91
91
the.storage.data = {highScore = 0}
94
the.rockColliders = Group:new()
94
--the.rockColliders = Group:new()
95
95
the.bullets = Group:new()
96
96
the.mirrors = Group:new()
97
the.rocks = Group:new()
97
--the.rocks = Group:new()
98
98
the.interface = Group:new()
99
the.planets = Group:new()
100
101
the.bg = Tile:new{
101
102
image = 'data/stars3.png',
108
self:add(the.planets)
108
110
--the.player = CrystalPlayer:new{x=400,y=300}
109
111
the.player = SpacePlayer:new{x=1366,y=768}
110
112
self:add(the.player)
113
self:add(the.player.thrust)
112
115
--self:add(Enemy:new{x=400, y=300})
114
117
self:add(the.bullets)
115
self:add(the.rockColliders)
118
--self:add(the.rockColliders)
116
119
self:add(the.mirrors)
120
--self:add(the.rocks)
118
121
self:add(the.interface)
123
for _ = 1, math.random(6) do
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),
130
rotation = math.random() * math.pi
132
the.planets:add(planet)
120
135
the.cursor = Cursor:new()
121
136
self:add(the.cursor)
174
189
self.gameStart = love.timer.getTime()
176
191
onUpdate = function(self, dt)
177
if the.player.active and love.timer.getTime() > self.lastRock + self.rockInterval then
192
if false and the.player.active and love.timer.getTime() > self.lastRock + self.rockInterval then
178
193
local unseenRock = nil
179
194
while not unseenRock do
180
195
local rock = Rock:new{
258
273
math.randomseed(os.time())
260
275
self.view = GameView:new()
277
-- should fail silently if it can't go to fullscreen...
278
love.graphics.toggleFullscreen()
262
281
self.console:watch('VERSION', 'VERSION')
263
282
self.console:watch('updateTook', 'the.updateTook')
267
286
self.console:watch('the.app.height', 'the.app.height')
268
287
self.console:watch('num mirrors', '#the.mirrors.sprites')
269
288
self.console:watch('num rocks', '#the.rocks.sprites')
289
self.console:watch('num planets', '#the.planets.sprites')
270
290
--self.console:watch('drawTook', 'the.drawTook')
272
292
-- back off that dark overlay a bit
276
296
onUpdate = function (self, dt)
277
if the.keys:justPressed('escape') then
297
if not (DEBUG and the.console.visible) then
298
if the.keys:justPressed('q') then
300
elseif the.keys:justPressed('return') then
301
if the.keys:pressed('alt') then
302
love.graphics.toggleFullscreen()
304
self.view = GameView:new()
306
elseif the.keys:justPressed('f1') then
307
local ss = love.graphics.newScreenshot()
308
ss:encode('screenshot-' ..love.timer.getTime()..'.png')
309
elseif the.keys:justPressed('f11') then
310
love.graphics.toggleFullscreen()
281
314
update = function (self, dt)