5
vector = require 'vector'
6
--inspect = require 'inspect'
5
--__ = require 'underscore'
26
signOf = function(value)
35
10
GameView = View:extend {
36
11
onNew = function (self)
37
the.storage = Storage:new{filename = 'world.lua'}
39
--if not the.storage.data.highScore then
40
-- print('initializing storage')
41
-- the.storage.data = {highScore = 0}
44
the.bullets = Group:new()
45
the.interface = Group:new()
46
the.planets = Group:new()
47
the.indicators = Group:new()
48
the.enemies = Group:new()
50
-- init bg before build/load since planets need to know bg size
52
image = 'data/stars3.png',
58
if self.newWorld or not the.storage.data.player then
59
the.storage.data = {planets = {}}
61
-- build planets from random
62
for _ = 1, math.random(3, 6) do
63
local planet = Planet:new{
64
x = math.random(the.app.width / 2,
65
the.bg.width - the.app.width / 2),
66
y = math.random(the.app.height / 2,
67
the.bg.height - the.app.height / 2),
68
rotation = math.random() * math.pi
70
the.planets:add(planet)
71
table.insert(the.storage.data.planets, {
74
rotation = planet.rotation,
80
local player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
82
the.storage.data.player = {x = player.x,
86
cargoSpace = player.cargoSpace
91
-- load planets with x, y, goods
92
for _, planetData in ipairs(the.storage.data.planets) do
93
the.planets:add(Planet:new(planetData))
96
-- load player with cargo, money, position
97
the.player = SpacePlayer:new(the.storage.data.player)
99
-- reload storage as we've turned it all into objects
14
self:add(Fill:new{x=x*400, y=y*400,
15
width = 32, height = 32,
103
self:add(the.planets)
21
--the.player = CrystalPlayer:new{x=400,y=300}
22
the.player = SpacePlayer:new{x=400,y=300}
105
23
self:add(the.player)
106
self:add(the.player.thrust)
107
self:add(the.player.shield)
109
self:add(the.enemies)
112
local e = Enemy:new{x = math.random(the.bg.width),
113
y = math.random(the.bg.height)}
114
--local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
116
self:add(e.thrust) -- why doesn't this work in Enemy.new?
120
self:add(the.bullets)
121
self:add(the.indicators)
122
self:add(the.interface)
124
the.cursor = Cursor:new()
127
25
love.mouse.setGrab(true)
128
love.mouse.setVisible(false)
129
love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
26
--love.mouse.setVisible(false)
28
--self:loadLayers('data/map.lua')
131
29
self.focus = the.player
30
--self:clampTo(self.map)
133
onUpdate = function(self, dt)
134
if the.keys:justPressed('escape') then
135
PauseView:new():activate()
138
the.bullets:collide(the.planets)
139
the.bullets:collide(the.player)
140
the.bullets:collide(the.enemies)
142
onEndFrame = function(self)
143
the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
144
the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
146
32
draw = function (self, x, y)
147
33
View.draw(self, x, y)
148
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
34
love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
152
38
MenuScreen = View:extend {
166
52
the.app = App:new {
167
53
onRun = function (self)
168
54
print('Version: ' .. VERSION)
170
math.randomseed(os.time())
172
55
self.view = GameView:new()
175
57
self.console:watch('VERSION', 'VERSION')
176
58
self.console:watch('updateTook', 'the.updateTook')
177
self.console:watch('the.player.x', 'the.player.x')
178
self.console:watch('the.player.y', 'the.player.y')
179
self.console:watch('the.app.width', 'the.app.width')
180
self.console:watch('the.app.height', 'the.app.height')
181
self.console:watch('num mirrors', '#the.mirrors.sprites')
182
self.console:watch('num rocks', '#the.rocks.sprites')
183
self.console:watch('num planets', '#the.planets.sprites')
184
self.console:watch('num enemies', 'the.enemies:count()')
185
59
--self.console:watch('drawTook', 'the.drawTook')
187
-- back off that dark overlay a bit
188
self.console.fill.fill[4] = 75
191
62
onUpdate = function (self, dt)
192
if not (DEBUG and the.console.visible) then
193
if the.keys:justPressed('return') and the.keys:pressed('alt') then
194
love.graphics.toggleFullscreen()
195
elseif the.keys:justPressed('f1') then
196
local ss = love.graphics.newScreenshot()
197
ss:encode('screenshot-' ..love.timer.getTime()..'.png')
198
elseif the.keys:justPressed('f11') then
199
love.graphics.toggleFullscreen()
63
if the.keys:justPressed('escape') then
203
67
update = function (self, dt)