/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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require 'shield'
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util = {
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   signOf = function(value)
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}
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GameView = View:extend {
 
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   lastRock = 0,
 
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   rockInterval = 1,
 
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   gameStart = 0,
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   onNew = function (self)
 
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              -- for x = 1,30 do
 
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              --    for y = 1,30 do
 
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              --       self:add(Fill:new{x=x*400, y=y*400,
 
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              --                         width = 32, height = 32,
 
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              --                         fill = {0,0,255}
 
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              --                      })
 
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              --    end
 
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              -- end
 
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              the.storage = Storage:new{filename = 'scores.lua'}
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              the.storage:load()
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              --if not the.storage.data.highScore then
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              --   print('initializing storage')
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              --   the.storage.data = {highScore = 0}
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              --end
 
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              if not the.storage.data.highScore then
 
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                 print('initializing storage')
 
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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.bullets = 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.enemies = Group:new()
 
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              the.mirrors = 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(the.player.shield)
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              self:add(the.enemies)
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              local e = Enemy:new{x=400, y=300}
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              --local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
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              the.enemies:add(e)
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              self:add(e.thrust) -- why doesn't this work in Enemy.new?
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              self:add(e.shield)
 
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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.indicators)
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              self:add(the.interface)
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118
 
              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
125
 
                 }
126
 
                 the.planets:add(planet)
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              end
 
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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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              the.cursor = Cursor:new()
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              self:add(the.cursor)
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              the.score = Text:new{
 
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                 width = the.app.width,
 
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                 align = 'center',
 
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                 font = 25}
 
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              self:add(the.score)
 
126
 
 
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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
 
130
 
 
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              the.highScore = Text:new{
 
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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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              self:add(the.highScore)
 
138
 
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              love.mouse.setGrab(true)
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              love.mouse.setVisible(false)
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              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
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              --self:loadLayers('data/map.lua')
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              self.focus = the.player
 
145
              --self:clampTo(self.map)
 
146
 
 
147
              self.gameStart = love.timer.getTime()
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           end,
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   onUpdate = function(self, dt)
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                 the.bullets:collide(the.planets)
140
 
                 the.bullets:collide(the.player)
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                 the.bullets:collide(the.enemies)
 
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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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                          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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                          velocity = {
 
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                             x = math.random(-300, 300),
 
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                             y = math.random(-300, 300),
 
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                             rotation = math.random(-7, 7)
 
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                          },
 
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                          scale = math.random() + 0.5
 
164
                       }
 
165
 
 
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                       local rockToPlayer = util.shortestVector(rock, the.player)
 
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                       if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
 
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                           math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
 
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                         unseenRock = rock
 
170
                        end
 
171
                    end
 
172
 
 
173
                    the.rocks:add(unseenRock)
 
174
 
 
175
                    self.lastRock = love.timer.getTime()
 
176
                 end
 
177
 
 
178
                 the.bullets:collide(the.rockColliders)
 
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180
                 -- 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')
 
184
                 --    end
 
185
                 -- 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)
149
 
             --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)
 
197
                    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
 
204
 
 
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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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}
152
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MenuScreen = View:extend {
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              math.randomseed(os.time())
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              self.view = GameView:new()
174
 
 
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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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187
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                 -- back off that dark overlay a bit
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              end
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           end,
191
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   onUpdate = function (self, dt)
192
 
                 if not (DEBUG and the.console.visible) then
193
 
                    if the.keys:justPressed('q') then
194
 
                       self.quit()
195
 
                    elseif the.keys:justPressed('return') then
196
 
                       if the.keys:pressed('alt') then
197
 
                          love.graphics.toggleFullscreen()
198
 
                       else
199
 
                          self.view = GameView:new()
200
 
                       end
201
 
                    elseif the.keys:justPressed('f1') then
202
 
                       local ss = love.graphics.newScreenshot()
203
 
                       ss:encode('screenshot-' ..love.timer.getTime()..'.png')
204
 
                    elseif the.keys:justPressed('f11') then
205
 
                       love.graphics.toggleFullscreen()
206
 
                    end
 
247
                 if the.keys:justPressed('escape') then
 
248
                    self.quit()
207
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                 end
208
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              end,
209
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   update = function (self, dt)
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               end
215
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            end
216
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}
217
 
 
218
 
realRun = love.run
219
 
function love.run()
220
 
   -- should fail silently if it can't go to fullscreen...
221
 
   love.graphics.toggleFullscreen()
222
 
 
223
 
   realRun()
224
 
end
 
 
b'\\ No newline at end of file'