23
23
--local velLimit = 50
24
SpacePlayer = Tile:extend{
24
SpacePlayer = WrapTile:extend{
25
25
image = 'data/ship.png',
26
26
maxVelocity = {x=velLimit,y=velLimit},
27
27
minVelocity = {x=-velLimit, y=-velLimit},
29
money = 2000, -- what to use for money symbol? ✪ or ☥ or Ⓐ?
34
onNew = function(self)
35
self.thrust = Tile:new{image = 'data/thrust.png'}
36
self.shield = Shield:new{ship = self}
38
29
onStartFrame = function(self)
48
39
if mouseVec:len2() > 64^2 then
49
40
self.acceleration = vector.new(300, 0)
50
41
self.acceleration:rotate_inplace(self.rotation)
51
self.thrust.visible = true
53
43
self.acceleration = {x=0, y=0}
54
self.thrust.visible = false
55
44
if DEBUG and the.console.visible then
56
45
self.velocity = {x=0, y=0}
65
54
x = self.x + self.width / 2,
66
55
y = self.y + self.height / 2,
67
rotation = self.rotation,
70
57
self.lastFired = love.timer.getTime()
73
if the.keys:justPressed('x') then
77
60
onUpdate = function(self)
78
self.thrust.x = self.x - self.width
79
self.thrust.y = self.y
80
self.thrust.rotation = self.rotation
82
62
onEndFrame = function(self)
83
63
self:collide(the.rockColliders)
85
doHit = function(self)
86
if self.shield.strength == 0 then
88
the.app.view:add( Boom:new {
91
velocity = { rotation = 5 }
100
if not self.active then
101
the.interface:add(GameOver:new())
104
65
onCollide = function(self, other)
105
if other:instanceOf(Bullet) and other.source ~= self then
109
the.bullets:remove(other)
112
66
if other:instanceOf(RockCollider) then
113
67
the.app.view:add( Boom:new {
75
local over = Text:new{
77
x = self.x - the.app.width / 2,
78
width = the.app.width,
82
the.app.view:add(over)
84
the.app.view:updateScore()
86
local score = love.timer.getTime() - the.app.view.gameStart
87
if score > the.storage.data.highScore then
88
the.storage.data.highScore = score
91
the.highScore.text = string.format(
92
'High Score: %d:%02d', score / 60, score % 60
123
buy = function(self, good, price)
124
if self.money >= price and self:availableSpace() > 0 then
125
self.goods[good] = (self.goods[good] or 0) + 1
126
self.money = self.money - price
129
sell = function(self, good, price)
130
if self.goods[good] and self.goods[good] > 0 then
131
self.goods[good] = self.goods[good] - 1
132
self.money = self.money + price
135
availableSpace = function(self)
137
for _, amt in pairs(self.goods) do
141
return self.cargoSpace - cargo
143
save = function(self)
145
the.storage.data.player = {x = self.x,
149
cargoSpace = self.cargoSpace
b'\\ No newline at end of file'