27
shortestVector = function(from, to)
29
if from.x < the.app.width / 2 or
30
from.x > the.bg.width - the.app.width / 2 or
31
from.y < the.app.height / 2 or
32
from.y > the.bg.height - the.app.height / 2 then
33
error('"from" coordinate out of bounds: X='..from.x..' Y='..from.y)
36
if to.x < the.app.width / 2 or
37
to.x > the.bg.width - the.app.width / 2 or
38
to.y < the.app.height / 2 or
39
to.y > the.bg.height - the.app.height / 2 then
40
error('"to" coordinate out of bounds: X='..to.x..' Y='..to.y)
44
-- normalize grid to account for mirror zones
45
local fx = from.x - the.app.width / 2
46
local fy = from.y - the.app.height / 2
47
local tx = to.x - the.app.width / 2
48
local ty = to.y - the.app.height / 2
53
if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
54
-- straight path is shorter
57
short.x = tx - fx - (the.bg.width - the.app.width)
61
if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
62
-- straight path is shorter
65
short.y = ty - fy - (the.bg.height - the.app.height)
68
return vector.new(short.x, short.y)
24
72
GameView = View:extend {
25
76
onNew = function (self)
44
100
the.player = SpacePlayer:new{x=1366,y=768}
45
101
self:add(the.player)
47
self:add(Enemy:new{x=400, y=300})
103
--self:add(Enemy:new{x=400, y=300})
105
self:add(the.bullets)
106
self:add(the.rockColliders)
107
self:add(the.mirrors)
49
110
the.cursor = Cursor:new()
50
111
self:add(the.cursor)
113
the.score = Text:new{
114
width = the.app.width,
52
119
love.mouse.setGrab(true)
53
120
love.mouse.setVisible(false)
121
love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
55
123
--self:loadLayers('data/map.lua')
56
124
self.focus = the.player
57
125
--self:clampTo(self.map)
127
self.gameStart = love.timer.getTime()
129
onUpdate = function(self, dt)
130
if love.timer.getTime() > self.lastRock + self.rockInterval then
131
local unseenRock = nil
132
while not unseenRock do
133
local rock = Rock:new{
134
x = math.random(the.app.width / 2,
135
the.bg.width - the.app.width / 2),
136
y = math.random(the.app.height / 2,
137
the.bg.height - the.app.height / 2),
139
x = math.random(-300, 300),
140
y = math.random(-300, 300),
141
rotation = math.random(-7, 7)
143
scale = math.random() + 0.5
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
153
the.rocks:add(unseenRock)
155
self.lastRock = love.timer.getTime()
158
the.bullets:collide(the.rockColliders)
160
onEndFrame = function(self)
161
if the.player.active then
162
local t = love.timer.getTime() - self.gameStart
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
59
171
draw = function (self, x, y)
60
172
View.draw(self, x, y)
61
173
love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
88
203
self.console:watch('the.app.width', 'the.app.width')
89
204
self.console:watch('the.app.height', 'the.app.height')
90
205
--self.console:watch('drawTook', 'the.drawTook')
207
-- back off that dark overlay a bit
208
self.console.fill.fill[4] = 75
93
211
onUpdate = function (self, dt)