add(the.bullets)
128
 
              self:add(the.indicators)
129
 
              self:add(the.interface)
 
106
              self:add(the.rockColliders)
 
107
              self:add(the.mirrors)
 
108
              self:add(the.rocks)
130
109
 
131
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              the.cursor = Cursor:new()
132
111
              self:add(the.cursor)
133
112
 
134
113
              love.mouse.setGrab(true)
135
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              love.mouse.setVisible(false)
136
 
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
137
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116
              --self:loadLayers('data/map.lua')
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              self.focus = the.player
 
118
              --self:clampTo(self.map)
 
119
 
 
120
              self.gameStart = love.timer.getTime()
139
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           end,
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   onUpdate = function(self, dt)
141
 
                 if the.keys:justPressed('escape') then
142
 
                    PauseView:new():activate()
 
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()
143
149
                 end
144
150
 
145
 
                 the.bullets:collide(the.planets)
146
 
                 the.bullets:collide(the.player)
147
 
                 the.bullets:collide(the.enemies)
 
151
                 the.bullets:collide(the.rockColliders)
148
152
              end,
149
 
   onEndFrame = function(self)
150
 
                   the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
151
 
                   the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
152
 
                end,
153
153
   draw = function (self, x, y)
154
154
             View.draw(self, x, y)
155
 
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
156
 
          end,
 
155
             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
 
156
          end
157
157
}
158
158
 
159
159
MenuScreen = View:extend {
177
177
              math.randomseed(os.time())
178
178
 
179
179
              self.view = GameView:new()
180
 
 
181
180
              if DEBUG then
182
181
                 self.console:watch('VERSION', 'VERSION')
183
182
                 self.console:watch('updateTook', 'the.updateTook')
185
184
                 self.console:watch('the.player.y', 'the.player.y')
186
185
                 self.console:watch('the.app.width', 'the.app.width')
187
186
                 self.console:watch('the.app.height', 'the.app.height')
188
 
                 self.console:watch('num mirrors', '#the.mirrors.sprites')
189
 
                 self.console:watch('num rocks', '#the.rocks.sprites')
190
 
                 self.console:watch('num planets', '#the.planets.sprites')
191
 
                 self.console:watch('num enemies', 'the.enemies:count()')
192
 
                 self.console:watch('onPlanet', 'the.player.onPlanet')
193
187
                 --self.console:watch('drawTook', 'the.drawTook')
194
188
 
195
189
                 -- back off that dark overlay a bit
197
191
              end
198
192
           end,
199
193
   onUpdate = function (self, dt)
200
 
                 if not (DEBUG and the.console.visible) then
201
 
                    if the.keys:justPressed('return') and the.keys:pressed('alt') then
202
 
                       love.graphics.toggleFullscreen()
203
 
                    elseif the.keys:justPressed('f1') then
204
 
                       local ss = love.graphics.newScreenshot()
205
 
                       ss:encode('screenshot-' ..love.timer.getTime()..'.png')
206
 
                    elseif the.keys:justPressed('f11') then
207
 
                       love.graphics.toggleFullscreen()
208
 
                    end
 
194
                 if the.keys:justPressed('escape') then
 
195
                    self.quit()
209
196
                 end
210
197
              end,
211
198
   update = function (self, dt)
216
203
               end
217
204
            end
218
205
}
219
 
 
220
 
realRun = love.run
221
 
function love.run()
222
 
   -- should fail silently if it can't go to fullscreen...
223
 
   love.graphics.toggleFullscreen()
224
 
 
225
 
   realRun()
226
 
end
 
 
b'\\ No newline at end of file'