/traderous

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Viewing changes to main.lua

  • 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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require 'bullet'
17
17
require 'rock'
18
18
require 'boom'
19
 
require 'planet'
20
 
require 'trade_view'
21
 
require 'shield'
22
 
require 'pause_view'
23
 
require 'game_over'
24
 
require 'names'
25
19
 
26
20
util = {
27
21
   signOf = function(value)
31
25
                  return -1
32
26
               end
33
27
            end,
 
28
   shortestVector = function(from, to)
 
29
                       if STRICT then
 
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)
 
35
                          end
 
36
 
 
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)
 
42
                          end
 
43
                       end
 
44
 
 
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
 
50
 
 
51
                       local short = {}
 
52
 
 
53
                       -- pick shorter x
 
54
                       if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
 
55
                          -- straight path is shorter
 
56
                          short.x = tx - fx
 
57
                       else
 
58
                          short.x = tx - fx - (the.bg.width - the.app.width)
 
59
                       end
 
60
 
 
61
                       -- pick shorter y
 
62
                       if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
 
63
                          -- straight path is shorter
 
64
                          short.y = ty - fy
 
65
                       else
 
66
                          short.y = ty - fy - (the.bg.height - the.app.height)
 
67
                       end
 
68
 
 
69
                       return vector.new(short.x, short.y)
 
70
                    end
34
71
}
35
72
 
36
73
GameView = View:extend {
 
74
   lastRock = 0,
 
75
   rockInterval = 1,
 
76
   gameStart = 0,
37
77
   onNew = function (self)
38
 
              the.storage = Storage:new{filename = 'world.lua'}
 
78
              -- for x = 1,30 do
 
79
              --    for y = 1,30 do
 
80
              --       self:add(Fill:new{x=x*400, y=y*400,
 
81
              --                         width = 32, height = 32,
 
82
              --                         fill = {0,0,255}
 
83
              --                      })
 
84
              --    end
 
85
              -- end
 
86
 
 
87
              the.storage = Storage:new{filename = 'scores.lua'}
39
88
              the.storage:load()
40
 
              --if not the.storage.data.highScore then
41
 
              --   print('initializing storage')
42
 
              --   the.storage.data = {highScore = 0}
43
 
              --end
 
89
              if not the.storage.data.highScore then
 
90
                 print('initializing storage')
 
91
                 the.storage.data = {highScore = 0}
 
92
              end
44
93
 
 
94
              the.rockColliders = Group:new()
45
95
              the.bullets = Group:new()
 
96
              the.mirrors = Group:new()
 
97
              the.rocks = Group:new()
46
98
              the.interface = Group:new()
47
 
              the.planets = Group:new()
48
 
              the.planetLabels = Group:new()
49
 
              the.indicators = Group:new()
50
 
              the.enemies = Group:new()
51
99
 
52
 
              -- init bg before build/load since planets need to know bg size
53
100
              the.bg = Tile:new{
54
101
                 image = 'data/stars3.png',
55
 
                 width = 27320,
56
 
                 height = 15360
 
102
                 -- 1366x768 * 3
 
103
                 width = 4098,
 
104
                 height = 2304
57
105
              }
58
106
              self:add(the.bg)
59
107
 
60
 
              if self.newWorld or not the.storage.data.player then
61
 
                 the.storage.data = {planets = {}}
62
 
 
63
 
                 -- build planets from random
64
 
                 for _ = 1, math.random(3, 6) do
65
 
                    local planet = Planet:new{
66
 
                       x = math.random(the.app.width / 2,
67
 
                                       the.bg.width - the.app.width / 2),
68
 
                       y = math.random(the.app.height / 2,
69
 
                                       the.bg.height - the.app.height / 2),
70
 
                       rotation = math.random() * math.pi
71
 
                    }
72
 
                    the.planets:add(planet)
73
 
                    table.insert(the.storage.data.planets, {
74
 
                                    x = planet.x,
75
 
                                    y = planet.y,
76
 
                                    rotation = planet.rotation,
77
 
                                    goods = planet.goods,
78
 
                                    name = planet.name
79
 
                                 })
80
 
                 end
81
 
 
82
 
                 -- build fresh player
83
 
                 local player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
84
 
                 the.player = player
85
 
                 the.storage.data.player = {x = player.x,
86
 
                                            y = player.y,
87
 
                                            money = player.money,
88
 
                                            goods = player.goods,
89
 
                                            cargoSpace = player.cargoSpace
90
 
                                         }
91
 
 
92
 
                 the.storage:save()
93
 
              else
94
 
                 -- load planets with x, y, goods
95
 
                 for _, planetData in ipairs(the.storage.data.planets) do
96
 
                    the.planets:add(Planet:new(planetData))
97
 
                 end
98
 
 
99
 
                 -- load player with cargo, money, position
100
 
                 the.player = SpacePlayer:new(the.storage.data.player)
101
 
 
102
 
                 -- reload storage as we've turned it all into objects
103
 
                 the.storage:load()
104
 
              end
105
 
 
106
 
              self:add(the.planets)
107
 
              self:add(the.planetLabels)
108
 
 
 
