/traderous

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  • 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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require 'zoetrope'
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vector = require 'vector'
6
 
--inspect = require 'inspect'
7
6
 
8
7
require 'group'
9
8
 
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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
18
 
24
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util = {
25
20
   signOf = function(value)
29
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                  return -1
30
25
               end
31
26
            end,
 
27
   shortestVector = function(from, to)
 
28
                       if STRICT then
 
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)
 
34
                          end
 
35
 
 
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)
 
41
                          end
 
42
                       end
 
43
 
 
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
 
49
 
 
50
                       local short = {}
 
51
 
 
52
                       -- pick shorter x
 
53
                       if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
 
54
                          -- straight path is shorter
 
55
                          short.x = tx - fx
 
56
                       else
 
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                          short.x = tx - fx - (the.bg.width - the.app.width)
 
58
                       end
 
59
 
 
60
                       -- pick shorter y
 
61
                       if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
 
62
                          -- straight path is shorter
 
63
                          short.y = ty - fy
 
64
                       else
 
65
                          short.y = ty - fy - (the.bg.height - the.app.height)
 
66
                       end
 
67
 
 
68
                       return vector.new(short.x, short.y)
 
69
                    end
32
70
}
33
71
 
34
72
GameView = View:extend {
 
73
   lastRock = 0,
 
74
   rockInterval = 1,
 
75
   gameStart = 0,
35
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   onNew = function (self)
36
 
              the.storage = Storage:new{filename = 'world.lua'}
37
 
              the.storage:load()
38
 
              --if not the.storage.data.highScore then
39
 
              --   print('initializing storage')
40
 
              --   the.storage.data = {highScore = 0}
41
 
              --end
 
77
              -- for x = 1,30 do
 
78
              --    for y = 1,30 do
 
79
              --       self:add(Fill:new{x=x*400, y=y*400,
 
80
              --                         width = 32, height = 32,
 
81
              --                         fill = {0,0,255}
 
82
              --                      })
 
83
              --    end
 
84
              -- end
42
85
 
 
86
              the.rockColliders = Group:new()
43
87
              the.bullets = Group:new()
44
 
              the.interface = Group:new()
45
 
              the.planets = Group:new()
46
 
              the.indicators = Group:new()
47
 
              the.enemies = Group:new()
 
88
              the.mirrors = Group:new()
 
89
              the.rocks = Group:new()
48
90
 
49
 
              -- init bg before build/load since planets need to know bg size
50
91
              the.bg = Tile:new{
51
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                 image = 'data/stars3.png',
52
 
                 width = 27320,
53
 
                 height = 15360
 
93
                 -- 1366x768 * 3
 
94
                 width = 4098,
 
95
                 height = 2304
54
96
              }
55
97
              self:add(the.bg)
56
98
 
57
 
              if self.newWorld or not the.storage.data.player then
58
 
                 the.storage.data = {planets = {}}
59
 
 
60
 
                 -- build planets from random
61
 
                 for _ = 1, math.random(3, 6) do
62
 
                    local planet = Planet:new{
63
 
                       x = math.random(the.app.width / 2,
64
 
                                       the.bg.width - the.app.width / 2),
65
 
                       y = math.random(the.app.height / 2,
66
 
                                       the.bg.height - the.app.height / 2),
67
 
                       rotation = math.random() * math.pi
68
 
                    }
69
 
                    the.planets:add(planet)
70
 
                    table.insert(the.storage.data.planets, {
71
 
                                    x = planet.x,
72
 
                                    y = planet.y,
73
 
                                    rotation = planet.rotation,
74
 
                                    goods = planet.goods
75
 
                                 })
76
 
                 end
77
 
 
78
 
                 -- build fresh player
79
 
                 local player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
80
 
                 the.player = player
81
 
                 the.storage.data.player = {x = player.x,
82
 
                                            y = player.y,
83
 
                                            money = player.money,
84
 
                                            goods = player.goods,
85
 
                                            cargoSpace = player.cargoSpace
86
 
                                         }
87
 
 
88
 
                 the.storage:save()
89
 
              else
90
 
                 -- load planets with x, y, goods
91
 
                 for _, planetData in ipairs(the.storage.data.planets) do
92
 
                    the.planets:add(Planet:new(planetData))
93
 
                 end
94
 
 
95
 
                 -- load player with cargo, money, position
96
 
                 the.player = SpacePlayer:new(the.storage.data.player)
97
 
              end
98
 
 
99
 
              self:add(the.planets)
100
 
 
 
