/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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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
 
require 'game_over'
24
19
 
25
20
util = {
26
21
   signOf = function(value)
30
25
                  return -1
31
26
               end
32
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
33
71
}
34
72
 
35
73
GameView = View:extend {
 
74
   lastRock = 0,
 
75
   rockInterval = 1,
 
76
   gameStart = 0,
36
77
   onNew = function (self)
37
 
              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'}
38
88
              the.storage:load()
39
 
              --if not the.storage.data.highScore then
40
 
              --   print('initializing storage')
41
 
              --   the.storage.data = {highScore = 0}
42
 
              --end
 
89
              if not the.storage.data.highScore then
 
90
                 print('initializing storage')
 
91
                 the.storage.data = {highScore = 0}
 
92
              end
43
93
 
 
94
              the.rockColliders = Group:new()
44
95
              the.bullets = Group:new()
45
 
              the.interface = Group:new()
46
 
              the.planets = Group:new()
47
 
              the.indicators = Group:new()
48
 
              the.enemies = Group:new()
 
96
              the.mirrors = Group:new()
 
97
              the.rocks = Group:new()
49
98
 
50
 
              -- init bg before build/load since planets need to know bg size
51
99
              the.bg = Tile:new{
52
100
                 image = 'data/stars3.png',
53
 
                 width = 27320,
54
 
                 height = 15360
 
101
                 -- 1366x768 * 3
 
102
                 width = 4098,
 
103
                 height = 2304
55
104
              }
56
105
              self:add(the.bg)
57
106
 
58
 
              if self.newWorld or not the.storage.data.player then
59
 
                 the.storage.data = {planets = {}}
60
 
 
61
 
                 -- build planets from random
62
 
                 for _ = 1, math.random(3, 6) do
63
 
                    local planet = Planet:new{
64
 
                       x = math.random(the.app.width / 2,
65
 
                                       the.bg.width - the.app.width / 2),
66
 
                       y = math.random(the.app.height / 2,
67
 
                                       the.bg.height - the.app.height / 2),
68
 
                       rotation = math.random() * math.pi
69
 
                    }
70
 
                    the.planets:add(planet)
71
 
                    table.insert(the.storage.data.planets, {
72
 
                                    x = planet.x,
73
 
                                    y = planet.y,
74
 
                                    rotation = planet.rotation,
75
 
                                    goods = planet.goods
76
 
                                 })
77
 
                 end
78
 
 
79
 
                 -- build fresh player
80
 
                 local player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
81
 
                 the.player = player
82
 
                 the.storage.data.player = {x = player.x,
83
 
                                            y = player.y,
84
 
                                            money = player.money,
85
 
                                            goods = player.goods,
86
 
                                            cargoSpace = player.cargoSpace
87
 
                                         }
88
 
 
89
 
                 the.storage:save()
90
 
              else
91
 
                 -- load planets with x, y, goods
92
 
                 for _, planetData in ipairs(the.storage.data.planets) do
93
 
                    the.planets:add(Planet:new(planetData))
94
 
                 end
95
 
 
96
 
                 -- load player with cargo, money, position
97
 
                 the.player = SpacePlayer:new(the.storage.data.player)
98
 
 
99
 
                 -- reload storage as we've turned it all into objects
100
 
                 the.storage:load()
101
 
              end
102
 
 
103
 
              self:add(the.planets)
104
 
 
 
107
              --the.player = CrystalPlayer:new{x=400,y=300}
 
108
              the.player = SpacePlayer:new{x=1366,y=768}
105
109
              self:add(the.player)
106
 
              self:add(the.player.thrust)
107
 
              self:add(the.player.shield)
108
 
 
109
 
              self:add(the.enemies)
110
 
 
111
 
              for _ = 1, 20 do
112
 
                 local e = Enemy:new{x = math.random(the.bg.width),
113
 
                                     y = math.random(the.bg.height)}
114
 
                 --local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
115
 
                 the.enemies:add(e)
116
 
                 self:add(e.thrust) -- why doesn't this work in Enemy.new?
117
 
                 self:add(e.shield)
118
 
              end
 
110
 
 
111
              --self:add(Enemy:new{x=400, y=300})
119
112
 
120
113
              self:add(the.bullets)
121
 
              self:add(the.indicators)
122
 
              self:add(the.interface)
 
114
              self:add(the.rockColliders)
 
115
              self:add(the.mirrors)
 
116
              self:add(the.rocks)
123
117
 
124
118
              the.cursor = Cursor:new()
125
119
              self:add(the.cursor)
126
120
 
 
121
              the.score = Text:new{
 
122
                 width = the.app.width,
 
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',
 
134
                 font = 25,
 
135
                 text = string.format('High Score: %d:%02d', m, s)
 
136
              }
 
137
              self:add(the.highScore)
 
138
 
127
139
              love.mouse.setGrab(true)
128
140
              love.mouse.setVisible(false)
129
141
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
130
142
 
 
143
              --self:loadLayers('data/map.lua')
131
144
              self.focus = the.player
 
145
              --self:clampTo(self.map)
 
146
 
 
147
              self.gameStart = love.timer.getTime()
132
148
           end,
133
149
   onUpdate = function(self, dt)
134
 
                 if the.keys:justPressed('escape') then
135
 
                    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()
136
176
                 end
137
177
 
138
 
                 the.bullets:collide(the.planets)
139
 
                 the.bullets:collide(the.player)
140
 
                 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
141
186
              end,
142
187
   onEndFrame = function(self)
143
 
                   the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
144
 
                   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
145
191
                end,
146
192
   draw = function (self, x, y)
147
193
             View.draw(self, x, y)
148
 
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
 
194
             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
149
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
150
208
}
151
209
 
152
210
MenuScreen = View:extend {
170
228
              math.randomseed(os.time())
171
229
 
172
230
              self.view = GameView:new()
173
 
 
174
231
              if DEBUG then
175
232
                 self.console:watch('VERSION', 'VERSION')
176
233
                 self.console:watch('updateTook', 'the.updateTook')
180
237
                 self.console:watch('the.app.height', 'the.app.height')
181
238
                 self.console:watch('num mirrors', '#the.mirrors.sprites')
182
239
                 self.console:watch('num rocks', '#the.rocks.sprites')
183
 
                 self.console:watch('num planets', '#the.planets.sprites')
184
 
                 self.console:watch('num enemies', 'the.enemies:count()')
185
240
                 --self.console:watch('drawTook', 'the.drawTook')
186
241
 
187
242
                 -- back off that dark overlay a bit
189
244
              end
190
245
           end,
191
246
   onUpdate = function (self, dt)
192
 
                 if not (DEBUG and the.console.visible) then
193
 
                    if the.keys:justPressed('return') and the.keys:pressed('alt') then
194
 
                       love.graphics.toggleFullscreen()
195
 
                    elseif the.keys:justPressed('f1') then
196
 
                       local ss = love.graphics.newScreenshot()
197
 
                       ss:encode('screenshot-' ..love.timer.getTime()..'.png')
198
 
                    elseif the.keys:justPressed('f11') then
199
 
                       love.graphics.toggleFullscreen()
200
 
                    end
 
247
                 if the.keys:justPressed('escape') then
 
248
                    self.quit()
201
249
                 end
202
250
              end,
203
251
   update = function (self, dt)
208
256
               end
209
257
            end
210
258
}
211
 
 
212
 
realRun = love.run
213
 
function love.run()
214
 
   -- should fail silently if it can't go to fullscreen...
215
 
   love.graphics.toggleFullscreen()
216
 
 
217
 
   realRun()
218
 
end
 
 
b'\\ No newline at end of file'