28
shortestVector = function(from, to)
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)
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)
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
54
if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
55
-- straight path is shorter
58
short.x = tx - fx - (the.bg.width - the.app.width)
62
if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
63
-- straight path is shorter
66
short.y = ty - fy - (the.bg.height - the.app.height)
69
return vector.new(short.x, short.y)
34
73
GameView = View:extend {
35
77
onNew = function (self)
36
the.storage = Storage:new{filename = 'world.lua'}
80
-- self:add(Fill:new{x=x*400, y=y*400,
81
-- width = 32, height = 32,
87
the.storage = Storage:new{filename = 'scores.lua'}
38
--if not the.storage.data.highScore then
39
-- print('initializing storage')
40
-- the.storage.data = {highScore = 0}
89
if not the.storage.data.highScore then
90
print('initializing storage')
91
the.storage.data = {highScore = 0}
94
the.rockColliders = Group:new()
43
95
the.bullets = Group:new()
96
the.mirrors = Group:new()
97
the.rocks = Group:new()
44
98
the.interface = Group:new()
45
the.planets = Group:new()
46
the.indicators = Group:new()
47
the.enemies = Group:new()
49
-- init bg before build/load since planets need to know bg size
50
100
the.bg = Tile:new{
51
101
image = 'data/stars3.png',
57
if self.newWorld or not the.storage.data.player then
58
the.storage.data = {planets = {}}
60
-- build planets from random
61
for _ = 1, math.random(3, 6) do
62
local planet = Planet:new{
63
x = math.random(the.app.width / 2,
64
the.bg.width - the.app.width / 2),
65
y = math.random(the.app.height / 2,
66
the.bg.height - the.app.height / 2),
67
rotation = math.random() * math.pi
69
the.planets:add(planet)
70
table.insert(the.storage.data.planets, {
73
rotation = planet.rotation,
79
local player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
81
the.storage.data.player = {x = player.x,
85
cargoSpace = player.cargoSpace
90
-- load planets with x, y, goods
91
for _, planetData in ipairs(the.storage.data.planets) do
92
the.planets:add(Planet:new(planetData))
95
-- load player with cargo, money, position
96
the.player = SpacePlayer:new(the.storage.data.player)
108
--the.player = CrystalPlayer:new{x=400,y=300}
109
the.player = SpacePlayer:new{x=1366,y=768}
101
110
self:add(the.player)
102
111
self:add(the.player.thrust)
103
self:add(the.player.shield)
105
self:add(the.enemies)
108
local e = Enemy:new{x = math.random(the.bg.width),
109
y = math.random(the.bg.height)}
110
--local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
112
self:add(e.thrust) -- why doesn't this work in Enemy.new?
113
--self:add(Enemy:new{x=400, y=300})
116
115
self:add(the.bullets)
117
self:add(the.indicators)
116
self:add(the.rockColliders)
117
self:add(the.mirrors)
118
119
self:add(the.interface)
120
121
the.cursor = Cursor:new()
121
122
self:add(the.cursor)
124
the.score = Text:new{
127
width = the.app.width,
130
the.interface:add(the.score)
132
local hs = the.storage.data.highScore
136
the.highScore = Text:new{
139
width = the.app.width,
142
text = string.format('High Score: %d:%02d', m, s)
144
the.interface:add(the.highScore)
123
146
the.over = Text:new{
124
147
y = the.app.height / 2,
125
148
width = the.app.width,
145
168
love.mouse.setVisible(false)
146
169
love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
171
--self:loadLayers('data/map.lua')
148
172
self.focus = the.player
173
--self:clampTo(self.map)
175
self.gameStart = love.timer.getTime()
150
177
onUpdate = function(self, dt)
151
if the.keys:justPressed('escape') then
152
PauseView:new():activate()
178
if the.player.active and love.timer.getTime() > self.lastRock + self.rockInterval then
179
local unseenRock = nil
180
while not unseenRock do
181
local rock = Rock:new{
182
x = math.random(the.app.width / 2,
183
the.bg.width - the.app.width / 2),
184
y = math.random(the.app.height / 2,
185
the.bg.height - the.app.height / 2),
187
x = math.random(-300, 300),
188
y = math.random(-300, 300),
189
rotation = math.random(-7, 7)
191
scale = math.random() + 0.5
194
local rockToPlayer = util.shortestVector(rock, the.player)
195
if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
196
math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
201
the.rocks:add(unseenRock)
203
self.lastRock = love.timer.getTime()
155
the.bullets:collide(the.planets)
156
the.bullets:collide(the.player)
157
the.bullets:collide(the.enemies)
206
the.bullets:collide(the.rockColliders)
208
-- for _, mirror in ipairs(the.mirrors.sprites) do
209
-- if not mirror.of then
210
-- print('mirror:' .. inspect(mirror))
211
-- error('mirror OF NOTHING')
159
215
onEndFrame = function(self)
160
216
the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
161
217
the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
219
if the.player.active then
163
223
draw = function (self, x, y)
164
224
View.draw(self, x, y)
165
225
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
227
updateScore = function(self)
228
local t = love.timer.getTime() - self.gameStart
232
the.score.text = string.format('Score: %d:%02d', m, s)
233
--the.score.y = the.player.y - the.app.height / 2 + the.player.height
234
--the.score.x = the.player.x - the.app.width / 2 + the.player.width
236
--the.highScore.y = the.player.y - the.app.height / 2 + the.player.height
237
--the.highScore.x = the.player.x - the.app.width / 2
169
241
MenuScreen = View:extend {
208
277
onUpdate = function (self, dt)
209
if not (DEBUG and the.console.visible) then
210
if the.keys:justPressed('return') and the.keys:pressed('alt') then
211
love.graphics.toggleFullscreen()
212
elseif the.keys:justPressed('f1') then
213
local ss = love.graphics.newScreenshot()
214
ss:encode('screenshot-' ..love.timer.getTime()..'.png')
215
elseif the.keys:justPressed('f11') then
216
love.graphics.toggleFullscreen()
278
if the.keys:justPressed('q') then
280
elseif the.keys:justPressed('return') then
281
self.view = GameView:new()
282
elseif the.keys:justPressed('f1') then
283
local ss = love.graphics.newScreenshot()
284
ss:encode('screenshot-' ..love.timer.getTime()..'.png')
220
287
update = function (self, dt)