/traderous

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  • Committer: Josh C
  • Date: 2013-05-20 17:57:53 UTC
  • Revision ID: josh@9ix.org-20130520175753-yvanutc9jnm8lzbt
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DEBUG = true
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require 'zoetrope'
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--__ = require 'underscore'
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vector = require 'vector'
 
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--inspect = require 'inspect'
 
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require 'group'
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require 'version'
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require 'wrap_tile'
 
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require 'mirror'
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require 'player'
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require 'enemy'
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require 'cursor'
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require 'bullet'
 
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require 'rock'
 
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require 'boom'
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util = {
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   signOf = function(value)
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               else
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                  return -1
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               end
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            end
 
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            end,
 
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   shortestVector = function(from, to)
 
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                       if STRICT then
 
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                          if from.x < the.app.width / 2 or
 
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                             from.x > the.bg.width - the.app.width / 2 or
 
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                             from.y < the.app.height / 2 or
 
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                             from.y > the.bg.height - the.app.height / 2 then
 
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                             error('"from" coordinate out of bounds: X='..from.x..' Y='..from.y)
 
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                          end
 
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                          if to.x < the.app.width / 2 or
 
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                             to.x > the.bg.width - the.app.width / 2 or
 
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                             to.y < the.app.height / 2 or
 
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                             to.y > the.bg.height - the.app.height / 2 then
 
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                             error('"to" coordinate out of bounds: X='..to.x..' Y='..to.y)
 
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                          end
 
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                       end
 
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                       -- normalize grid to account for mirror zones
 
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                       local fx = from.x - the.app.width / 2
 
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                       local fy = from.y - the.app.height / 2
 
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                       local tx = to.x - the.app.width / 2
 
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                       local ty = to.y - the.app.height / 2
 
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                       local short = {}
 
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                       -- pick shorter x
 
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                       if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
 
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                          -- straight path is shorter
 
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                          short.x = tx - fx
 
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                       else
 
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                          short.x = tx - fx - (the.bg.width - the.app.width)
 
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                       end
 
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                       -- pick shorter y
 
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                       if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
 
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                          -- straight path is shorter
 
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                          short.y = ty - fy
 
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                       else
 
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                          short.y = ty - fy - (the.bg.height - the.app.height)
 
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                       end
 
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69
                       return vector.new(short.x, short.y)
 
70
                    end
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}
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72
 
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GameView = View:extend {
 
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   lastRock = 0,
 
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   rockInterval = 1,
 
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   gameStart = 0,
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   onNew = function (self)
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              -- for x = 1,30 do
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              --    for y = 1,30 do
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              --    end
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              -- end
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              the.storage = Storage:new{filename = 'scores.lua'}
 
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              the.storage:load()
 
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              if not the.storage.data.highScore then
 
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                 print('initializing storage')
 
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                 the.storage.data = {highScore = 0}
 
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              end
 
93
 
 
94
              the.rockColliders = Group:new()
 
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              the.bullets = Group:new()
 
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              the.mirrors = Group:new()
 
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              the.rocks = Group:new()
 
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              the.interface = Group:new()
 
99
 
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              the.bg = Tile:new{
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                 image = 'data/stars3.png',
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                 -- 1366x768 * 3
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              the.player = SpacePlayer:new{x=1366,y=768}
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              self:add(the.player)
47
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48
 
              self:add(Enemy:new{x=400, y=300})
 
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              --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)
49
119
 
50
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              the.cursor = Cursor:new()
51
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              self:add(the.cursor)
52
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,
 
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                 width = the.app.width,
 
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                 align = 'center',
 
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                 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
 
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              love.mouse.setGrab(true)
54
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              love.mouse.setVisible(false)
 
168
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
55
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              --self:loadLayers('data/map.lua')
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              self.focus = the.player
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              --self:clampTo(self.map)
 
173
 
 
174
              self.gameStart = love.timer.getTime()
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           end,
 
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   onUpdate = function(self, dt)
 
177
                 if the.player.active and love.timer.getTime() > self.lastRock + self.rockInterval then
 
178
                    local unseenRock = nil
 
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                    while not unseenRock do
 
180
                       local rock = Rock:new{
 
181
                          x = math.random(the.app.width / 2,
 
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                                          the.bg.width - the.app.width / 2),
 
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                          y = math.random(the.app.height / 2,
 
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                                          the.bg.height - the.app.height / 2),
 
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                          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
 
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                           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,
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   draw = function (self, x, y)
61
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             View.draw(self, x, y)
62
 
             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
63
 
          end
 
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
64
238
}
65
239
 
66
240
MenuScreen = View:extend {
80
254
the.app = App:new {
81
255
   onRun = function (self)
82
256
              print('Version: ' .. VERSION)
 
257
 
 
258
              math.randomseed(os.time())
 
259
 
83
260
              self.view = GameView:new()
84
261
              if DEBUG then
85
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                 self.console:watch('VERSION', 'VERSION')
88
265
                 self.console:watch('the.player.y', 'the.player.y')
89
266
                 self.console:watch('the.app.width', 'the.app.width')
90
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')
91
270
                 --self.console:watch('drawTook', 'the.drawTook')
92
271
 
93
272
                 -- back off that dark overlay a bit
95
274
              end
96
275
           end,
97
276
   onUpdate = function (self, dt)
98
 
                 if the.keys:justPressed('escape') then
 
277
                 if the.keys:justPressed('q') then
99
278
                    self.quit()
 
279
                 elseif the.keys:justPressed('return') then
 
280
                    self.view = GameView:new()
100
281
                 end
101
282
              end,
102
283
   update = function (self, dt)