/traderous

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Viewing changes to main.lua

  • Committer: Josh C
  • Date: 2013-06-10 23:27:19 UTC
  • Revision ID: josh@9ix.org-20130610232719-52jhef5f8t57534p
indicators for where the planets are

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require 'zoetrope'
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vector = require 'vector'
 
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--inspect = require 'inspect'
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require 'group'
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              --    end
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              -- end
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              the.rockColliders = Group:new()
 
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              the.storage = Storage:new{filename = 'scores.lua'}
 
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              the.storage:load()
 
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              if not the.storage.data.highScore then
 
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                 print('initializing storage')
 
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                 the.storage.data = {highScore = 0}
 
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              end
 
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              --the.rockColliders = Group:new()
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              the.bullets = Group:new()
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              the.mirrors = Group:new()
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              the.rocks = Group:new()
 
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              --the.rocks = Group:new()
 
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              the.interface = Group:new()
 
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              the.planets = Group:new()
 
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              the.indicators = Group:new()
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              the.bg = Tile:new{
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                 image = 'data/stars3.png',
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                 -- 1366x768 * 3
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                 width = 4098,
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                 height = 2304
 
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                 width = 13660,
 
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                 height = 7680
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              }
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              self:add(the.bg)
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              self:add(the.planets)
 
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              --the.player = CrystalPlayer:new{x=400,y=300}
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              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)
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              --self:add(Enemy:new{x=400, y=300})
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              self:add(the.bullets)
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              self:add(the.rockColliders)
 
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              --self:add(the.rockColliders)
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              self:add(the.mirrors)
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              self:add(the.rocks)
 
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              --self:add(the.rocks)
 
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              self:add(the.indicators)
 
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              self:add(the.interface)
 
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              for _ = 1, math.random(6) do
 
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                 local planet = Tile:new{
 
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                    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.bg.height - the.app.height / 2),
 
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                    rotation = math.random() * math.pi
 
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                 }
 
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                 the.planets:add(planet)
 
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                 planet.indicator = Tile:new{
 
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                    image = 'data/planet1ind.png',
 
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                 }
 
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                 the.indicators:add(planet.indicator)
 
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              end
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              the.cursor = Cursor:new()
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              self:add(the.cursor)
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              the.score = Text:new{
 
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                 x = 8,
 
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                 y = 8,
 
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                 width = the.app.width,
 
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                 --align = 'center',
 
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                 font = 25}
 
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              --the.interface:add(the.score)
 
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              local hs = the.storage.data.highScore
 
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              local m = hs / 60
 
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              local s = hs % 60
 
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              the.highScore = Text:new{
 
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                 x = -8,
 
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                 y = 8,
 
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                 width = the.app.width,
 
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                 align = 'right',
 
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                 font = 25,
 
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                 text = string.format('High Score: %d:%02d', m, s)
 
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              }
 
165
              --the.interface:add(the.highScore)
 
166
 
 
167
              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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                 align = 'center',
 
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                 font = 25,
 
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                 text = "Game Over",
 
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                 visible = false
 
174
              }
 
175
              the.interface:add(the.over)
 
176
 
 
177
 
 
178
              the.instructions = Text:new{
 
179
                 y = the.app.height / 2 + 32,
 
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                 width = the.app.width,
 
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                 align = 'center',
 
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                 font = 12,
 
183
                 text = "Press Enter to start a new game\nPress Q to quit",
 
184
                 visible = false
 
185
              }
 
186
              the.interface:add(the.instructions)
 
187
 
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              love.mouse.setGrab(true)
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              love.mouse.setVisible(false)
 
190
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
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              --self:loadLayers('data/map.lua')
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              self.focus = the.player
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              self.gameStart = love.timer.getTime()
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           end,
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   onUpdate = function(self, dt)
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                 if love.timer.getTime() > self.lastRock + self.rockInterval then
 
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                 if false and the.player.active and love.timer.getTime() > self.lastRock + self.rockInterval then
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                    local unseenRock = nil
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                    while not unseenRock do
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                       local rock = Rock:new{
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                 end
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                 the.bullets:collide(the.rockColliders)
 
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                 -- this should really go somewhere else...
 
