/traderous

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  • Committer: Josh C
  • Date: 2013-06-10 21:37:59 UTC
  • Revision ID: josh@9ix.org-20130610213759-drnecjpritehmz3t
bigger area, more planets

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require 'bullet'
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require 'rock'
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require 'boom'
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require 'planet'
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require 'trade_view'
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require 'shield'
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util = {
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   signOf = function(value)
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                  return -1
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               end
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            end,
 
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   shortestVector = function(from, to)
 
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                       if STRICT then
 
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                          if from.x < the.app.width / 2 or
 
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                             from.x > the.bg.width - the.app.width / 2 or
 
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                             from.y < the.app.height / 2 or
 
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                             from.y > the.bg.height - the.app.height / 2 then
 
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                             error('"from" coordinate out of bounds: X='..from.x..' Y='..from.y)
 
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                          end
 
36
 
 
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                          if to.x < the.app.width / 2 or
 
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                             to.x > the.bg.width - the.app.width / 2 or
 
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                             to.y < the.app.height / 2 or
 
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                             to.y > the.bg.height - the.app.height / 2 then
 
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                             error('"to" coordinate out of bounds: X='..to.x..' Y='..to.y)
 
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                          end
 
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                       end
 
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45
                       -- normalize grid to account for mirror zones
 
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                       local fx = from.x - the.app.width / 2
 
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                       local fy = from.y - the.app.height / 2
 
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                       local tx = to.x - the.app.width / 2
 
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                       local ty = to.y - the.app.height / 2
 
50
 
 
51
                       local short = {}
 
52
 
 
53
                       -- pick shorter x
 
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                       if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
 
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                          -- straight path is shorter
 
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                          short.x = tx - fx
 
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                       else
 
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                          short.x = tx - fx - (the.bg.width - the.app.width)
 
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                       end
 
60
 
 
61
                       -- pick shorter y
 
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                       if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
 
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                          -- straight path is shorter
 
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                          short.y = ty - fy
 
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                       else
 
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                          short.y = ty - fy - (the.bg.height - the.app.height)
 
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                       end
 
68
 
 
69
                       return vector.new(short.x, short.y)
 
70
                    end
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}
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33
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GameView = View:extend {
 
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   lastRock = 0,
 
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   rockInterval = 1,
 
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   gameStart = 0,
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   onNew = function (self)
 
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              -- for x = 1,30 do
 
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              --    for y = 1,30 do
 
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              --       self:add(Fill:new{x=x*400, y=y*400,
 
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              --                         width = 32, height = 32,
 
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              --                         fill = {0,0,255}
 
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              --                      })
 
84
              --    end
 
85
              -- end
 
86
 
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              the.storage = Storage:new{filename = 'scores.lua'}
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              the.storage:load()
37
 
              --if not the.storage.data.highScore then
38
 
              --   print('initializing storage')
39
 
              --   the.storage.data = {highScore = 0}
40
 
              --end
 
89
              if not the.storage.data.highScore then
 
90
                 print('initializing storage')
 
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                 the.storage.data = {highScore = 0}
 
92
              end
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93
 
 
94
              --the.rockColliders = Group:new()
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              the.bullets = Group:new()
 
96
              the.mirrors = Group:new()
 
97
              --the.rocks = Group:new()
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              the.interface = Group:new()
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              the.planets = Group:new()
45
 
              the.indicators = Group:new()
46
 
              the.enemies = Group:new()
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48
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              the.bg = Tile:new{
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                 image = 'data/stars3.png',
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              self:add(the.planets)
56
109
 
57
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              --the.player = CrystalPlayer:new{x=400,y=300}
58
 
              the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
 
111
              the.player = SpacePlayer:new{x=1366,y=768}
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              self:add(the.player)
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              self:add(the.player.thrust)
61
 
              self:add(the.player.shield)
62
 
 
63
 
              self:add(the.enemies)
64
 
 
65
 
              for _ = 1, 5 do
66
 
                 local e = Enemy:new{x = math.random(the.bg.width),
67
 
                                     y = math.random(the.bg.height)}
68
 
                 --local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
69
 
                 the.enemies:add(e)
70
 
                 self:add(e.thrust) -- why doesn't this work in Enemy.new?
71
 
                 self:add(e.shield)
72
 
              end
 
114
 
 
115
              --self:add(Enemy:new{x=400, y=300})
73
116
 
74
117
              self:add(the.bullets)
75
 
              self:add(the.indicators)
 
118
              --self:add(the.rockColliders)
 
119
              self:add(the.mirrors)
 
120
              --self:add(the.rocks)
76
121
              self:add(the.interface)
77
122
 
