91
91
the.storage.data = {highScore = 0}
94
--the.rockColliders = Group:new()
94
the.rockColliders = Group:new()
95
95
the.bullets = Group:new()
96
96
the.mirrors = Group:new()
97
--the.rocks = Group:new()
97
the.rocks = Group:new()
98
98
the.interface = Group:new()
99
the.planets = Group:new()
101
100
the.bg = Tile:new{
102
101
image = 'data/stars3.png',
108
self:add(the.planets)
110
108
--the.player = CrystalPlayer:new{x=400,y=300}
111
109
the.player = SpacePlayer:new{x=1366,y=768}
112
110
self:add(the.player)
113
self:add(the.player.thrust)
115
112
--self:add(Enemy:new{x=400, y=300})
117
114
self:add(the.bullets)
118
--self:add(the.rockColliders)
115
self:add(the.rockColliders)
119
116
self:add(the.mirrors)
120
--self:add(the.rocks)
121
118
self:add(the.interface)
123
for _ = 1, math.random(6) do
124
local planet = Tile:new{
125
image = 'data/planet1.png',
126
x = math.random(the.app.width / 2,
127
the.bg.width - the.app.width / 2),
128
y = math.random(the.app.height / 2,
129
the.bg.height - the.app.height / 2),
130
rotation = math.random() * math.pi
132
the.planets:add(planet)
135
120
the.cursor = Cursor:new()
136
121
self:add(the.cursor)
189
174
self.gameStart = love.timer.getTime()
191
176
onUpdate = function(self, dt)
192
if false and the.player.active and love.timer.getTime() > self.lastRock + self.rockInterval then
177
if the.player.active and love.timer.getTime() > self.lastRock + self.rockInterval then
193
178
local unseenRock = nil
194
179
while not unseenRock do
195
180
local rock = Rock:new{
273
258
math.randomseed(os.time())
275
260
self.view = GameView:new()
277
-- should fail silently if it can't go to fullscreen...
278
love.graphics.toggleFullscreen()
281
262
self.console:watch('VERSION', 'VERSION')
282
263
self.console:watch('updateTook', 'the.updateTook')
286
267
self.console:watch('the.app.height', 'the.app.height')
287
268
self.console:watch('num mirrors', '#the.mirrors.sprites')
288
269
self.console:watch('num rocks', '#the.rocks.sprites')
289
self.console:watch('num planets', '#the.planets.sprites')
290
270
--self.console:watch('drawTook', 'the.drawTook')
292
272
-- back off that dark overlay a bit
296
276
onUpdate = function (self, dt)
297
if not (DEBUG and the.console.visible) then
298
if the.keys:justPressed('q') then
300
elseif the.keys:justPressed('return') then
301
if the.keys:pressed('alt') then
302
love.graphics.toggleFullscreen()
304
self.view = GameView:new()
306
elseif the.keys:justPressed('f1') then
307
local ss = love.graphics.newScreenshot()
308
ss:encode('screenshot-' ..love.timer.getTime()..'.png')
309
elseif the.keys:justPressed('f11') then
310
love.graphics.toggleFullscreen()
277
if the.keys:justPressed('escape') then
314
281
update = function (self, dt)