/traderous

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  • Committer: Josh C
  • Date: 2013-05-20 16:51:19 UTC
  • Revision ID: josh@9ix.org-20130520165119-mkjh7d9408e6ig0u
extract updating score.  update score again when you calc high score - 
should mitigate a bug I saw happen when thor played that put final score 
+ high score out of sync

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require 'zoetrope'
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vector = require 'vector'
 
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--inspect = require 'inspect'
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require 'group'
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              self.gameStart = love.timer.getTime()
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           end,
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   onUpdate = function(self, dt)
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                 if love.timer.getTime() > self.lastRock + self.rockInterval then
 
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                 if the.player.active and love.timer.getTime() > self.lastRock + self.rockInterval then
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                    local unseenRock = nil
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                    while not unseenRock do
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                       local rock = Rock:new{
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                 end
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                 the.bullets:collide(the.rockColliders)
 
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                 -- for _, mirror in ipairs(the.mirrors.sprites) do
 
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                 --    if not mirror.of then
 
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                 --       print('mirror:' .. inspect(mirror))
 
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                 --       error('mirror OF NOTHING')
 
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                 --    end
 
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                 -- end
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              end,
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   onEndFrame = function(self)
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                   if the.player.active then
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                      local t = love.timer.getTime() - self.gameStart
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                      local m = t / 60
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                      local s = t % 60
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                      the.score.text = string.format('Score: %d:%02d', m, s)
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                      the.score.y = the.player.y - the.app.height / 2 + the.player.height
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                      the.score.x = the.player.x - the.app.width / 2
 
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                      self:updateScore()
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                   end
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                   the.highScore.y = the.player.y - the.app.height / 2 + the.player.height
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                   the.highScore.x = the.player.x - the.app.width / 2
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                end,
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   draw = function (self, x, y)
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             View.draw(self, x, y)
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             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
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          end
 
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          end,
 
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   updateScore = function(self)
 
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                    local t = love.timer.getTime() - self.gameStart
 
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                    local m = t / 60
 
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                    local s = t % 60
 
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                    the.score.text = string.format('Score: %d:%02d', m, s)
 
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                    the.score.y = the.player.y - the.app.height / 2 + the.player.height
 
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                    the.score.x = the.player.x - the.app.width / 2
 
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                    the.highScore.y = the.player.y - the.app.height / 2 + the.player.height
 
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                    the.highScore.x = the.player.x - the.app.width / 2
 
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                 end
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}
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MenuScreen = View:extend {
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                 self.console:watch('the.player.y', 'the.player.y')
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                 self.console:watch('the.app.width', 'the.app.width')
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                 self.console:watch('the.app.height', 'the.app.height')
 
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                 self.console:watch('num mirrors', '#the.mirrors.sprites')
 
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                 self.console:watch('num rocks', '#the.rocks.sprites')
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                 --self.console:watch('drawTook', 'the.drawTook')
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                 -- back off that dark overlay a bit