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)
34
72
GameView = View:extend {
35
76
onNew = function (self)
36
the.storage = Storage:new{filename = 'world.lua'}
38
--if not the.storage.data.highScore then
39
-- print('initializing storage')
40
-- 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()
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()
49
-- init bg before build/load since planets need to know bg size
51
92
image = 'data/stars3.png',
57
if self.newWorld or not the.storage.data.player then
58
the.storage.data = {planets = {}}
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
69
the.planets:add(planet)
70
table.insert(the.storage.data.planets, {
73
rotation = planet.rotation,
79
local player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
81
the.storage.data.player = {x = player.x,
85
cargoSpace = player.cargoSpace
90
-- load planets with x, y, goods
91
for _, planetData in ipairs(the.storage.data.planets) do
92
the.planets:add(Planet:new(planetData))
95
-- load player with cargo, money, position
96
the.player = SpacePlayer:new(the.storage.data.player)
98
-- reload storage as we've turned it all into objects
102
self:add(the.planets)
99
--the.player = CrystalPlayer:new{x=400,y=300}
100
the.player = SpacePlayer:new{x=1366,y=768}
104
101
self:add(the.player)
105
self:add(the.player.thrust)
106
self:add(the.player.shield)
108
self:add(the.enemies)
111
local e = Enemy:new{x = math.random(the.bg.width),
112
y = math.random(the.bg.height)}
113
--local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
115
self:add(e.thrust) -- why doesn't this work in Enemy.new?
103
--self:add(Enemy:new{x=400, y=300})
119
105
self:add(the.bullets)
120
self:add(the.indicators)
121
self:add(the.interface)
106
self:add(the.rockColliders)
107
self:add(the.mirrors)
123
110
the.cursor = Cursor:new()
124
111
self:add(the.cursor)
127
y = the.app.height / 2,
128
width = the.app.width,
134
the.interface:add(the.over)
137
the.instructions = Text:new{
138
y = the.app.height / 2 + 32,
139
width = the.app.width,
142
text = "Press Enter to start a new game\nPress Q to quit",
145
the.interface:add(the.instructions)
113
the.score = Text:new{
114
width = the.app.width,
147
119
love.mouse.setGrab(true)
148
120
love.mouse.setVisible(false)
149
121
love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
123
--self:loadLayers('data/map.lua')
151
124
self.focus = the.player
125
--self:clampTo(self.map)
127
self.gameStart = love.timer.getTime()
153
129
onUpdate = function(self, dt)
154
if the.keys:justPressed('escape') then
155
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),
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.planets)
159
the.bullets:collide(the.player)
160
the.bullets:collide(the.enemies)
158
the.bullets:collide(the.rockColliders)
162
160
onEndFrame = function(self)
163
the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
164
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
166
171
draw = function (self, x, y)
167
172
View.draw(self, x, y)
168
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
173
love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
172
177
MenuScreen = View:extend {