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()
100
the.indicators = Group:new()
102
100
the.bg = Tile:new{
103
101
image = 'data/stars3.png',
109
self:add(the.planets)
111
108
--the.player = CrystalPlayer:new{x=400,y=300}
112
109
the.player = SpacePlayer:new{x=1366,y=768}
113
110
self:add(the.player)
114
self:add(the.player.thrust)
116
112
--self:add(Enemy:new{x=400, y=300})
118
114
self:add(the.bullets)
119
--self:add(the.rockColliders)
115
self:add(the.rockColliders)
120
116
self:add(the.mirrors)
121
--self:add(the.rocks)
122
self:add(the.indicators)
123
118
self:add(the.interface)
125
for _ = 1, math.random(6) do
126
local planet = Tile:new{
127
image = 'data/planet1.png',
128
x = math.random(the.app.width / 2,
129
the.bg.width - the.app.width / 2),
130
y = math.random(the.app.height / 2,
131
the.bg.height - the.app.height / 2),
132
rotation = math.random() * math.pi
134
the.planets:add(planet)
136
planet.indicator = Tile:new{
137
image = 'data/planet1ind.png',
139
the.indicators:add(planet.indicator)
142
120
the.cursor = Cursor:new()
143
121
self:add(the.cursor)
196
174
self.gameStart = love.timer.getTime()
198
176
onUpdate = function(self, dt)
199
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
200
178
local unseenRock = nil
201
179
while not unseenRock do
202
180
local rock = Rock:new{
227
205
the.bullets:collide(the.rockColliders)
229
-- this should really go somewhere else...
230
for _, planet in ipairs(the.planets.sprites) do
232
local pvec = vector.new(
233
planet.x - the.player.x + planet.width / 2,
234
planet.y - the.player.y + planet.height / 2 )
236
-- TODO: is there a better way to specify the
238
if planet:intersects(the.player.x - the.app.width / 2,
239
the.player.y - the.app.height / 2,
242
-- planet is on the screen
243
planet.indicator.visible = false
245
planet.indicator.visible = true
247
if math.abs(pvec.x) / math.abs(pvec.y) > the.app.width / the.app.height then
248
indx = the.app.width / 2 * util.signOf(pvec.x) + 8
249
indy = the.app.width / 2 * pvec.y / math.abs(pvec.x)
251
indy = the.app.height / 2 * util.signOf(pvec.y) + 8
252
indx = the.app.height / 2 * pvec.x / math.abs(pvec.y)
255
planet.indicator.x = the.player.x + indx
256
planet.indicator.y = the.player.y + indy
260
207
-- for _, mirror in ipairs(the.mirrors.sprites) do
261
208
-- if not mirror.of then
262
209
-- print('mirror:' .. inspect(mirror))
311
258
math.randomseed(os.time())
313
260
self.view = GameView:new()
315
-- should fail silently if it can't go to fullscreen...
316
love.graphics.toggleFullscreen()
319
262
self.console:watch('VERSION', 'VERSION')
320
263
self.console:watch('updateTook', 'the.updateTook')
324
267
self.console:watch('the.app.height', 'the.app.height')
325
268
self.console:watch('num mirrors', '#the.mirrors.sprites')
326
269
self.console:watch('num rocks', '#the.rocks.sprites')
327
self.console:watch('num planets', '#the.planets.sprites')
328
270
--self.console:watch('drawTook', 'the.drawTook')
330
272
-- back off that dark overlay a bit
334
276
onUpdate = function (self, dt)
335
if not (DEBUG and the.console.visible) then
336
if the.keys:justPressed('q') then
338
elseif the.keys:justPressed('return') then
339
if the.keys:pressed('alt') then
340
love.graphics.toggleFullscreen()
342
self.view = GameView:new()
344
elseif the.keys:justPressed('f1') then
345
local ss = love.graphics.newScreenshot()
346
ss:encode('screenshot-' ..love.timer.getTime()..'.png')
347
elseif the.keys:justPressed('f11') then
348
love.graphics.toggleFullscreen()
277
if the.keys:justPressed('q') then
279
elseif the.keys:justPressed('return') then
280
self.view = GameView:new()
352
283
update = function (self, dt)