/traderous

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Viewing changes to main.lua

  • Committer: Josh C
  • Date: 2013-06-11 00:15:54 UTC
  • Revision ID: josh@9ix.org-20130611001554-tkzp73ke16buhnuy
bring indicators a little closer from edge

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require 'bullet'
17
17
require 'rock'
18
18
require 'boom'
19
 
require 'planet'
20
 
require 'trade_view'
21
 
require 'shield'
22
 
require 'pause_view'
23
19
 
24
20
util = {
25
21
   signOf = function(value)
29
25
                  return -1
30
26
               end
31
27
            end,
 
28
   shortestVector = function(from, to)
 
29
                       if STRICT then
 
30
                          if from.x < the.app.width / 2 or
 
31
                             from.x > the.bg.width - the.app.width / 2 or
 
32
                             from.y < the.app.height / 2 or
 
33
                             from.y > the.bg.height - the.app.height / 2 then
 
34
                             error('"from" coordinate out of bounds: X='..from.x..' Y='..from.y)
 
35
                          end
 
36
 
 
37
                          if to.x < the.app.width / 2 or
 
38
                             to.x > the.bg.width - the.app.width / 2 or
 
39
                             to.y < the.app.height / 2 or
 
40
                             to.y > the.bg.height - the.app.height / 2 then
 
41
                             error('"to" coordinate out of bounds: X='..to.x..' Y='..to.y)
 
42
                          end
 
43
                       end
 
44
 
 
45
                       -- normalize grid to account for mirror zones
 
46
                       local fx = from.x - the.app.width / 2
 
47
                       local fy = from.y - the.app.height / 2
 
48
                       local tx = to.x - the.app.width / 2
 
49
                       local ty = to.y - the.app.height / 2
 
50
 
 
51
                       local short = {}
 
52
 
 
53
                       -- pick shorter x
 
54
                       if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
 
55
                          -- straight path is shorter
 
56
                          short.x = tx - fx
 
57
                       else
 
58
                          short.x = tx - fx - (the.bg.width - the.app.width)
 
59
                       end
 
60
 
 
61
                       -- pick shorter y
 
62
                       if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
 
63
                          -- straight path is shorter
 
64
                          short.y = ty - fy
 
65
                       else
 
66
                          short.y = ty - fy - (the.bg.height - the.app.height)
 
67
                       end
 
68
 
 
69
                       return vector.new(short.x, short.y)
 
70
                    end
32
71
}
33
72
 
34
73
GameView = View:extend {
 
74
   lastRock = 0,
 
75
   rockInterval = 1,
 
76
   gameStart = 0,
35
77
   onNew = function (self)
36
 
              the.storage = Storage:new{filename = 'world.lua'}
 
78
              -- for x = 1,30 do
 
79
              --    for y = 1,30 do
 
80
              --       self:add(Fill:new{x=x*400, y=y*400,
 
81
              --                         width = 32, height = 32,
 
82
              --                         fill = {0,0,255}
 
83
              --                      })
 
84
              --    end
 
85
              -- end
 
86
 
 
87
              the.storage = Storage:new{filename = 'scores.lua'}
37
88
              the.storage:load()
38
 
              --if not the.storage.data.highScore then
39
 
              --   print('initializing storage')
40
 
              --   the.storage.data = {highScore = 0}
41
 
              --end
 
89
              if not the.storage.data.highScore then
 
90
                 print('initializing storage')
 
91
                 the.storage.data = {highScore = 0}
 
92
              end
42
93
 
 
94
              --the.rockColliders = Group:new()
43
95
              the.bullets = Group:new()
 
96
              the.mirrors = Group:new()
 
97
              --the.rocks = Group:new()
44
98
              the.interface = Group:new()
45
99
              the.planets = Group:new()
46
100
              the.indicators = Group:new()
47
 
              the.enemies = Group:new()
48
101
 
49
 
              -- init bg before build/load since planets need to know bg size
50
102
              the.bg = Tile:new{
51
103
                 image = 'data/stars3.png',
52
 
                 width = 27320,
53
 
                 height = 15360
 
104
                 width = 13660,
 
105
                 height = 7680
54
106
              }
55
107
              self:add(the.bg)
56
108
 