78
 
              for _ = 1, math.random(3, 6) do
79
 
                 local planet = Planet:new{
 
123
              for _ = 1, math.random(6) do
 
124
                 local planet = Tile:new{
 
125
                    image = 'data/planet1.png',
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                    x = math.random(the.app.width / 2,
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                                    the.bg.width - the.app.width / 2),
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                    y = math.random(the.app.height / 2,
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              the.cursor = Cursor:new()
90
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              self:add(the.cursor)
91
137
 
 
138
              the.score = Text:new{
 
139
                 x = 8,
 
140
                 y = 8,
 
141
                 width = the.app.width,
 
142
                 --align = 'center',
 
143
                 font = 25}
 
144
              the.interface:add(the.score)
 
145
 
 
146
              local hs = the.storage.data.highScore
 
147
              local m = hs / 60
 
148
              local s = hs % 60
 
149
 
 
150
              the.highScore = Text:new{
 
151
                 x = -8,
 
152
                 y = 8,
 
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                 width = the.app.width,
 
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                 align = 'right',
 
155
                 font = 25,
 
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                 text = string.format('High Score: %d:%02d', m, s)
 
157
              }
 
158
              the.interface:add(the.highScore)
 
159
 
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              the.over = Text:new{
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                 y = the.app.height / 2,
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                 width = the.app.width,
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              love.mouse.setVisible(false)
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              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
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185
              --self:loadLayers('data/map.lua')
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              self.focus = the.player
 
187
              --self:clampTo(self.map)
 
188
 
 
189
              self.gameStart = love.timer.getTime()
118
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           end,
119
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   onUpdate = function(self, dt)
120
 
                 the.bullets:collide(the.planets)
121
 
                 the.bullets:collide(the.player)
122
 
                 the.bullets:collide(the.enemies)
 
192
                 if false and the.player.active and love.timer.getTime() > self.lastRock + self.rockInterval then
 
193
                    local unseenRock = nil
 
194
                    while not unseenRock do
 
195
                       local rock = Rock:new{
 
196
                          x = math.random(the.app.width / 2,
 
197
                                          the.bg.width - the.app.width / 2),
 
198
                          y = math.random(the.app.height / 2,
 
199
                                          the.bg.height - the.app.height / 2),
 
200
                          velocity = {
 
201
                             x = math.random(-300, 300),
 
202
                             y = math.random(-300, 300),
 
203
                             rotation = math.random(-7, 7)
 
204
                          },
 
205
                          scale = math.random() + 0.5
 
206
                       }
 
207
 
 
208
                       local rockToPlayer = util.shortestVector(rock, the.player)
 
209
                       if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
 
210
                           math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
 
211
                         unseenRock = rock
 
212
                        end
 
213
                    end
 
214
 
 
215
                    the.rocks:add(unseenRock)
 
216
 
 
217
                    self.lastRock = love.timer.getTime()
 
218
                 end
 
219
 
 
220
                 the.bullets:collide(the.rockColliders)
 
221
 
 
222
                 -- for _, mirror in ipairs(the.mirrors.sprites) do
 
223
                 --    if not mirror.of then
 
224
                 --       print('mirror:' .. inspect(mirror))
 
225
                 --       error('mirror OF NOTHING')
 
226
                 --    end
 
227
                 -- end
123
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              end,
124
229
   onEndFrame = function(self)
125
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                   the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
126
231
                   the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
 
232
 
 
233
                   if the.player.active then
 
234
                      self:updateScore()
 
235
                   end
127
236
                end,
128
237
   draw = function (self, x, y)
129
238
             View.draw(self, x, y)
130
239
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
131
240
          end,
 
241
   updateScore = function(self)
 
242
                    local t = love.timer.getTime() - self.gameStart
 
243
                    local m = t / 60
 
244
                    local s = t % 60
 
245
 
 
246
                    the.score.text = string.format('Score: %d:%02d', m, s)
 
247
                    --the.score.y = the.player.y - the.app.height / 2 + the.player.height
 
248
                    --the.score.x = the.player.x - the.app.width / 2 + the.player.width
 
249
 
 
250
                    --the.highScore.y = the.player.y - the.app.height / 2 + the.player.height
 
251
                    --the.highScore.x = the.player.x - the.app.width / 2
 
252
                 end
132
253
}
133
254
 
134
255
MenuScreen = View:extend {
153
274
 
154
275
              self.view = GameView:new()
155
276
 
 
277
              -- should fail silently if it can't go to fullscreen...
 
278
              love.graphics.toggleFullscreen()
 
279
 
156
280
              if DEBUG then
157
281
                 self.console:watch('VERSION', 'VERSION')
158
282
                 self.console:watch('updateTook', 'the.updateTook')
195
319
               end
196
320
            end
197
321
}
198
 
 
199
 
realRun = love.run
200
 
function love.run()
201
 
   -- should fail silently if it can't go to fullscreen...
202
 
   love.graphics.toggleFullscreen()
203
 
 
204
 
   realRun()
205
 
end
 
 
b'\\ No newline at end of file'