/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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Lines of Context:
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DEBUG = true
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require 'zoetrope'
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--__ = require 'underscore'
 
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vector = require 'vector'
 
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--inspect = require 'inspect'
 
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require 'group'
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require 'version'
 
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require 'wrap_tile'
 
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require 'mirror'
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require 'player'
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require 'enemy'
 
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require 'cursor'
 
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require 'bullet'
 
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require 'rock'
 
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require 'boom'
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util = {
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   signOf = function(value)
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               else
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                  return -1
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               end
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            end
 
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            end,
 
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   shortestVector = function(from, to)
 
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                       if STRICT then
 
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                          if from.x < the.app.width / 2 or
 
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                             from.x > the.bg.width - the.app.width / 2 or
 
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                             from.y < the.app.height / 2 or
 
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                             from.y > the.bg.height - the.app.height / 2 then
 
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                             error('"from" coordinate out of bounds: X='..from.x..' Y='..from.y)
 
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                          end
 
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                          if to.x < the.app.width / 2 or
 
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                             to.x > the.bg.width - the.app.width / 2 or
 
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                             to.y < the.app.height / 2 or
 
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                             to.y > the.bg.height - the.app.height / 2 then
 
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                             error('"to" coordinate out of bounds: X='..to.x..' Y='..to.y)
 
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                          end
 
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                       end
 
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                       -- normalize grid to account for mirror zones
 
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                       local fx = from.x - the.app.width / 2
 
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                       local fy = from.y - the.app.height / 2
 
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                       local tx = to.x - the.app.width / 2
 
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                       local ty = to.y - the.app.height / 2
 
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                       local short = {}
 
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                       -- pick shorter x
 
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                       if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
 
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                          -- straight path is shorter
 
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                          short.x = tx - fx
 
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                       else
 
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                          short.x = tx - fx - (the.bg.width - the.app.width)
 
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                       end
 
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                       -- pick shorter y
 
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                       if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
 
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                          -- straight path is shorter
 
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                          short.y = ty - fy
 
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                       else
 
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                          short.y = ty - fy - (the.bg.height - the.app.height)
 
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                       end
 
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                       return vector.new(short.x, short.y)
 
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                    end
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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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              -- 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
 
85
              -- end
 
86
 
 
87
              the.storage = Storage:new{filename = 'scores.lua'}
 
88
              the.storage:load()
 
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              if not the.storage.data.highScore then
 
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                 print('initializing storage')
 
91
                 the.storage.data = {highScore = 0}
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              end
31
93
 
 
94
              the.rockColliders = Group:new()
 
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              the.bullets = Group:new()
 
96
              the.mirrors = Group:new()
 
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              the.rocks = Group:new()
 
98
 
 
99
              the.bg = Tile:new{
 
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                 image = 'data/stars3.png',
 
101
                 -- 1366x768 * 3
 
102
                 width = 4098,
 
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                 height = 2304
 
104
              }
 
105
              self:add(the.bg)
 
106
 
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              --the.player = CrystalPlayer:new{x=400,y=300}
33
 
              the.player = SpacePlayer:new{x=400,y=300}
 
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              the.player = SpacePlayer:new{x=1366,y=768}
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              self:add(the.player)
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36
 
              self:add(Enemy:new{x=400, y=300})
 
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              --self:add(Enemy:new{x=400, y=300})
 
112
 
 
113
              self:add(the.bullets)
 
114
              self:add(the.rockColliders)
 
115
              self:add(the.mirrors)
 
116
              self:add(the.rocks)
 
117
 
 
118
              the.cursor = Cursor:new()
 
119
              self:add(the.cursor)
 
120
 
 
121
              the.score = Text:new{
 
122
                 width = the.app.width,
 
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                 align = 'center',
 
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                 font = 25}
 
125
              self:add(the.score)
 
126
 
 
127
              local hs = the.storage.data.highScore
 
128
              local m = hs / 60
 
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              local s = hs % 60
 
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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)
 
136
              }
 
137
              self:add(the.highScore)
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              love.mouse.setGrab(true)
39
 
              --love.mouse.setVisible(false)
 
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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')
42
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              self.focus = the.player
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              --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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                 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 = {
 
159
                             x = math.random(-300, 300),
 
160
                             y = math.random(-300, 300),
 
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                             rotation = math.random(-7, 7)
 
162
                          },
 
163
                          scale = math.random() + 0.5
 
164
                       }
 
165
 
 
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
 
169
                         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)
 
179
 
 
180
                 -- for _, mirror in ipairs(the.mirrors.sprites) do
 
181
                 --    if not mirror.of then
 
182
                 --       print('mirror:' .. inspect(mirror))
 
183
                 --       error('mirror OF NOTHING')
 
184
                 --    end
 
185
                 -- end
 
186
              end,
 
187
   onEndFrame = function(self)
 
188
                   if the.player.active then
 
189
                      self:updateScore()
 
190
                   end
 
191
                end,
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   draw = function (self, x, y)
46
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             View.draw(self, x, y)
47
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             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
48
 
          end
 
195
          end,
 
196
   updateScore = function(self)
 
197
                    local t = love.timer.getTime() - self.gameStart
 
198
                    local m = t / 60
 
199
                    local s = t % 60
 
200
 
 
201
                    the.score.text = string.format('Score: %d:%02d', m, s)
 
202
                    the.score.y = the.player.y - the.app.height / 2 + the.player.height
 
203
                    the.score.x = the.player.x - the.app.width / 2
 
204
 
 
205
                    the.highScore.y = the.player.y - the.app.height / 2 + the.player.height
 
206
                    the.highScore.x = the.player.x - the.app.width / 2
 
207
                 end
49
208
}
50
209
 
51
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MenuScreen = View:extend {
65
224
the.app = App:new {
66
225
   onRun = function (self)
67
226
              print('Version: ' .. VERSION)
 
227
 
 
228
              math.randomseed(os.time())
 
229
 
68
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              self.view = GameView:new()
69
231
              if DEBUG then
70
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                 self.console:watch('VERSION', 'VERSION')
71
233
                 self.console:watch('updateTook', 'the.updateTook')
 
234
                 self.console:watch('the.player.x', 'the.player.x')
 
235
                 self.console:watch('the.player.y', 'the.player.y')
 
236
                 self.console:watch('the.app.width', 'the.app.width')
 
237
                 self.console:watch('the.app.height', 'the.app.height')
 
238
                 self.console:watch('num mirrors', '#the.mirrors.sprites')
 
239
                 self.console:watch('num rocks', '#the.rocks.sprites')
72
240
                 --self.console:watch('drawTook', 'the.drawTook')
 
241
 
 
242
                 -- back off that dark overlay a bit
 
243
                 self.console.fill.fill[4] = 75
73
244
              end
74
245
           end,
75
246
   onUpdate = function (self, dt)