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                 for _, planet in ipairs(the.planets.sprites) do
 
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                    local indx, indy
 
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                    local pvec = vector.new(
 
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                       planet.x - the.player.x + planet.width / 2,
 
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                       planet.y - the.player.y + planet.height / 2 )
 
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                    -- TODO: is there a better way to specify the
 
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                    -- screen rectangle?
 
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                    if planet:intersects(the.player.x - the.app.width / 2,
 
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                                         the.player.y - the.app.height / 2,
 
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                                         the.app.width,
 
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                                         the.app.height) then
 
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                       -- planet is on the screen
 
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                       planet.indicator.visible = false
 
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                    else
 
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                       planet.indicator.visible = true
 
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                       if math.abs(pvec.x) / math.abs(pvec.y) > the.app.width / the.app.height then
 
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                          indx = the.app.width / 2 * util.signOf(pvec.x) + 8
 
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                          indy = the.app.width / 2 * pvec.y / math.abs(pvec.x)
 
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                       else
 
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                          indy = the.app.height / 2 * util.signOf(pvec.y) + 8
 
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                          indx = the.app.height / 2 * pvec.x / math.abs(pvec.y)
 
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                       end
 
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                       planet.indicator.x = the.player.x + indx
 
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                       planet.indicator.y = the.player.y + indy
 
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                    end
 
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                 end
 
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                 -- for _, mirror in ipairs(the.mirrors.sprites) do
 
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                 --    if not mirror.of then
 
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                 --       print('mirror:' .. inspect(mirror))
 
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                 --       error('mirror OF NOTHING')
 
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                 --    end
 
265
                 -- end
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              end,
 
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   onEndFrame = function(self)
 
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                   the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
 
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                   the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
 
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271
                   if the.player.active then
 
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                      self:updateScore()
 
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                   end
 
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                end,
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   draw = function (self, x, y)
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             View.draw(self, x, y)
155
 
             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
156
 
          end
 
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             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
 
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          end,
 
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   updateScore = function(self)
 
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                    local t = love.timer.getTime() - self.gameStart
 
281
                    local m = t / 60
 
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                    local s = t % 60
 
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                    the.score.text = string.format('Score: %d:%02d', m, s)
 
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                    --the.score.y = the.player.y - the.app.height / 2 + the.player.height
 
286
                    --the.score.x = the.player.x - the.app.width / 2 + the.player.width
 
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                    --the.highScore.y = the.player.y - the.app.height / 2 + the.player.height
 
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                    --the.highScore.x = the.player.x - the.app.width / 2
 
290
                 end
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}
158
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MenuScreen = View:extend {
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              math.randomseed(os.time())
178
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              self.view = GameView:new()
 
314
 
 
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              -- should fail silently if it can't go to fullscreen...
 
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              love.graphics.toggleFullscreen()
 
317
 
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              if DEBUG then
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                 self.console:watch('VERSION', 'VERSION')
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                 self.console:watch('updateTook', 'the.updateTook')
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                 self.console:watch('the.player.y', 'the.player.y')
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                 self.console:watch('the.app.width', 'the.app.width')
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                 self.console:watch('the.app.height', 'the.app.height')
 
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                 self.console:watch('num mirrors', '#the.mirrors.sprites')
 
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                 self.console:watch('num rocks', '#the.rocks.sprites')
 
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                 self.console:watch('num planets', '#the.planets.sprites')
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                 --self.console:watch('drawTook', 'the.drawTook')
188
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                 -- back off that dark overlay a bit
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              end
192
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           end,
193
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   onUpdate = function (self, dt)
194
 
                 if the.keys:justPressed('escape') then
195
 
                    self.quit()
 
335
                 if not (DEBUG and the.console.visible) then
 
336
                    if the.keys:justPressed('q') then
 
337
                       self.quit()
 
338
                    elseif the.keys:justPressed('return') then
 
339
                       if the.keys:pressed('alt') then
 
340
                          love.graphics.toggleFullscreen()
 
341
                       else
 
342
                          self.view = GameView:new()
 
343
                       end
 
344
                    elseif the.keys:justPressed('f1') then
 
345
                       local ss = love.graphics.newScreenshot()
 
346
                       ss:encode('screenshot-' ..love.timer.getTime()..'.png')
 
347
                    elseif the.keys:justPressed('f11') then
 
348
                       love.graphics.toggleFullscreen()
 
349
                    end
196
350
                 end
197
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              end,
198
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   update = function (self, dt)