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)
36
72
GameView = View:extend {
37
76
onNew = function (self)
38
the.storage = Storage:new{filename = 'world.lua'}
79
-- self:add(Fill:new{x=x*400, y=y*400,
80
-- width = 32, height = 32,
86
the.storage = Storage:new{filename = 'scores.lua'}
40
--if not the.storage.data.highScore then
41
-- print('initializing storage')
42
-- the.storage.data = {highScore = 0}
88
if not the.storage.data.highScore then
89
print('initializing storage')
90
the.storage.data = {highScore = 0}
93
the.rockColliders = Group:new()
45
94
the.bullets = Group:new()
46
the.interface = Group:new()
47
the.planets = Group:new()
48
the.planetLabels = Group:new()
49
the.indicators = Group:new()
50
the.enemies = Group:new()
95
the.mirrors = Group:new()
96
the.rocks = Group:new()
52
-- init bg before build/load since planets need to know bg size
54
99
image = 'data/stars3.png',
60
if self.newWorld or not the.storage.data.player then
61
the.storage.data = {planets = {}}
63
-- build planets from random
64
for _ = 1, math.random(3, 6) do
65
local planet = Planet:new{
66
x = math.random(the.app.width / 2,
67
the.bg.width - the.app.width / 2),
68
y = math.random(the.app.height / 2,
69
the.bg.height - the.app.height / 2),
70
rotation = math.random() * math.pi
72
the.planets:add(planet)
73
table.insert(the.storage.data.planets, {
76
rotation = planet.rotation,
83
local player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
85
the.storage.data.player = {x = player.x,
89
cargoSpace = player.cargoSpace
94
-- load planets with x, y, goods
95
for _, planetData in ipairs(the.storage.data.planets) do
96
the.planets:add(Planet:new(planetData))
99
-- load player with cargo, money, position
100
the.player = SpacePlayer:new(the.storage.data.player)
102
-- reload storage as we've turned it all into objects
106
self:add(the.planets)
107
self:add(the.planetLabels)
106
--the.player = CrystalPlayer:new{x=400,y=300}
107
the.player = SpacePlayer:new{x=1366,y=768}
109
108
self:add(the.player)
110
self:add(the.player.thrust)
111
self:add(the.player.shield)
113
self:add(the.enemies)
116
local e = Enemy:new{x = math.random(the.bg.width),
117
y = math.random(the.bg.height)}
118
--local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
120
self:add(e.thrust) -- why doesn't this work in Enemy.new?
110
--self:add(Enemy:new{x=400, y=300})
124
112
self:add(the.bullets)
125
self:add(the.indicators)
126
self:add(the.interface)
113
self:add(the.rockColliders)
114
self:add(the.mirrors)
128
117
the.cursor = Cursor:new()
129
118
self:add(the.cursor)
120
the.score = Text:new{
121
width = the.app.width,
126
local hs = the.storage.data.highScore
130
the.highScore = Text:new{
131
width = the.app.width,
134
text = string.format('High Score: %d:%02d', m, s)
136
self:add(the.highScore)
131
138
love.mouse.setGrab(true)
132
139
love.mouse.setVisible(false)
133
140
love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
142
--self:loadLayers('data/map.lua')
135
143
self.focus = the.player
144
--self:clampTo(self.map)
146
self.gameStart = love.timer.getTime()
137
148
onUpdate = function(self, dt)
138
if the.keys:justPressed('escape') then
139
PauseView:new():activate()
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),
158
x = math.random(-300, 300),
159
y = math.random(-300, 300),
160
rotation = math.random(-7, 7)
162
scale = math.random() + 0.5
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
172
the.rocks:add(unseenRock)
174
self.lastRock = love.timer.getTime()
142
the.bullets:collide(the.planets)
143
the.bullets:collide(the.player)
144
the.bullets:collide(the.enemies)
177
the.bullets:collide(the.rockColliders)
146
179
onEndFrame = function(self)
147
the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
148
the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
180
if the.player.active then
181
local t = love.timer.getTime() - self.gameStart
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
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
150
193
draw = function (self, x, y)
151
194
View.draw(self, x, y)
152
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
195
love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
156
199
MenuScreen = View:extend {