/traderous

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Viewing changes to main.lua

  • 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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16
require 'bullet'
17
17
require 'rock'
18
18
require 'boom'
19
 
require 'planet'
20
 
require 'trade_view'
21
 
require 'shield'
22
 
require 'pause_view'
23
19
 
24
20
util = {
25
21
   signOf = function(value)
29
25
                  return -1
30
26
               end
31
27
            end,
 
28
   shortestVector = function(from, to)
 
29
                       if STRICT then
 
30
                          if from.x < the.app.width / 2 or
 
31
                             from.x > the.bg.width - the.app.width / 2 or
 
32
                             from.y < the.app.height / 2 or
 
33
                             from.y > the.bg.height - the.app.height / 2 then
 
34
                             error('"from" coordinate out of bounds: X='..from.x..' Y='..from.y)
 
35
                          end
 
36
 
 
37
                          if to.x < the.app.width / 2 or
 
38
                             to.x > the.bg.width - the.app.width / 2 or
 
39
                             to.y < the.app.height / 2 or
 
40
                             to.y > the.bg.height - the.app.height / 2 then
 
41
                             error('"to" coordinate out of bounds: X='..to.x..' Y='..to.y)
 
42
                          end
 
43
                       end
 
44
 
 
45
                       -- normalize grid to account for mirror zones
 
46
                       local fx = from.x - the.app.width / 2
 
47
                       local fy = from.y - the.app.height / 2
 
48
                       local tx = to.x - the.app.width / 2
 
49
                       local ty = to.y - the.app.height / 2
 
50
 
 
51
                       local short = {}
 
52
 
 
53
                       -- pick shorter x
 
54
                       if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
 
55
                          -- straight path is shorter
 
56
                          short.x = tx - fx
 
57
                       else
 
58
                          short.x = tx - fx - (the.bg.width - the.app.width)
 
59
                       end
 
60
 
 
61
                       -- pick shorter y
 
62
                       if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
 
63
                          -- straight path is shorter
 
64
                          short.y = ty - fy
 
65
                       else
 
66
                          short.y = ty - fy - (the.bg.height - the.app.height)
 
67
                       end
 
68
 
 
69
                       return vector.new(short.x, short.y)
 
70
                    end
32
71
}
33
72
 
34
73
GameView = View:extend {
 
74
   lastRock = 0,
 
75
   rockInterval = 1,
 
76
   gameStart = 0,
35
77
   onNew = function (self)
36
 
              the.storage = Storage:new{filename = 'world.lua'}
 
78
              -- for x = 1,30 do
 
79
              --    for y = 1,30 do
 
80
              --       self:add(Fill:new{x=x*400, y=y*400,
 
81
              --                         width = 32, height = 32,
 
82
              --                         fill = {0,0,255}
 
83
              --                      })
 
84
              --    end
 
85
              -- end
 
86
 
 
87
              the.storage = Storage:new{filename = 'scores.lua'}
37
88
              the.storage:load()
38
 
              --if not the.storage.data.highScore then
39
 
              --   print('initializing storage')
40
 
              --   the.storage.data = {highScore = 0}
41
 
              --end
 
89
              if not the.storage.data.highScore then
 
90
                 print('initializing storage')
 
91
                 the.storage.data = {highScore = 0}
 
92
              end
42
93
 
 
94
              the.rockColliders = Group:new()
43
95
              the.bullets = Group:new()
44
 
              the.interface = Group:new()
45
 
              the.planets = Group:new()
46
 
              the.indicators = Group:new()
47
 
              the.enemies = Group:new()
 
96
              the.mirrors = Group:new()
 
97
              the.rocks = Group:new()
48
98
 
49
 
              -- init bg before build/load since planets need to know bg size
50
99
              the.bg = Tile:new{
51
100
                 image = 'data/stars3.png',
52
 
                 width = 27320,
53
 
                 height = 15360
 
101
                 -- 1366x768 * 3
 
102
                 width = 4098,
 
103
                 height = 2304
54
104
              }
55
105
              self:add(the.bg)
56
106
 
57
 
              if self.newWorld or not the.storage.data.player then
58
 
                 the.storage.data = {planets = {}}
59
 
 
60
 
                 -- build planets from random
61
 
                 for _ = 1, math.random(3, 6) do
62
 
                    local planet = Planet:new{
63
 
                       x = math.random(the.app.width / 2,
64
 
                                       the.bg.width - the.app.width / 2),
65
 
                       y = math.random(the.app.height / 2,
66
 
                                       the.bg.height - the.app.height / 2),
67
 
                       rotation = math.random() * math.pi
68
 
                    }
69
 
                    the.planets:add(planet)
70
 
                    table.insert(the.storage.data.planets, {
71
 
                                    x = planet.x,
72
 
                                    y = planet.y,
73
 
                                    rotation = planet.rotation,
74
 
                                    goods = planet.goods
75
 
                                 })
76
 
                 end
77
 
 
78
 
                 -- build fresh player
79
 
                 local player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
80
 
                 the.player = player
81
 
                 the.storage.data.player = {x = player.x,
82
 
                                            y = player.y,
83
 
                                            money = player.money,
84
 
                                            goods = player.goods,
85
 
                                            cargoSpace = player.cargoSpace
86
 
                                         }
87
 
 
88
 
                 the.storage:save()
89
 
              else
90
 
                 -- load planets with x, y, goods
91
 
                 for _, planetData in ipairs(the.storage.data.planets) do
92
 
                    the.planets:add(Planet:new(planetData))
93
 
                 end
94
 
 
95
 
                 -- load player with cargo, money, position
96
 
                 the.player = SpacePlayer:new(the.storage.data.player)
97
 
 
98
 
                 -- reload storage as we've turned it all into objects
99
 
                 the.storage:load()
100
 
              end
101
 
 
102
 
              self:add(the.planets)
103
 
 
 
