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)
37
72
GameView = View:extend {
38
76
onNew = function (self)
39
the.storage = Storage:new{filename = 'world.lua'}
41
--if not the.storage.data.highScore then
42
-- print('initializing storage')
43
-- 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()
46
87
the.bullets = Group:new()
47
the.interface = Group:new()
48
the.planets = Group:new()
49
the.planetLabels = Group:new()
50
the.indicators = Group:new()
51
the.enemies = Group:new()
88
the.mirrors = Group:new()
89
the.rocks = Group:new()
53
-- init bg before build/load since planets need to know bg size
55
92
image = 'data/stars3.png',
61
if self.newWorld or not the.storage.data.player then
62
the.storage.data = {planets = {}}
64
-- build planets from random
65
for _ = 1, math.random(5, 7) do
66
local planet = Planet:new{
67
x = math.random(the.app.width / 2,
68
the.bg.width - the.app.width / 2),
69
y = math.random(the.app.height / 2,
70
the.bg.height - the.app.height / 2),
71
rotation = math.random() * math.pi
73
the.planets:add(planet)
74
table.insert(the.storage.data.planets, {
77
rotation = planet.rotation,
86
local player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
88
the.storage.data.player = {x = player.x,
92
cargoSpace = player.cargoSpace
97
-- load planets with x, y, goods
98
for _, planetData in ipairs(the.storage.data.planets) do
99
the.planets:add(Planet:new(planetData))
102
-- load player with cargo, money, position
103
the.player = SpacePlayer:new(the.storage.data.player)
105
-- reload storage as we've turned it all into objects
109
self:add(the.planets)
110
self:add(the.planetLabels)
99
--the.player = CrystalPlayer:new{x=400,y=300}
100
the.player = SpacePlayer:new{x=1366,y=768}
112
101
self:add(the.player)
113
self:add(the.player.thrust)
114
self:add(the.player.shield)
116
self:add(the.enemies)
119
local e = Enemy:new{x = math.random(the.bg.width),
120
y = math.random(the.bg.height)}
121
--local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
123
self:add(e.thrust) -- why doesn't this work in Enemy.new?
103
--self:add(Enemy:new{x=400, y=300})
127
105
self:add(the.bullets)
128
self:add(the.indicators)
129
self:add(the.interface)
106
self:add(the.rockColliders)
107
self:add(the.mirrors)
131
110
the.cursor = Cursor:new()
132
111
self:add(the.cursor)
113
the.score = Text:new{
114
width = the.app.width,
134
119
love.mouse.setGrab(true)
135
120
love.mouse.setVisible(false)
136
121
love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
123
--self:loadLayers('data/map.lua')
138
124
self.focus = the.player
125
--self:clampTo(self.map)
127
self.gameStart = love.timer.getTime()
140
129
onUpdate = function(self, dt)
141
if the.keys:justPressed('escape') then
142
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()
145
the.bullets:collide(the.planets)
146
the.bullets:collide(the.player)
147
the.bullets:collide(the.enemies)
158
the.bullets:collide(the.rockColliders)
149
160
onEndFrame = function(self)
150
the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
151
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
153
171
draw = function (self, x, y)
154
172
View.draw(self, x, y)
155
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
173
love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
159
177
MenuScreen = View:extend {