/traderous

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  • Committer: Josh C
  • Date: 2013-05-04 22:53:27 UTC
  • Revision ID: josh@9ix.org-20130504225327-dsc1gi3ri96h50s2
trying some movement styles.  derivatives on crystal quest movement.

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DEBUG = true
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require 'zoetrope'
5
 
vector = require 'vector'
6
 
--inspect = require 'inspect'
7
 
 
8
 
require 'group'
 
5
--__ = require 'underscore'
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10
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require 'version'
11
 
require 'wrap_tile'
12
 
require 'mirror'
13
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require 'player'
14
 
require 'enemy'
15
 
require 'cursor'
16
 
require 'bullet'
17
 
require 'rock'
18
 
require 'boom'
19
 
 
20
 
util = {
21
 
   signOf = function(value)
22
 
               if value >= 0 then
23
 
                  return 1
24
 
               else
25
 
                  return -1
26
 
               end
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
71
 
}
72
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73
10
GameView = View:extend {
74
 
   lastRock = 0,
75
 
   rockInterval = 1,
76
 
   gameStart = 0,
77
11
   onNew = function (self)
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'}
88
 
              the.storage:load()
89
 
              if not the.storage.data.highScore then
90
 
                 print('initializing storage')
91
 
                 the.storage.data = {highScore = 0}
 
12
              for x = 1,30 do
 
13
                 for y = 1,30 do
 
14
                    self:add(Fill:new{x=x*400, y=y*400,
 
15
                                      width = 32, height = 32,
 
16
                                      fill = {0,0,255}
 
17
                                   })
 
18
                 end
92
19
              end
93
20
 
94
 
              the.rockColliders = Group:new()
95
 
              the.bullets = Group:new()
96
 
              the.mirrors = Group:new()
97
 
              the.rocks = Group:new()
98
 
              the.interface = Group:new()
99
 
 
100
 
              the.bg = Tile:new{
101
 
                 image = 'data/stars3.png',
102
 
                 -- 1366x768 * 3
103
 
                 width = 4098,
104
 
                 height = 2304
105
 
              }
106
 
              self:add(the.bg)
107
 
 
108
21
              --the.player = CrystalPlayer:new{x=400,y=300}
109
 
              the.player = SpacePlayer:new{x=1366,y=768}
 
22
              the.player = SpacePlayer:new{x=400,y=300}
110
23
              self:add(the.player)
111
24
 
112
 
              --self:add(Enemy:new{x=400, y=300})
113
 
 
114
 
              self:add(the.bullets)
115
 
              self:add(the.rockColliders)
116
 
              self:add(the.mirrors)
117
 
              self:add(the.rocks)
118
 
              self:add(the.interface)
119
 
 
120
 
              the.cursor = Cursor:new()
121
 
              self:add(the.cursor)
122
 
 
123
 
              the.score = Text:new{
124
 
                 x = 8,
125
 
                 y = 8,
126
 
                 width = the.app.width,
127
 
                 --align = 'center',
128
 
                 font = 25}
129
 
              the.interface:add(the.score)
130
 
 
131
 
              local hs = the.storage.data.highScore
132
 
              local m = hs / 60
133
 
              local s = hs % 60
134
 
 
135
 
              the.highScore = Text:new{
136
 
                 x = -8,
137
 
                 y = 8,
138
 
                 width = the.app.width,
139
 
                 align = 'right',
140
 
                 font = 25,
141
 
                 text = string.format('High Score: %d:%02d', m, s)
142
 
              }
143
 
              the.interface:add(the.highScore)
144
 
 
145
 
              the.over = Text:new{
146
 
                 y = the.app.height / 2,
147
 
                 width = the.app.width,
148
 
                 align = 'center',
149
 
                 font = 25,
150
 
                 text = "Game Over",
151
 
                 visible = false
152
 
              }
153
 
              the.interface:add(the.over)
154
 
 
155
 
 
156
 
              the.instructions = Text:new{
157
 
                 y = the.app.height / 2 + 32,
158
 
                 width = the.app.width,
159
 
                 align = 'center',
160
 
                 font = 12,
161
 
                 text = "Press Enter to start a new game\nPress Q to quit",
162
 
                 visible = false
163
 
              }
164
 
              the.interface:add(the.instructions)
165
 
 
166
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              love.mouse.setGrab(true)
167
 
              love.mouse.setVisible(false)
168
 
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
 
26
              --love.mouse.setVisible(false)
169
27
 
170
28
              --self:loadLayers('data/map.lua')
171
29
              self.focus = the.player
172
30
              --self:clampTo(self.map)
173
 
