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Viewing changes to player.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

Show diffs side-by-side

added added

removed removed

Lines of Context:
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                  end
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}
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local velLimit = 600
 
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local velLimit = 400
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--local velLimit = 50
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SpacePlayer = Tile:extend{
 
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SpacePlayer = WrapTile:extend{
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   image = 'data/ship.png',
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   maxVelocity = {x=velLimit,y=velLimit},
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   minVelocity = {x=-velLimit, y=-velLimit},
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   lastFired = 0,
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   onStartFrame = function(self)
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                     --local dx = love.mouse.getX() - self.x
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                     --local dy = love.mouse.getY() - self.y
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                     local dx = love.mouse.getX() - the.app.width / 2
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                     local dy = love.mouse.getY() - the.app.height / 2
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                     self.acceleration.x = dx * 2
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                     self.acceleration.y = dy * 2
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                     --TODO: acceleration limit.  It should at least be proportional (not 16:9)
 
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                     --- TAKE 2
 
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                     local mouseVec = vector.new(
 
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                        love.mouse.getX() - the.app.width / 2,
 
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                        love.mouse.getY() - the.app.height / 2
 
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                     )
 
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                     self.rotation = math.atan2(mouseVec.y, mouseVec.x)
 
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                     if mouseVec:len2() > 64^2 then
 
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                        self.acceleration = vector.new(300, 0)
 
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                        self.acceleration:rotate_inplace(self.rotation)
 
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                     else
 
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                        self.acceleration = {x=0, y=0}
 
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                        if DEBUG and the.console.visible then
 
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                           self.velocity = {x=0, y=0}
 
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                        end
 
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                     end
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                     if the.mouse:pressed() and -- assumes left button
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                       love.timer.getTime() - self.lastFired > 0.25 and
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                       the.cursor:inTargetArea() then
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                           --print('pew')
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                           b = Bullet:new{
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                              x = self.x, y = self.y,
 
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                              x = self.x + self.width / 2,
 
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                              y = self.y + self.height / 2,
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                           }
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                           the.app.view:add(b)
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                           self.lastFired = love.timer.getTime()
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                     end
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                  end,
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   onUpdate = function(self)
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                 self.rotation = math.atan2(self.velocity.y, self.velocity.x)
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              end
 
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              end,
 
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   onEndFrame = function(self)
 
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                   self:collide(the.rockColliders)
 
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                end,
 
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   onCollide = function(self, other)
 
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                  if other:instanceOf(RockCollider) then
 
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                     the.app.view:add( Boom:new {
 
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                                          x = self.x,
 
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                                          y = self.y,
 
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                                          velocity = { rotation = 5 }
 
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                                       })
 
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                     self:die()
 
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                     local over = Text:new{
 
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                        y = self.y,
 
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                        x = self.x - the.app.width / 2,
 
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                        width = the.app.width,
 
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                        align = 'center',
 
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                        font = 25,
 
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                        text = "Game Over" }
 
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                     the.app.view:add(over)
 
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                     the.app.view:updateScore()
 
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                     local score = love.timer.getTime() - the.app.view.gameStart
 
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                     if score > the.storage.data.highScore then
 
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                        the.storage.data.highScore = score
 
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                        the.storage:save()
 
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                        the.highScore.text = string.format(
 
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                           'High Score: %d:%02d', score / 60, score % 60
 
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                        )
 
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                     end
 
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                  end
 
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               end
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}
 
 
b'\\ No newline at end of file'