99
              --the.player = CrystalPlayer:new{x=400,y=300}
 
100
              the.player = SpacePlayer:new{x=1366,y=768}
101
101
              self:add(the.player)
102
 
              self:add(the.player.thrust)
103
 
              self:add(the.player.shield)
104
 
 
105
 
              self:add(the.enemies)
106
 
 
107
 
              for _ = 1, 20 do
108
 
                 local e = Enemy:new{x = math.random(the.bg.width),
109
 
                                     y = math.random(the.bg.height)}
110
 
                 --local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
111
 
                 the.enemies:add(e)
112
 
                 self:add(e.thrust) -- why doesn't this work in Enemy.new?
113
 
                 self:add(e.shield)
114
 
              end
 
102
 
 
103
              --self:add(Enemy:new{x=400, y=300})
115
104
 
116
105
              self:add(the.bullets)
117
 
              self:add(the.indicators)
118
 
              self:add(the.interface)
 
106
              self:add(the.rockColliders)
 
107
              self:add(the.mirrors)
 
108
              self:add(the.rocks)
119
109
 
120
110
              the.cursor = Cursor:new()
121
111
              self:add(the.cursor)
122
112
 
123
 
              the.over = Text:new{
124
 
                 y = the.app.height / 2,
125
 
                 width = the.app.width,
126
 
                 align = 'center',
127
 
                 font = 25,
128
 
                 text = "Game Over",
129
 
                 visible = false
130
 
              }
131
 
              the.interface:add(the.over)
132
 
 
133
 
 
134
 
              the.instructions = Text:new{
135
 
                 y = the.app.height / 2 + 32,
136
 
                 width = the.app.width,
137
 
                 align = 'center',
138
 
                 font = 12,
139
 
                 text = "Press Enter to start a new game\nPress Q to quit",
140
 
                 visible = false
141
 
              }
142
 
              the.interface:add(the.instructions)
 
113
              the.score = Text:new{
 
114
                 width = the.app.width,
 
115
                 align = 'center',
 
116
                 font = 25}
 
117
              self:add(the.score)
143
118
 
144
119
              love.mouse.setGrab(true)
145
120
              love.mouse.setVisible(false)
146
121
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
147
122
 
 
123
              --self:loadLayers('data/map.lua')
148
124
              self.focus = the.player
 
125
              --self:clampTo(self.map)
 
126
 
 
127
              self.gameStart = love.timer.getTime()
149
128
           end,
150
129
   onUpdate = function(self, dt)
151
 
                 if the.keys:justPressed('escape') then
152
 
                    PauseView:new():activate()
 
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),
 
138
                          velocity = {
 
139
                             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()
153
156
                 end
154
157
 
155
 
                 the.bullets:collide(the.planets)
156
 
                 the.bullets:collide(the.player)
157
 
                 the.bullets:collide(the.enemies)
 
158
                 the.bullets:collide(the.rockColliders)
158
159
              end,
159
160
   onEndFrame = function(self)
160
 
                   the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
161
 
                   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
 
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
162
170
                end,
163
171
   draw = function (self, x, y)
164
172
             View.draw(self, x, y)
165
 
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
166
 
          end,
 
173
             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
 
174
          end
167
175
}
168
176
 
169
177
MenuScreen = View:extend {
187
195
              math.randomseed(os.time())
188
196
 
189
197
              self.view = GameView:new()
190
 
 
191
198
              if DEBUG then
192
199
                 self.console:watch('VERSION', 'VERSION')
193
200
                 self.console:watch('updateTook', 'the.updateTook')
195
202
                 self.console:watch('the.player.y', 'the.player.y')
196
203
                 self.console:watch('the.app.width', 'the.app.width')
197
204
                 self.console:watch('the.app.height', 'the.app.height')
198
 
                 self.console:watch('num mirrors', '#the.mirrors.sprites')
199
 
                 self.console:watch('num rocks', '#the.rocks.sprites')
200
 
                 self.console:watch('num planets', '#the.planets.sprites')
201
 
                 self.console:watch('num enemies', 'the.enemies:count()')
202
205
                 --self.console:watch('drawTook', 'the.drawTook')
203
206
 
204
207
                 -- back off that dark overlay a bit
206
209
              end
207
210
           end,
208
211
   onUpdate = function (self, dt)
209
 
                 if not (DEBUG and the.console.visible) then
210
 
                    if the.keys:justPressed('return') and the.keys:pressed('alt') then
211
 
                       love.graphics.toggleFullscreen()
212
 
                    elseif the.keys:justPressed('f1') then
213
 
                       local ss = love.graphics.newScreenshot()
214
 
                       ss:encode('screenshot-' ..love.timer.getTime()..'.png')
215
 
                    elseif the.keys:justPressed('f11') then
216
 
                       love.graphics.toggleFullscreen()
217
 
                    end
 
212
                 if the.keys:justPressed('escape') then
 
213
                    self.quit()
218
214
                 end
219
215
              end,
220
216
   update = function (self, dt)
225
221
               end
226
222
            end
227
223
}
228
 
 
229
 
realRun = love.run
230
 
function love.run()
231
 
   -- should fail silently if it can't go to fullscreen...
232
 
   love.graphics.toggleFullscreen()
233
 
 
234
 
   realRun()
235
 
end
 
 
b'\\ No newline at end of file'