/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 'bullet'
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require 'rock'
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require 'boom'
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require 'planet'
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require 'trade_view'
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util = {
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   signOf = function(value)
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                 the.storage.data = {highScore = 0}
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              end
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              --the.rockColliders = Group:new()
 
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              the.rockColliders = Group:new()
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              the.bullets = Group:new()
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              the.mirrors = Group:new()
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              --the.rocks = Group:new()
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              the.interface = Group:new()
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              the.planets = Group:new()
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              the.indicators = Group:new()
 
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              the.rocks = Group:new()
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              the.bg = Tile:new{
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                 image = 'data/stars3.png',
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                 width = 13660,
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                 height = 7680
 
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                 -- 1366x768 * 3
 
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                 width = 4098,
 
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                 height = 2304
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              }
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              self:add(the.bg)
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              self:add(the.planets)
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              --the.player = CrystalPlayer:new{x=400,y=300}
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              the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
 
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              the.player = SpacePlayer:new{x=1366,y=768}
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              self:add(the.player)
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              self:add(the.player.thrust)
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              --self:add(Enemy:new{x=400, y=300})
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              self:add(the.bullets)
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              --self:add(the.rockColliders)
 
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              self:add(the.rockColliders)
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              self:add(the.mirrors)
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              --self:add(the.rocks)
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              self:add(the.indicators)
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              self:add(the.interface)
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127
 
              for _ = 1, math.random(6) do
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                 local planet = Planet:new{
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                    x = math.random(the.app.width / 2,
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                                    the.bg.width - the.app.width / 2),
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                    y = math.random(the.app.height / 2,
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                                    the.bg.height - the.app.height / 2),
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                    rotation = math.random() * math.pi
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                 }
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                 the.planets:add(planet)
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              end
 
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              self:add(the.rocks)
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              the.cursor = Cursor:new()
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              self:add(the.cursor)
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              the.score = Text:new{
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                 x = 8,
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                 y = 8,
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                 width = the.app.width,
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                 --align = 'center',
 
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                 align = 'center',
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                 font = 25}
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              --the.interface:add(the.score)
 
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              self:add(the.score)
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              local hs = the.storage.data.highScore
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              local m = hs / 60
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              local s = hs % 60
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              the.highScore = Text:new{
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                 x = -8,
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                 y = 8,
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                 width = the.app.width,
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                 align = 'right',
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                 font = 25,
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                 text = string.format('High Score: %d:%02d', m, s)
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              }
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              --the.interface:add(the.highScore)
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163
 
              the.over = Text:new{
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                 y = the.app.height / 2,
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                 width = the.app.width,
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                 align = 'center',
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                 font = 25,
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                 text = "Game Over",
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                 visible = false
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              }
171
 
              the.interface:add(the.over)
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173
 
 
174
 
              the.instructions = Text:new{
175
 
                 y = the.app.height / 2 + 32,
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                 width = the.app.width,
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                 align = 'center',
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                 font = 12,
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                 text = "Press Enter to start a new game\nPress Q to quit",
180
 
                 visible = false
181
 
              }
182
 
              the.interface:add(the.instructions)
 
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              self:add(the.highScore)
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138
 
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              love.mouse.setGrab(true)
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              love.mouse.setVisible(false)
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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 false and the.player.active and 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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                 the.bullets:collide(the.rockColliders)
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225
 
                 -- this should really go somewhere else...
226
 
                 for _, planet in ipairs(the.planets.sprites) do
227
 
                    local indx, indy
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                    local pvec = vector.new(
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                       planet.x - the.player.x + planet.width / 2,
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                       planet.y - the.player.y + planet.height / 2 )
231
 
 
232
 
                    -- TODO: is there a better way to specify the
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                    -- screen rectangle?
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                    if planet:intersects(the.player.x - the.app.width / 2,
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                                         the.player.y - the.app.height / 2,
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                                         the.app.width,
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                                         the.app.height) then
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                       -- planet is on the screen
239
 
                       planet.indicator.visible = false
240
 
                    else
241
 
                       planet.indicator.visible = true
242
 
 
243
 
                       if math.abs(pvec.x) / math.abs(pvec.y) > the.app.width / the.app.height then
244
 
                          indx = (the.app.width / 2 - 10) * util.signOf(pvec.x) + 8
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                          indy = (the.app.width / 2 - 10) * pvec.y / math.abs(pvec.x)
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                       else
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                          indy = (the.app.height / 2 - 10) * util.signOf(pvec.y) + 8
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                          indx = (the.app.height / 2 - 10) * pvec.x / math.abs(pvec.y)
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                       end
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                       planet.indicator.x = the.player.x + indx
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                       planet.indicator.y = the.player.y + indy
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                    end
254
 
                 end
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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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                 -- end
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              end,
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   onEndFrame = function(self)
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                   the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
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                   the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
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                   if the.player.active then
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                      self:updateScore()
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                   end
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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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             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
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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 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 + the.player.width
 
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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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                    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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              math.randomseed(os.time())
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              self.view = GameView:new()
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              if DEBUG then
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                 self.console:watch('VERSION', 'VERSION')
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                 self.console:watch('updateTook', 'the.updateTook')
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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('num planets', '#the.planets.sprites')
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                 --self.console:watch('drawTook', 'the.drawTook')
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                 -- back off that dark overlay a bit
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              end
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           end,
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   onUpdate = function (self, dt)
328
 
                 if not (DEBUG and the.console.visible) then
329
 
                    if the.keys:justPressed('q') then
330
 
                       self.quit()
331
 
                    elseif the.keys:justPressed('return') then
332
 
                       if the.keys:pressed('alt') then
333
 
                          love.graphics.toggleFullscreen()
334
 
                       else
335
 
                          self.view = GameView:new()
336
 
                       end
337
 
                    elseif the.keys:justPressed('f1') then
338
 
                       local ss = love.graphics.newScreenshot()
339
 
                       ss:encode('screenshot-' ..love.timer.getTime()..'.png')
340
 
                    elseif the.keys:justPressed('f11') then
341
 
                       love.graphics.toggleFullscreen()
342
 
                    end
 
247
                 if the.keys:justPressed('escape') then
 
248
                    self.quit()
343
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                 end
344
250
              end,
345
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   update = function (self, dt)
350
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               end
351
257
            end
352
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}
353
 
 
354
 
realRun = love.run
355
 
function love.run()
356
 
   -- should fail silently if it can't go to fullscreen...
357
 
   love.graphics.toggleFullscreen()
358
 
 
359
 
   realRun()
360
 
end
 
 
b'\\ No newline at end of file'