/traderous

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Viewing changes to planet.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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removed removed

Lines of Context:
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Planet = Tile:extend {
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   image = 'data/planet1.png',
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   goods = {},
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   onNew = function (self)
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              self.indicator = Tile:new{ image = 'data/planet1ind.png' }
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              the.indicators:add(self.indicator)
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              while not self.name do
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                 local name = PlanetNames[math.random(#PlanetNames)]
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                 local inUse = false
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                 for _, planet in ipairs(the.planets.sprites) do
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                    if name == planet.name then inUse = true end
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                 end
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                 if not inUse then
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                    self.name = name
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                 end
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              end
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              self.label = Text:new {
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                 text = self.name,
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                 x = self.x,
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                 y = self.y - 32,
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                 width = self.width,
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                 align = 'center',
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                 font = 20
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              }
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              the.planetLabels:add(self.label)
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              self.keyLabel = Text:new {
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                 text = 'Press L to land',
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                 x = self.x,
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                 y = self.y + self.height + 12,
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                 width = self.width,
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                 align = 'center',
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                 font = 20
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              }
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              the.planetLabels:add(self.keyLabel)
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           end,
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   onUpdate = function (self)
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                 local hw = self.width / 2
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                 local pvec = vector.new(the.player.x - (self.x + hw),
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                                         the.player.y - (self.y + hw))
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                 if pvec:len2() < hw ^ 2 then
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                    self.label.visible = true
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                    self.keyLabel.visible = true
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                    the.player.onPlanet = self
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                    if the.keys:justPressed('l') then
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                       the.player.velocity = {x=0, y=0}
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                       the.player.acceleration = {x=0, y=0}
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                       the.player:save()
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                       -- disengage all the enemies
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                       for _, enemy in pairs(the.enemies.sprites) do
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                          if enemy.state == 'combat' then
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                             enemy.state = 'patrolling'
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                          end
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                       end
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                       tradeView = TradeView:new{ planet = self }
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                       tradeView:activate()
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                    end
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                 else
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                    self.label.visible = false
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                    self.keyLabel.visible = false
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                    if the.player.onPlanet == self then
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                       the.player.onPlanet = false
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                    end
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                 end
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              end,
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   onEndFrame = function (self)
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                   local indx, indy
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                   local pvec = vector.new(
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                      self.x - the.player.x + self.width / 2,
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                      self.y - the.player.y + self.height / 2 )
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                   -- TODO: is there a better way to specify the
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                   -- screen rectangle?
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                   if self: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
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                      self.indicator.visible = false
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                   else
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                      self.indicator.visible = true
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                      if math.abs(pvec.x) / math.abs(pvec.y) > the.app.width / the.app.height then
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                         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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                      self.indicator.x = the.player.x + indx
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                      self.indicator.y = the.player.y + indy
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                   end
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                end,
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   onCollide = function (self, other)
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                  if other:instanceOf(Bullet) then
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                     the.bullets:remove(other)
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                     other:die()
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                  end
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               end
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}
 
 
b'\\ No newline at end of file'