107
              --the.player = CrystalPlayer:new{x=400,y=300}
 
108
              the.player = SpacePlayer:new{x=1366,y=768}
104
109
              self:add(the.player)
105
 
              self:add(the.player.thrust)
106
 
              self:add(the.player.shield)
107
 
 
108
 
              self:add(the.enemies)
109
 
 
110
 
              for _ = 1, 20 do
111
 
                 local e = Enemy:new{x = math.random(the.bg.width),
112
 
                                     y = math.random(the.bg.height)}
113
 
                 --local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
114
 
                 the.enemies:add(e)
115
 
                 self:add(e.thrust) -- why doesn't this work in Enemy.new?
116
 
                 self:add(e.shield)
117
 
              end
 
110
 
 
111
              --self:add(Enemy:new{x=400, y=300})
118
112
 
119
113
              self:add(the.bullets)
120
 
              self:add(the.indicators)
121
 
              self:add(the.interface)
 
114
              self:add(the.rockColliders)
 
115
              self:add(the.mirrors)
 
116
              self:add(the.rocks)
122
117
 
123
118
              the.cursor = Cursor:new()
124
119
              self:add(the.cursor)
125
120
 
126
 
              the.over = Text:new{
127
 
                 y = the.app.height / 2,
 
121
              the.score = Text:new{
128
122
                 width = the.app.width,
129
123
                 align = 'center',
 
124
                 font = 25}
 
125
              self:add(the.score)
 
126
 
 
127
              local hs = the.storage.data.highScore
 
128
              local m = hs / 60
 
129
              local s = hs % 60
 
130
 
 
131
              the.highScore = Text:new{
 
132
                 width = the.app.width,
 
133
                 align = 'right',
130
134
                 font = 25,
131
 
                 text = "Game Over",
132
 
                 visible = false
133
 
              }
134
 
              the.interface:add(the.over)
135
 
 
136
 
 
137
 
              the.instructions = Text:new{
138
 
                 y = the.app.height / 2 + 32,
139
 
                 width = the.app.width,
140
 
                 align = 'center',
141
 
                 font = 12,
142
 
                 text = "Press Enter to start a new game\nPress Q to quit",
143
 
                 visible = false
144
 
              }
145
 
              the.interface:add(the.instructions)
 
135
                 text = string.format('High Score: %d:%02d', m, s)
 
136
              }
 
137
              self:add(the.highScore)
146
138
 
147
139
              love.mouse.setGrab(true)
148
140
              love.mouse.setVisible(false)
149
141
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
150
142
 
 
143
              --self:loadLayers('data/map.lua')
151
144
              self.focus = the.player
 
145
              --self:clampTo(self.map)
 
146
 
 
147
              self.gameStart = love.timer.getTime()
152
148
           end,
153
149
   onUpdate = function(self, dt)
154
 
                 if the.keys:justPressed('escape') then
155
 
                    PauseView:new():activate()
 
150
                 if the.player.active and 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),
 
158
                          velocity = {
 
159
                             x = math.random(-300, 300),
 
160
                             y = math.random(-300, 300),
 
161
                             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()
156
176
                 end
157
177
 
158
 
                 the.bullets:collide(the.planets)
159
 
                 the.bullets:collide(the.player)
160
 
                 the.bullets:collide(the.enemies)
 
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
161
186
              end,
162
187
   onEndFrame = function(self)
163
 
                   the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
164
 
                   the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
 
188
                   if the.player.active then
 
189
                      self:updateScore()
 
190
                   end
165
191
                end,
166
192
   draw = function (self, x, y)
167
193
             View.draw(self, x, y)
168
 
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
 
194
             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
169
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
170
208
}
171
209
 
172
210
MenuScreen = View:extend {
190
228
              math.randomseed(os.time())
191
229
 
192
230
              self.view = GameView:new()
193
 
 
194
231
              if DEBUG then
195
232
                 self.console:watch('VERSION', 'VERSION')
196
233
                 self.console:watch('updateTook', 'the.updateTook')
200
237
                 self.console:watch('the.app.height', 'the.app.height')
201
238
                 self.console:watch('num mirrors', '#the.mirrors.sprites')
202
239
                 self.console:watch('num rocks', '#the.rocks.sprites')
203
 
                 self.console:watch('num planets', '#the.planets.sprites')
204
 
                 self.console:watch('num enemies', 'the.enemies:count()')
205
240
                 --self.console:watch('drawTook', 'the.drawTook')
206
241
 
207
242
                 -- back off that dark overlay a bit
209
244
              end
210
245
           end,
211
246
   onUpdate = function (self, dt)
212
 
                 if not (DEBUG and the.console.visible) then
213
 
                    if the.keys:justPressed('return') and the.keys:pressed('alt') then
214
 
                       love.graphics.toggleFullscreen()
215
 
                    elseif the.keys:justPressed('f1') then
216
 
                       local ss = love.graphics.newScreenshot()
217
 
                       ss:encode('screenshot-' ..love.timer.getTime()..'.png')
218
 
                    elseif the.keys:justPressed('f11') then
219
 
                       love.graphics.toggleFullscreen()
220
 
                    end
 
247
                 if the.keys:justPressed('escape') then
 
248
                    self.quit()
221
249
                 end
222
250
              end,
223
251
   update = function (self, dt)
228
256
               end
229
257
            end
230
258
}
231
 
 
232
 
realRun = love.run
233
 
function love.run()
234
 
   -- should fail silently if it can't go to fullscreen...
235
 
   love.graphics.toggleFullscreen()
236
 
 
237
 
   realRun()
238
 
end
 
 
b'\\ No newline at end of file'