/traderous

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  • Committer: Josh C
  • Date: 2013-06-08 00:02:37 UTC
  • Revision ID: josh@9ix.org-20130608000237-v50hyqvrinp5g4rs
try to make setting screen resolution more reliable

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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'
 
6
--inspect = require 'inspect'
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8
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require 'group'
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10
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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
 
43
                       end
 
44
 
 
45
                       -- 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
 
50
 
 
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                       local short = {}
 
52
 
 
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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
 
60
 
 
61
                       -- 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)
 
67
                       end
 
68
 
 
69
                       return vector.new(short.x, short.y)
 
70
                    end
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}
27
72
 
28
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GameView = View:extend {
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              --    end
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              -- end
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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')
 
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                 the.storage.data = {highScore = 0}
 
92
              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 = CrystalPlayer:new{x=400,y=300}
51
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              the.player = SpacePlayer:new{x=1366,y=768}
52
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              self:add(the.player)
53
 
 
54
 
              self:add(Enemy:new{x=400, y=300})
 
111
              self:add(the.player.thrust)
 
112
 
 
113
              --self:add(Enemy:new{x=400, y=300})
 
114
 
 
115
              self:add(the.bullets)
 
116
              self:add(the.rockColliders)
 
117
              self:add(the.mirrors)
 
118
              self:add(the.rocks)
 
119
              self:add(the.interface)
55
120
 
56
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              the.cursor = Cursor:new()
57
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              self:add(the.cursor)
58
123
 
 
124
              the.score = Text:new{
 
125
                 x = 8,
 
126
                 y = 8,
 
127
                 width = the.app.width,
 
128
                 --align = 'center',
 
129
                 font = 25}
 
130
              the.interface:add(the.score)
 
131
 
 
132
              local hs = the.storage.data.highScore
 
133
              local m = hs / 60
 
134
              local s = hs % 60
 
135
 
 
136
              the.highScore = Text:new{
 
137
                 x = -8,
 
138
                 y = 8,
 
139
                 width = the.app.width,
 
140
                 align = 'right',
 
141
                 font = 25,
 
142
                 text = string.format('High Score: %d:%02d', m, s)
 
143
              }
 
144
              the.interface:add(the.highScore)
 
145
 
 
146
              the.over = Text:new{
 
147
                 y = the.app.height / 2,
 
148
                 width = the.app.width,
 
149
                 align = 'center',
 
150
                 font = 25,
 
151
                 text = "Game Over",
 
152
                 visible = false
 
153
              }
 
154
              the.interface:add(the.over)
 
155
 
 
156
 
 
157
              the.instructions = Text:new{
 
158
                 y = the.app.height / 2 + 32,
 
159
                 width = the.app.width,
 
160
                 align = 'center',
 
161
                 font = 12,
 
162
                 text = "Press Enter to start a new game\nPress Q to quit",
 
163
                 visible = false
 
164
              }
 
165
              the.interface:add(the.instructions)
 
166
 
59
167
              love.mouse.setGrab(true)
60
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              love.mouse.setVisible(false)
 
169
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
61
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62
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              --self:loadLayers('data/map.lua')
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              self.focus = the.player
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              self.gameStart = love.timer.getTime()
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           end,
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   onUpdate = function(self, dt)
69
 
                 if love.timer.getTime() > self.lastRock + self.rockInterval then
70
 
                    local rock = Rock:new{
71
 
                       x = math.random(the.bg.width),
72
 
                       y = math.random(the.bg.height),
73
 
                       velocity = {
74
 
                          x = math.random(-300, 300),
75
 
                          y = math.random(-300, 300),
76
 
                          rotation = math.random(-7, 7)
77
 
                       },
78
 
                       scale = math.random() + 0.5
79
 
                    }
80
 
                    self:add(rock)
 
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,
 
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                                          the.bg.width - the.app.width / 2),
 
184
                          y = math.random(the.app.height / 2,
 
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                                          the.bg.height - the.app.height / 2),
 
186
                          velocity = {
 
187
                             x = math.random(-300, 300),
 
188
                             y = math.random(-300, 300),
 
189
                             rotation = math.random(-7, 7)
 
190
                          },
 
191
                          scale = math.random() + 0.5
 
192
                       }
 
193
 
 
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
 
197
                         unseenRock = rock
 
198
                        end
 
199
                    end
 
200
 
 
201
                    the.rocks:add(unseenRock)
81
202
 
82
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                    self.lastRock = love.timer.getTime()
83
204
                 end
 
205
 
 
206
                 the.bullets:collide(the.rockColliders)
 
207
 
 
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')
 
212
                 --    end
 
213
                 -- end
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              end,
 
215
   onEndFrame = function(self)
 
216
                   the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
 
217
                   the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
 
218
 
 
219
                   if the.player.active then
 
220
                      self:updateScore()
 
221
                   end
 
222
                end,
85
223
   draw = function (self, x, y)
86
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             View.draw(self, x, y)
87
 
             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
88
 
          end
 
225
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
 
226
          end,
 
227
   updateScore = function(self)
 
228
                    local t = love.timer.getTime() - self.gameStart
 
229
                    local m = t / 60
 
230
                    local s = t % 60
 
231
 
 
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
 
235
 
 
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
 
238
                 end
89
239
}
90
240
 
91
241
MenuScreen = View:extend {
109
259
              math.randomseed(os.time())
110
260
 
111
261
              self.view = GameView:new()
 
262
 
 
263
              -- try going fullscreen.  should fail silently if it
 
264
              -- can't go to fullscreen.
 
265
              love.graphics.toggleFullscreen()
 
266
 
112
267
              if DEBUG then
113
268
                 self.console:watch('VERSION', 'VERSION')
114
269
                 self.console:watch('updateTook', 'the.updateTook')
116
271
                 self.console:watch('the.player.y', 'the.player.y')
117
272
                 self.console:watch('the.app.width', 'the.app.width')
118
273
                 self.console:watch('the.app.height', 'the.app.height')
 
274
                 self.console:watch('num mirrors', '#the.mirrors.sprites')
 
275
                 self.console:watch('num rocks', '#the.rocks.sprites')
119
276
                 --self.console:watch('drawTook', 'the.drawTook')
120
277
 
121
278
                 -- back off that dark overlay a bit
123
280
              end
124
281
           end,
125
282
   onUpdate = function (self, dt)
126
 
                 if the.keys:justPressed('escape') then
 
283
                 if the.keys:justPressed('q') then
127
284
                    self.quit()
 
285
                 elseif the.keys:justPressed('return') then
 
286
                    self.view = GameView:new()
 
287
                 elseif the.keys:justPressed('f1') then
 
288
                    local ss = love.graphics.newScreenshot()
 
289
                    ss:encode('screenshot-' ..love.timer.getTime()..'.png')
128
290
                 end
129
291
              end,
130
292
   update = function (self, dt)