 
174
 
              self.gameStart = love.timer.getTime()
175
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           end,
176
 
   onUpdate = function(self, dt)
177
 
                 if the.player.active and love.timer.getTime() > self.lastRock + self.rockInterval then
178
 
                    local unseenRock = nil
179
 
                    while not unseenRock do
180
 
                       local rock = Rock:new{
181
 
                          x = math.random(the.app.width / 2,
182
 
                                          the.bg.width - the.app.width / 2),
183
 
                          y = math.random(the.app.height / 2,
184
 
                                          the.bg.height - the.app.height / 2),
185
 
                          velocity = {
186
 
                             x = math.random(-300, 300),
187
 
                             y = math.random(-300, 300),
188
 
                             rotation = math.random(-7, 7)
189
 
                          },
190
 
                          scale = math.random() + 0.5
191
 
                       }
192
 
 
193
 
                       local rockToPlayer = util.shortestVector(rock, the.player)
194
 
                       if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
195
 
                           math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
196
 
                         unseenRock = rock
197
 
                        end
198
 
                    end
199
 
 
200
 
                    the.rocks:add(unseenRock)
201
 
 
202
 
                    self.lastRock = love.timer.getTime()
203
 
                 end
204
 
 
205
 
                 the.bullets:collide(the.rockColliders)
206
 
 
207
 
                 -- for _, mirror in ipairs(the.mirrors.sprites) do
208
 
                 --    if not mirror.of then
209
 
                 --       print('mirror:' .. inspect(mirror))
210
 
                 --       error('mirror OF NOTHING')
211
 
                 --    end
212
 
                 -- end
213
 
              end,
214
 
   onEndFrame = function(self)
215
 
                   the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
216
 
                   the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
217
 
 
218
 
                   if the.player.active then
219
 
                      self:updateScore()
220
 
                   end
221
 
                end,
222
32
   draw = function (self, x, y)
223
33
             View.draw(self, x, y)
224
 
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
225
 
          end,
226
 
   updateScore = function(self)
227
 
                    local t = love.timer.getTime() - self.gameStart
228
 
                    local m = t / 60
229
 
                    local s = t % 60
230
 
 
231
 
                    the.score.text = string.format('Score: %d:%02d', m, s)
232
 
                    --the.score.y = the.player.y - the.app.height / 2 + the.player.height
233
 
                    --the.score.x = the.player.x - the.app.width / 2 + the.player.width
234
 
 
235
 
                    --the.highScore.y = the.player.y - the.app.height / 2 + the.player.height
236
 
                    --the.highScore.x = the.player.x - the.app.width / 2
237
 
                 end
 
34
             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
 
35
          end
238
36
}
239
37
 
240
38
MenuScreen = View:extend {
254
52
the.app = App:new {
255
53
   onRun = function (self)
256
54
              print('Version: ' .. VERSION)
257
 
 
258
 
              math.randomseed(os.time())
259
 
 
260
55
              self.view = GameView:new()
261
56
              if DEBUG then
262
57
                 self.console:watch('VERSION', 'VERSION')
263
58
                 self.console:watch('updateTook', 'the.updateTook')
264
 
                 self.console:watch('the.player.x', 'the.player.x')
265
 
                 self.console:watch('the.player.y', 'the.player.y')
266
 
                 self.console:watch('the.app.width', 'the.app.width')
267
 
                 self.console:watch('the.app.height', 'the.app.height')
268
 
                 self.console:watch('num mirrors', '#the.mirrors.sprites')
269
 
                 self.console:watch('num rocks', '#the.rocks.sprites')
270
59
                 --self.console:watch('drawTook', 'the.drawTook')
271
 
 
272
 
                 -- back off that dark overlay a bit
273
 
                 self.console.fill.fill[4] = 75
274
60
              end
275
61
           end,
276
62
   onUpdate = function (self, dt)