93
91
the.storage.data = {highScore = 0}
96
--the.rockColliders = Group:new()
94
the.rockColliders = Group:new()
97
95
the.bullets = Group:new()
98
96
the.mirrors = Group:new()
99
--the.rocks = Group:new()
97
the.rocks = Group:new()
100
98
the.interface = Group:new()
101
the.planets = Group:new()
102
the.indicators = Group:new()
104
100
the.bg = Tile:new{
105
101
image = 'data/stars3.png',
111
self:add(the.planets)
113
108
--the.player = CrystalPlayer:new{x=400,y=300}
114
the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
109
the.player = SpacePlayer:new{x=1366,y=768}
115
110
self:add(the.player)
116
111
self:add(the.player.thrust)
118
113
--self:add(Enemy:new{x=400, y=300})
120
115
self:add(the.bullets)
121
--self:add(the.rockColliders)
116
self:add(the.rockColliders)
122
117
self:add(the.mirrors)
123
--self:add(the.rocks)
124
self:add(the.indicators)
125
119
self:add(the.interface)
127
for _ = 1, math.random(6) do
128
local planet = Planet:new{
129
x = math.random(the.app.width / 2,
130
the.bg.width - the.app.width / 2),
131
y = math.random(the.app.height / 2,
132
the.bg.height - the.app.height / 2),
133
rotation = math.random() * math.pi
135
the.planets:add(planet)
138
121
the.cursor = Cursor:new()
139
122
self:add(the.cursor)
192
175
self.gameStart = love.timer.getTime()
194
177
onUpdate = function(self, dt)
195
the.bullets:collide(the.planets)
197
-- this should really go somewhere else...
198
for _, planet in ipairs(the.planets.sprites) do
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)
201
208
-- for _, mirror in ipairs(the.mirrors.sprites) do
202
209
-- if not mirror.of then
203
210
-- print('mirror:' .. inspect(mirror))
254
261
self.view = GameView:new()
263
-- should fail silently if it can't go to fullscreen...
264
love.graphics.toggleFullscreen()
257
267
self.console:watch('VERSION', 'VERSION')
258
268
self.console:watch('updateTook', 'the.updateTook')
262
272
self.console:watch('the.app.height', 'the.app.height')
263
273
self.console:watch('num mirrors', '#the.mirrors.sprites')
264
274
self.console:watch('num rocks', '#the.rocks.sprites')
265
self.console:watch('num planets', '#the.planets.sprites')
266
275
--self.console:watch('drawTook', 'the.drawTook')
268
277
-- back off that dark overlay a bit
272
281
onUpdate = function (self, dt)
273
if not (DEBUG and the.console.visible) then
274
if the.keys:justPressed('q') then
276
elseif the.keys:justPressed('return') then
277
if the.keys:pressed('alt') then
278
love.graphics.toggleFullscreen()
280
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')
285
elseif the.keys:justPressed('f11') then
282
if the.keys:justPressed('q') then
284
elseif the.keys:justPressed('return') then
285
if the.keys:pressed('alt') then
286
286
love.graphics.toggleFullscreen()
288
self.view = GameView:new()
290
elseif the.keys:justPressed('f1') then
291
local ss = love.graphics.newScreenshot()
292
ss:encode('screenshot-' ..love.timer.getTime()..'.png')
293
elseif the.keys:justPressed('f11') then
294
love.graphics.toggleFullscreen()
290
297
update = function (self, dt)