93
91
the.storage.data = {highScore = 0}
96
--the.rockColliders = Group:new()
94
the.rockColliders = Group:new()
97
95
the.bullets = Group:new()
98
96
the.mirrors = Group:new()
99
--the.rocks = Group:new()
100
the.interface = Group:new()
101
the.planets = Group:new()
102
the.indicators = Group:new()
97
the.rocks = Group:new()
104
99
the.bg = Tile:new{
105
100
image = 'data/stars3.png',
111
self:add(the.planets)
113
107
--the.player = CrystalPlayer:new{x=400,y=300}
114
the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
108
the.player = SpacePlayer:new{x=1366,y=768}
115
109
self:add(the.player)
116
self:add(the.player.thrust)
118
111
--self:add(Enemy:new{x=400, y=300})
120
113
self:add(the.bullets)
121
--self:add(the.rockColliders)
114
self:add(the.rockColliders)
122
115
self:add(the.mirrors)
123
--self:add(the.rocks)
124
self:add(the.indicators)
125
self:add(the.interface)
127
for _ = 1, math.random(6) do
128
local planet = Planet:new{
129
x = math.random(the.app.width / 2,
130
the.bg.width - the.app.width / 2),
131
y = math.random(the.app.height / 2,
132
the.bg.height - the.app.height / 2),
133
rotation = math.random() * math.pi
135
the.planets:add(planet)
138
118
the.cursor = Cursor:new()
139
119
self:add(the.cursor)
141
121
the.score = Text:new{
144
122
width = the.app.width,
147
--the.interface:add(the.score)
149
127
local hs = the.storage.data.highScore
150
128
local m = hs / 60
151
129
local s = hs % 60
153
131
the.highScore = Text:new{
156
132
width = the.app.width,
159
135
text = string.format('High Score: %d:%02d', m, s)
161
--the.interface:add(the.highScore)
164
y = the.app.height / 2,
165
width = the.app.width,
171
the.interface:add(the.over)
174
the.instructions = Text:new{
175
y = the.app.height / 2 + 32,
176
width = the.app.width,
179
text = "Press Enter to start a new game\nPress Q to quit",
182
the.interface:add(the.instructions)
137
self:add(the.highScore)
184
139
love.mouse.setGrab(true)
185
140
love.mouse.setVisible(false)
192
147
self.gameStart = love.timer.getTime()
194
149
onUpdate = function(self, dt)
195
the.bullets:collide(the.planets)
197
-- this should really go somewhere else...
198
for _, planet in ipairs(the.planets.sprites) do
150
if love.timer.getTime() > self.lastRock + self.rockInterval then
151
local unseenRock = nil
152
while not unseenRock do
153
local rock = Rock:new{
154
x = math.random(the.app.width / 2,
155
the.bg.width - the.app.width / 2),
156
y = math.random(the.app.height / 2,
157
the.bg.height - the.app.height / 2),
159
x = math.random(-300, 300),
160
y = math.random(-300, 300),
161
rotation = math.random(-7, 7)
163
scale = math.random() + 0.5
166
local rockToPlayer = util.shortestVector(rock, the.player)
167
if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
168
math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
173
the.rocks:add(unseenRock)
175
self.lastRock = love.timer.getTime()
178
the.bullets:collide(the.rockColliders)
201
180
-- for _, mirror in ipairs(the.mirrors.sprites) do
202
181
-- if not mirror.of then
203
182
-- print('mirror:' .. inspect(mirror))
208
187
onEndFrame = function(self)
209
the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
210
the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
212
188
if the.player.active then
189
local t = love.timer.getTime() - self.gameStart
193
the.score.text = string.format('Score: %d:%02d', m, s)
194
the.score.y = the.player.y - the.app.height / 2 + the.player.height
195
the.score.x = the.player.x - the.app.width / 2
198
the.highScore.y = the.player.y - the.app.height / 2 + the.player.height
199
the.highScore.x = the.player.x - the.app.width / 2
216
201
draw = function (self, x, y)
217
202
View.draw(self, x, y)
218
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
220
updateScore = function(self)
221
local t = love.timer.getTime() - self.gameStart
225
the.score.text = string.format('Score: %d:%02d', m, s)
226
--the.score.y = the.player.y - the.app.height / 2 + the.player.height
227
--the.score.x = the.player.x - the.app.width / 2 + the.player.width
229
--the.highScore.y = the.player.y - the.app.height / 2 + the.player.height
230
--the.highScore.x = the.player.x - the.app.width / 2
203
love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
234
207
MenuScreen = View:extend {
261
233
self.console:watch('the.app.width', 'the.app.width')
262
234
self.console:watch('the.app.height', 'the.app.height')
263
235
self.console:watch('num mirrors', '#the.mirrors.sprites')
264
self.console:watch('num rocks', '#the.rocks.sprites')
265
self.console:watch('num planets', '#the.planets.sprites')
266
236
--self.console:watch('drawTook', 'the.drawTook')
268
238
-- back off that dark overlay a bit
272
242
onUpdate = function (self, dt)
273
if not (DEBUG and the.console.visible) then
274
if the.keys:justPressed('q') then
276
elseif the.keys:justPressed('return') then
277
if the.keys:pressed('alt') then
278
love.graphics.toggleFullscreen()
280
self.view = GameView:new()
282
elseif the.keys:justPressed('f1') then
283
local ss = love.graphics.newScreenshot()
284
ss:encode('screenshot-' ..love.timer.getTime()..'.png')
285
elseif the.keys:justPressed('f11') then
286
love.graphics.toggleFullscreen()
243
if the.keys:justPressed('escape') then
290
247
update = function (self, dt)