/traderous

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Viewing changes to main.lua

  • Committer: Josh C
  • Date: 2013-05-16 02:22:30 UTC
  • Revision ID: josh@9ix.org-20130516022230-9mqgevjra6wmt3vf
keep score, center mouse on start

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STRICT = true
 
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DEBUG = true
 
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require 'zoetrope'
 
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vector = require 'vector'
 
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require 'group'
 
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require 'version'
 
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require 'wrap_tile'
 
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require 'mirror'
 
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require 'player'
 
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require 'enemy'
 
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require 'cursor'
 
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require 'bullet'
 
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require 'rock'
 
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require 'boom'
 
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util = {
 
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   signOf = function(value)
 
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               if value >= 0 then
 
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                  return 1
 
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               else
 
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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
 
43
 
 
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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
 
49
 
 
50
                       local short = {}
 
51
 
 
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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
 
59
 
 
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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
 
67
 
 
68
                       return vector.new(short.x, short.y)
 
69
                    end
 
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}
 
71
 
 
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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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              -- 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
 
85
 
 
86
              the.rockColliders = Group:new()
 
87
              the.bullets = Group:new()
 
88
              the.mirrors = Group:new()
 
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              the.rocks = Group:new()
 
90
 
 
91
              the.bg = Tile:new{
 
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                 image = 'data/stars3.png',
 
93
                 -- 1366x768 * 3
 
94
                 width = 4098,
 
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                 height = 2304
 
96
              }
 
97
              self:add(the.bg)
 
98
 
 
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              --the.player = CrystalPlayer:new{x=400,y=300}
 
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              the.player = SpacePlayer:new{x=1366,y=768}
 
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              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
              the.score = Text:new{
 
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                 width = the.app.width,
 
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                 align = 'center',
 
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                 font = 25}
 
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              self:add(the.score)
 
118
 
 
119
              love.mouse.setGrab(true)
 
120
              love.mouse.setVisible(false)
 
121
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
 
122
 
 
123
              --self:loadLayers('data/map.lua')
 
124
              self.focus = the.player
 
125
              --self:clampTo(self.map)
 
126
 
 
127
              self.gameStart = love.timer.getTime()
 
128
           end,
 
129
   onUpdate = function(self, dt)
 
130
                 if love.timer.getTime() > self.lastRock + self.rockInterval then
 
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                    local unseenRock = nil
 
132
                    while not unseenRock do
 
133
                       local rock = Rock:new{
 
134
                          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),
 
138
                          velocity = {
 
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                             x = math.random(-300, 300),
 
140
                             y = math.random(-300, 300),
 
141
                             rotation = math.random(-7, 7)
 
142
                          },
 
143
                          scale = math.random() + 0.5
 
144
                       }
 
145
 
 
146
                       local rockToPlayer = util.shortestVector(rock, the.player)
 
147
                       if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
 
148
                           math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
 
149
                         unseenRock = rock
 
150
                        end
 
151
                    end
 
152
 
 
153
                    the.rocks:add(unseenRock)
 
154
 
 
155
                    self.lastRock = love.timer.getTime()
 
156
                 end
 
157
 
 
158
                 the.bullets:collide(the.rockColliders)
 
159
              end,
 
160
   onEndFrame = function(self)
 
161
                   if the.player.active then
 
162
                      local t = love.timer.getTime() - self.gameStart
 
163
                      local m = t / 60
 
164
                      local s = t % 60
 
165
 
 
166
                      the.score.text = string.format('Score: %d:%02d', m, s)
 
167
                      the.score.y = the.player.y - the.app.height / 2 + the.player.height
 
168
                      the.score.x = the.player.x - the.app.width / 2
 
169
                   end
 
170
                end,
 
171
   draw = function (self, x, y)
 
172
             View.draw(self, x, y)
 
173
             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
 
174
          end
 
175
}
 
176
 
 
177
MenuScreen = View:extend {
 
178
   title = Text:new{text = "Press a key to start", font = 48, wordWrap = false},
 
179
   --title = Tile:new{image = 'data/title.png', x = 0, y = 0},
 
180
   onNew = function(self)
 
181
              self:add(self.title)
 
182
              self.title:centerAround(400, 200)
 
183
           end,
 
184
   onUpdate = function(self, elapsed)
 
185
                 if the.keys:allJustPressed() then
 
186
                    the.app.view = GameView:new()
 
187
                 end
 
188
              end
 
189
}
 
190
 
 
191
the.app = App:new {
 
192
   onRun = function (self)
 
193
              print('Version: ' .. VERSION)
 
194
 
 
195
              math.randomseed(os.time())
 
196
 
 
197
              self.view = GameView:new()
 
198
              if DEBUG then
 
199
                 self.console:watch('VERSION', 'VERSION')
 
200
                 self.console:watch('updateTook', 'the.updateTook')
 
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                 self.console:watch('the.player.x', 'the.player.x')
 
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                 self.console:watch('the.player.y', 'the.player.y')
 
203
                 self.console:watch('the.app.width', 'the.app.width')
 
204
                 self.console:watch('the.app.height', 'the.app.height')
 
205
                 --self.console:watch('drawTook', 'the.drawTook')
 
206
 
 
207
                 -- back off that dark overlay a bit
 
208
                 self.console.fill.fill[4] = 75
 
209
              end
 
210
           end,
 
211
   onUpdate = function (self, dt)
 
212
                 if the.keys:justPressed('escape') then
 
213
                    self.quit()
 
214
                 end
 
215
              end,
 
216
   update = function (self, dt)
 
217
               the.updateStart = love.timer.getMicroTime()
 
218
               App.update(self, dt)
 
219
               if the.updateStart then
 
220
                  the.updateTook = love.timer.getMicroTime() - the.updateStart
 
221
               end
 
222
            end
 
223
}