/traderous

To get this branch, use:
bzr branch http://9ix.org/bzr/traderous

« back to all changes in this revision

Viewing changes to main.lua

  • Committer: Josh C
  • Date: 2013-05-16 02:41:58 UTC
  • Revision ID: josh@9ix.org-20130516024158-d5jtkfvd2qw709xo
record high scores

Show diffs side-by-side

added added

removed removed

Lines of Context:
2
2
DEBUG = true
3
3
 
4
4
require 'zoetrope'
5
 
--__ = require 'underscore'
 
5
vector = require 'vector'
 
6
 
 
7
require 'group'
6
8
 
7
9
require 'version'
 
10
require 'wrap_tile'
 
11
require 'mirror'
8
12
require 'player'
 
13
require 'enemy'
 
14
require 'cursor'
 
15
require 'bullet'
 
16
require 'rock'
 
17
require 'boom'
 
18
 
 
19
util = {
 
20
   signOf = function(value)
 
21
               if value >= 0 then
 
22
                  return 1
 
23
               else
 
24
                  return -1
 
25
               end
 
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
 
57
                          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
 
70
}
9
71
 
10
72
GameView = View:extend {
 
73
   lastRock = 0,
 
74
   rockInterval = 1,
 
75
   gameStart = 0,
11
76
   onNew = function (self)
12
 
              for x = 1,30 do
13
 
                 for y = 1,30 do
14
 
                    self:add(Fill:new{x=x*400, y=y*400,
15
 
                                      width = 32, height = 32,
16
 
                                      fill = {0,0,255}
17
 
                                   })
18
 
                 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
 
85
 
 
86
              the.storage = Storage:new{filename = 'scores.lua'}
 
87
              the.storage:load()
 
88
              if not the.storage.data.highScore then
 
89
                 print('initializing storage')
 
90
                 the.storage.data = {highScore = 0}
19
91
              end
20
92
 
 
93
              the.rockColliders = Group:new()
 
94
              the.bullets = Group:new()
 
95
              the.mirrors = Group:new()
 
96
              the.rocks = Group:new()
 
97
 
 
98
              the.bg = Tile:new{
 
99
                 image = 'data/stars3.png',
 
100
                 -- 1366x768 * 3
 
101
                 width = 4098,
 
102
                 height = 2304
 
103
              }
 
104
              self:add(the.bg)
 
105
 
21
106
              --the.player = CrystalPlayer:new{x=400,y=300}
22
 
              the.player = SpacePlayer:new{x=400,y=300}
 
107
              the.player = SpacePlayer:new{x=1366,y=768}
23
108
              self:add(the.player)
24
109
 
 
110
              --self:add(Enemy:new{x=400, y=300})
 
111
 
 
112
              self:add(the.bullets)
 
113
              self:add(the.rockColliders)
 
114
              self:add(the.mirrors)
 
115
              self:add(the.rocks)
 
116
 
 
117
              the.cursor = Cursor:new()
 
118
              self:add(the.cursor)
 
119
 
 
120
              the.score = Text:new{
 
121
                 width = the.app.width,
 
122
                 align = 'center',
 
123
                 font = 25}
 
124
              self:add(the.score)
 
125
 
 
126
              local hs = the.storage.data.highScore
 
127
              local m = hs / 60
 
128
              local s = hs % 60
 
129
 
 
130
              the.highScore = Text:new{
 
131
                 width = the.app.width,
 
132
                 align = 'right',
 
133
                 font = 25,
 
134
                 text = string.format('High Score: %d:%02d', m, s)
 
135
              }
 
136
              self:add(the.highScore)
 
137
 
25
138
              love.mouse.setGrab(true)
26
 
              --love.mouse.setVisible(false)
 
139
              love.mouse.setVisible(false)
 
140
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
27
141
 
28
142
              --self:loadLayers('data/map.lua')
29
143
              self.focus = the.player
30
144
              --self:clampTo(self.map)
 
145
 
 
146
              self.gameStart = love.timer.getTime()
31
147
           end,
 
148
   onUpdate = function(self, dt)
 
149
                 if love.timer.getTime() > self.lastRock + self.rockInterval then
 
150
                    local unseenRock = nil
 
151
                    while not unseenRock do
 
152
                       local rock = Rock:new{
 
153
                          x = math.random(the.app.width / 2,
 
154
                                          the.bg.width - the.app.width / 2),
 
155
                          y = math.random(the.app.height / 2,
 
156
                                          the.bg.height - the.app.height / 2),
 
157
                          velocity = {
 
158
                             x = math.random(-300, 300),
 
159
                             y = math.random(-300, 300),
 
160
                             rotation = math.random(-7, 7)
 
161
                          },
 
162
                          scale = math.random() + 0.5
 
163
                       }
 
164
 
 
165
                       local rockToPlayer = util.shortestVector(rock, the.player)
 
166
                       if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
 
167
                           math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
 
168
                         unseenRock = rock
 
169
                        end
 
170
                    end
 
171
 
 
172
                    the.rocks:add(unseenRock)
 
173
 
 
174
                    self.lastRock = love.timer.getTime()
 
175
                 end
 
176
 
 
177
                 the.bullets:collide(the.rockColliders)
 
178
              end,
 
179
   onEndFrame = function(self)
 
180
                   if the.player.active then
 
181
                      local t = love.timer.getTime() - self.gameStart
 
182
                      local m = t / 60
 
183
                      local s = t % 60
 
184
 
 
185
                      the.score.text = string.format('Score: %d:%02d', m, s)
 
186
                      the.score.y = the.player.y - the.app.height / 2 + the.player.height
 
187
                      the.score.x = the.player.x - the.app.width / 2
 
188
                   end
 
189
 
 
190
                   the.highScore.y = the.player.y - the.app.height / 2 + the.player.height
 
191
                   the.highScore.x = the.player.x - the.app.width / 2
 
192
                end,
32
193
   draw = function (self, x, y)
33
194
             View.draw(self, x, y)
34
195
             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
52
213
the.app = App:new {
53
214
   onRun = function (self)
54
215
              print('Version: ' .. VERSION)
 
216
 
 
217
              math.randomseed(os.time())
 
218
 
55
219
              self.view = GameView:new()
56
220
              if DEBUG then
57
221
                 self.console:watch('VERSION', 'VERSION')
58
222
                 self.console:watch('updateTook', 'the.updateTook')
 
223
                 self.console:watch('the.player.x', 'the.player.x')
 
224
                 self.console:watch('the.player.y', 'the.player.y')
 
225
                 self.console:watch('the.app.width', 'the.app.width')
 
226
                 self.console:watch('the.app.height', 'the.app.height')
59
227
                 --self.console:watch('drawTook', 'the.drawTook')
 
228
 
 
229
                 -- back off that dark overlay a bit
 
230
                 self.console.fill.fill[4] = 75
60
231
              end
61
232
           end,
62
233
   onUpdate = function (self, dt)