76
73
GameView = View:extend {
77
77
onNew = function (self)
80
-- self:add(Fill:new{x=x*400, y=y*400,
81
-- width = 32, height = 32,
78
87
the.storage = Storage:new{filename = 'scores.lua'}
80
--if not the.storage.data.highScore then
81
-- print('initializing storage')
82
-- 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()
85
95
the.bullets = Group:new()
96
the.mirrors = Group:new()
97
the.rocks = Group:new()
86
98
the.interface = Group:new()
87
the.planets = Group:new()
88
the.indicators = Group:new()
89
the.enemies = Group:new()
91
100
the.bg = Tile:new{
92
101
image = 'data/stars3.png',
100
108
--the.player = CrystalPlayer:new{x=400,y=300}
101
the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
109
the.player = SpacePlayer:new{x=1366,y=768}
102
110
self:add(the.player)
103
111
self:add(the.player.thrust)
104
self:add(the.player.shield)
106
self:add(the.enemies)
108
local e = Enemy:new{x=400, y=300}
109
--local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
111
self:add(e.thrust) -- why doesn't this work in Enemy.new?
113
--self:add(Enemy:new{x=400, y=300})
114
115
self:add(the.bullets)
115
self:add(the.indicators)
116
self:add(the.rockColliders)
117
self:add(the.mirrors)
116
119
self:add(the.interface)
118
for _ = 1, math.random(6) do
119
local planet = Planet:new{
120
x = math.random(the.app.width / 2,
121
the.bg.width - the.app.width / 2),
122
y = math.random(the.app.height / 2,
123
the.bg.height - the.app.height / 2),
124
rotation = math.random() * math.pi
126
the.planets:add(planet)
129
121
the.cursor = Cursor:new()
130
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)
132
146
the.over = Text:new{
133
147
y = the.app.height / 2,
134
148
width = the.app.width,
154
168
love.mouse.setVisible(false)
155
169
love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
171
--self:loadLayers('data/map.lua')
157
172
self.focus = the.player
173
--self:clampTo(self.map)
175
self.gameStart = love.timer.getTime()
159
177
onUpdate = function(self, dt)
160
the.bullets:collide(the.planets)
161
the.bullets:collide(the.player)
162
the.bullets:collide(the.enemies)
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()
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')
164
215
onEndFrame = function(self)
165
216
the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
166
217
the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
219
if the.player.active then
168
223
draw = function (self, x, y)
169
224
View.draw(self, x, y)
170
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
174
241
MenuScreen = View:extend {
194
261
self.view = GameView:new()
263
-- try going fullscreen. should fail silently if it
264
-- can't go to fullscreen.
265
love.graphics.toggleFullscreen()
197
268
self.console:watch('VERSION', 'VERSION')
198
269
self.console:watch('updateTook', 'the.updateTook')
202
273
self.console:watch('the.app.height', 'the.app.height')
203
274
self.console:watch('num mirrors', '#the.mirrors.sprites')
204
275
self.console:watch('num rocks', '#the.rocks.sprites')
205
self.console:watch('num planets', '#the.planets.sprites')
206
276
--self.console:watch('drawTook', 'the.drawTook')
208
278
-- back off that dark overlay a bit
212
282
onUpdate = function (self, dt)
213
if not (DEBUG and the.console.visible) then
214
if the.keys:justPressed('q') then
216
elseif the.keys:justPressed('return') then
217
if the.keys:pressed('alt') then
218
love.graphics.toggleFullscreen()
220
self.view = GameView:new()
222
elseif the.keys:justPressed('f1') then
223
local ss = love.graphics.newScreenshot()
224
ss:encode('screenshot-' ..love.timer.getTime()..'.png')
225
elseif the.keys:justPressed('f11') then
226
love.graphics.toggleFullscreen()
283
if the.keys:justPressed('q') then
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')
230
292
update = function (self, dt)