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)
33
72
GameView = View:extend {
34
76
onNew = function (self)
35
the.storage = Storage:new{filename = 'scores.lua'}
37
--if not the.storage.data.highScore then
38
-- print('initializing storage')
39
-- the.storage.data = {highScore = 0}
79
-- self:add(Fill:new{x=x*400, y=y*400,
80
-- width = 32, height = 32,
86
the.rockColliders = Group:new()
42
87
the.bullets = Group:new()
43
the.interface = Group:new()
44
the.planets = Group:new()
45
the.indicators = Group:new()
46
the.enemies = Group:new()
88
the.mirrors = Group:new()
89
the.rocks = Group:new()
49
92
image = 'data/stars3.png',
57
99
--the.player = CrystalPlayer:new{x=400,y=300}
58
the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
100
the.player = SpacePlayer:new{x=1366,y=768}
59
101
self:add(the.player)
60
self:add(the.player.thrust)
61
self:add(the.player.shield)
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}
70
self:add(e.thrust) -- why doesn't this work in Enemy.new?
103
--self:add(Enemy:new{x=400, y=300})
74
105
self:add(the.bullets)
75
self:add(the.indicators)
76
self:add(the.interface)
78
for _ = 1, math.random(3, 6) do
79
local planet = Planet:new{
80
x = math.random(the.app.width / 2,
81
the.bg.width - the.app.width / 2),
82
y = math.random(the.app.height / 2,
83
the.bg.height - the.app.height / 2),
84
rotation = math.random() * math.pi
86
the.planets:add(planet)
106
self:add(the.rockColliders)
107
self:add(the.mirrors)
89
110
the.cursor = Cursor:new()
90
111
self:add(the.cursor)
93
y = the.app.height / 2,
94
width = the.app.width,
100
the.interface:add(the.over)
103
the.instructions = Text:new{
104
y = the.app.height / 2 + 32,
105
width = the.app.width,
108
text = "Press Enter to start a new game\nPress Q to quit",
111
the.interface:add(the.instructions)
113
the.score = Text:new{
114
width = the.app.width,
113
119
love.mouse.setGrab(true)
114
120
love.mouse.setVisible(false)
115
121
love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
123
--self:loadLayers('data/map.lua')
117
124
self.focus = the.player
125
--self:clampTo(self.map)
127
self.gameStart = love.timer.getTime()
119
129
onUpdate = function(self, dt)
120
the.bullets:collide(the.planets)
121
the.bullets:collide(the.player)
122
the.bullets:collide(the.enemies)
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)
124
160
onEndFrame = function(self)
125
the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
126
the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
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
128
171
draw = function (self, x, y)
129
172
View.draw(self, x, y)
130
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
173
love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
134
177
MenuScreen = View:extend {