108
              --the.player = CrystalPlayer:new{x=400,y=300}
 
109
              the.player = SpacePlayer:new{x=1366,y=768}
109
110
              self:add(the.player)
110
111
              self:add(the.player.thrust)
111
 
              self:add(the.player.shield)
112
 
 
113
 
              self:add(the.enemies)
114
 
 
115
 
              for _ = 1, 20 do
116
 
                 local e = Enemy:new{x = math.random(the.bg.width),
117
 
                                     y = math.random(the.bg.height)}
118
 
                 --local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
119
 
                 the.enemies:add(e)
120
 
                 self:add(e.thrust) -- why doesn't this work in Enemy.new?
121
 
                 self:add(e.shield)
122
 
              end
 
112
 
 
113
              --self:add(Enemy:new{x=400, y=300})
123
114
 
124
115
              self:add(the.bullets)
125
 
              self:add(the.indicators)
 
116
              self:add(the.rockColliders)
 
117
              self:add(the.mirrors)
 
118
              self:add(the.rocks)
126
119
              self:add(the.interface)
127
120
 
128
121
              the.cursor = Cursor:new()
129
122
              self:add(the.cursor)
130
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
 
131
167
              love.mouse.setGrab(true)
132
168
              love.mouse.setVisible(false)
133
169
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
134
170
 
 
171
              --self:loadLayers('data/map.lua')
135
172
              self.focus = the.player
 
173
              --self:clampTo(self.map)
 
174
 
 
175
              self.gameStart = love.timer.getTime()
136
176
           end,
137
177
   onUpdate = function(self, dt)
138
 
                 if the.keys:justPressed('escape') then
139
 
                    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),
 
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)
 
202
 
 
203
                    self.lastRock = love.timer.getTime()
140
204
                 end
141
205
 
142
 
                 the.bullets:collide(the.planets)
143
 
                 the.bullets:collide(the.player)
144
 
                 the.bullets:collide(the.enemies)
 
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
145
214
              end,
146
215
   onEndFrame = function(self)
147
216
                   the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
148
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
149
222
                end,
150
223
   draw = function (self, x, y)
151
224
             View.draw(self, x, y)
152
225
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
153
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
154
239
}
155
240
 
156
241
MenuScreen = View:extend {
175
260
 
176
261
              self.view = GameView:new()
177
262
 
 
263
              -- try going fullscreen.  should fail silently if it
 
264
              -- can't go to fullscreen.
 
265
              love.graphics.toggleFullscreen()
 
266
 
178
267
              if DEBUG then
179
268
                 self.console:watch('VERSION', 'VERSION')
180
269
                 self.console:watch('updateTook', 'the.updateTook')
184
273
                 self.console:watch('the.app.height', 'the.app.height')
185
274
                 self.console:watch('num mirrors', '#the.mirrors.sprites')
186
275
                 self.console:watch('num rocks', '#the.rocks.sprites')
187
 
                 self.console:watch('num planets', '#the.planets.sprites')
188
 
                 self.console:watch('num enemies', 'the.enemies:count()')
189
276
                 --self.console:watch('drawTook', 'the.drawTook')
190
277
 
191
278
                 -- back off that dark overlay a bit
193
280
              end
194
281
           end,
195
282
   onUpdate = function (self, dt)
196
 
                 if not (DEBUG and the.console.visible) then
197
 
                    if the.keys:justPressed('return') and the.keys:pressed('alt') then
198
 
                       love.graphics.toggleFullscreen()
199
 
                    elseif the.keys:justPressed('f1') then
200
 
                       local ss = love.graphics.newScreenshot()
201
 
                       ss:encode('screenshot-' ..love.timer.getTime()..'.png')
202
 
                    elseif the.keys:justPressed('f11') then
203
 
                       love.graphics.toggleFullscreen()
204
 
                    end
 
283
                 if the.keys:justPressed('q') then
 
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')
205
290
                 end
206
291
              end,
207
292
   update = function (self, dt)
212
297
               end
213
298
            end
214
299
}
215
 
 
216
 
realRun = love.run
217
 
function love.run()
218
 
   -- should fail silently if it can't go to fullscreen...
219
 
   love.graphics.toggleFullscreen()
220
 
 
221
 
   realRun()
222
 
end
 
 
b'\\ No newline at end of file'