99
97
--the.rocks = Group:new()
100
98
the.interface = Group:new()
101
99
the.planets = Group:new()
102
the.indicators = Group:new()
104
101
the.bg = Tile:new{
105
102
image = 'data/stars3.png',
111
109
self:add(the.planets)
113
111
--the.player = CrystalPlayer:new{x=400,y=300}
114
the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
112
the.player = SpacePlayer:new{x=1366,y=768}
115
113
self:add(the.player)
116
114
self:add(the.player.thrust)
121
119
--self:add(the.rockColliders)
122
120
self:add(the.mirrors)
123
121
--self:add(the.rocks)
124
self:add(the.indicators)
125
122
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)
124
local planet = Tile:new{
125
image = 'data/planet1.png',
126
x = math.random(the.app.width / 2,
127
the.bg.width - the.app.width / 2),
128
y = math.random(the.app.height / 2,
129
the.bg.height - the.app.height / 2),
131
the.planets:add(planet)
138
133
the.cursor = Cursor:new()
139
134
self:add(the.cursor)
192
187
self.gameStart = love.timer.getTime()
194
189
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
190
if false and the.player.active and love.timer.getTime() > self.lastRock + self.rockInterval then
191
local unseenRock = nil
192
while not unseenRock do
193
local rock = Rock:new{
194
x = math.random(the.app.width / 2,
195
the.bg.width - the.app.width / 2),
196
y = math.random(the.app.height / 2,
197
the.bg.height - the.app.height / 2),
199
x = math.random(-300, 300),
200
y = math.random(-300, 300),
201
rotation = math.random(-7, 7)
203
scale = math.random() + 0.5
206
local rockToPlayer = util.shortestVector(rock, the.player)
207
if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
208
math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
213
the.rocks:add(unseenRock)
215
self.lastRock = love.timer.getTime()
218
the.bullets:collide(the.rockColliders)
201
220
-- for _, mirror in ipairs(the.mirrors.sprites) do
202
221
-- if not mirror.of then
203
222
-- print('mirror:' .. inspect(mirror))
254
273
self.view = GameView:new()
275
-- should fail silently if it can't go to fullscreen...
276
love.graphics.toggleFullscreen()
257
279
self.console:watch('VERSION', 'VERSION')
258
280
self.console:watch('updateTook', 'the.updateTook')
262
284
self.console:watch('the.app.height', 'the.app.height')
263
285
self.console:watch('num mirrors', '#the.mirrors.sprites')
264
286
self.console:watch('num rocks', '#the.rocks.sprites')
265
self.console:watch('num planets', '#the.planets.sprites')
266
287
--self.console:watch('drawTook', 'the.drawTook')
268
289
-- back off that dark overlay a bit
272
293
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
294
if the.keys:justPressed('q') then
296
elseif the.keys:justPressed('return') then
297
if the.keys:pressed('alt') then
286
298
love.graphics.toggleFullscreen()
300
self.view = GameView:new()
302
elseif the.keys:justPressed('f1') then
303
local ss = love.graphics.newScreenshot()
304
ss:encode('screenshot-' ..love.timer.getTime()..'.png')
305
elseif the.keys:justPressed('f11') then
306
love.graphics.toggleFullscreen()
290
309
update = function (self, dt)