57
 
              if self.newWorld or not the.storage.data.player then
58
 
                 the.storage.data = {planets = {}}
59
 
 
60
 
                 -- build planets from random
61
 
                 for _ = 1, math.random(3, 6) do
62
 
                    local planet = Planet:new{
63
 
                       x = math.random(the.app.width / 2,
64
 
                                       the.bg.width - the.app.width / 2),
65
 
                       y = math.random(the.app.height / 2,
66
 
                                       the.bg.height - the.app.height / 2),
67
 
                       rotation = math.random() * math.pi
68
 
                    }
69
 
                    the.planets:add(planet)
70
 
                    table.insert(the.storage.data.planets, {
71
 
                                    x = planet.x,
72
 
                                    y = planet.y,
73
 
                                    rotation = planet.rotation,
74
 
                                    goods = planet.goods
75
 
                                 })
76
 
                 end
77
 
 
78
 
                 -- build fresh player
79
 
                 local player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
80
 
                 the.player = player
81
 
                 the.storage.data.player = {x = player.x,
82
 
                                            y = player.y,
83
 
                                            money = player.money,
84
 
                                            goods = player.goods,
85
 
                                            cargoSpace = player.cargoSpace
86
 
                                         }
87
 
 
88
 
                 the.storage:save()
89
 
              else
90
 
                 -- load planets with x, y, goods
91
 
                 for _, planetData in ipairs(the.storage.data.planets) do
92
 
                    the.planets:add(Planet:new(planetData))
93
 
                 end
94
 
 
95
 
                 -- load player with cargo, money, position
96
 
                 the.player = SpacePlayer:new(the.storage.data.player)
97
 
              end
98
 
 
99
109
              self:add(the.planets)
100
110
 
 
111
              --the.player = CrystalPlayer:new{x=400,y=300}
 
112
              the.player = SpacePlayer:new{x=1366,y=768}
101
113
              self:add(the.player)
102
114
              self:add(the.player.thrust)
103
 
              self:add(the.player.shield)
104
 
 
105
 
              self:add(the.enemies)
106
 
 
107
 
              for _ = 1, 20 do
108
 
                 local e = Enemy:new{x = math.random(the.bg.width),
109
 
                                     y = math.random(the.bg.height)}
110
 
                 --local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
111
 
                 the.enemies:add(e)
112
 
                 self:add(e.thrust) -- why doesn't this work in Enemy.new?
113
 
                 self:add(e.shield)
114
 
              end
 
115
 
 
116
              --self:add(Enemy:new{x=400, y=300})
115
117
 
116
118
              self:add(the.bullets)
 
119
              --self:add(the.rockColliders)
 
120
              self:add(the.mirrors)
 
121
              --self:add(the.rocks)
117
122
              self:add(the.indicators)
118
123
              self:add(the.interface)
119
124
 
 
125
              for _ = 1, math.random(6) do
 
126
                 local planet = Tile:new{
 
127
                    image = 'data/planet1.png',
 
128
                    x = math.random(the.app.width / 2,
 
129
                                    the.bg.width - the.app.width / 2),
 
130
                    y = math.random(the.app.height / 2,
 
131
                                    the.bg.height - the.app.height / 2),
 
132
                    rotation = math.random() * math.pi
 
133
                 }
 
134
                 the.planets:add(planet)
 
135
 
 
136
                 planet.indicator = Tile:new{
 
137
                    image = 'data/planet1ind.png',
 
138
                 }
 
139
                 the.indicators:add(planet.indicator)
 
140
              end
 
141
 
120
142
              the.cursor = Cursor:new()
121
143
              self:add(the.cursor)
122
144
 
 
145
              the.score = Text:new{
 
146
                 x = 8,
 
147
                 y = 8,
 
148
                 width = the.app.width,
 
149
                 --align = 'center',
 
150
                 font = 25}
 
151
              --the.interface:add(the.score)
 
152
 
 
153
              local hs = the.storage.data.highScore
 
154
              local m = hs / 60
 
155
              local s = hs % 60
 
156
 
 
157
              the.highScore = Text:new{
 
158
                 x = -8,
 
159
                 y = 8,
 
160
                 width = the.app.width,
 
161
                 align = 'right',
 
162
                 font = 25,
 
163
                 text = string.format('High Score: %d:%02d', m, s)
 
164
              }
 
165
              --the.interface:add(the.highScore)
 
166
 
123
167
              the.over = Text:new{
124
168
                 y = the.app.height / 2,
125
169
                 width = the.app.width,
145
189
              love.mouse.setVisible(false)
146
190
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
147
191
 
 
192
              --self:loadLayers('data/map.lua')
148
193
              self.focus = the.player
 
194
              --self:clampTo(self.map)
 
195
 
 
196
              self.gameStart = love.timer.getTime()
149
197
           end,
150
198
   onUpdate = function(self, dt)
151
 
                 if the.keys:justPressed('escape') then
152
 
                    PauseView:new():activate()
153
 
                 end
154
 
 
155
 
                 the.bullets:collide(the.planets)
156
 
                 the.bullets:collide(the.player)
157
 
                 the.bullets:collide(the.enemies)
 
199
                 if false and the.player.active and love.timer.getTime() > self.lastRock + self.rockInterval then
 
200
                    local unseenRock = nil
 
201
                    while not unseenRock do
 
202
                       local rock = Rock:new{
 
203
                          x = math.random(the.app.width / 2,
 
204
                                          the.bg.width - the.app.width / 2),
 
205
                          y = math.random(the.app.height / 2,
 
206
                                          the.bg.height - the.app.height / 2),
 
207
                          velocity = {
 
208
                             x = math.random(-300, 300),
 
209
                             y = math.random(-300, 300),
 
210
                             rotation = math.random(-7, 7)
 
211
                          },
 
212
                          scale = math.random() + 0.5
 
213
                       }
 
214
 
 
215
                       local rockToPlayer = util.shortestVector(rock, the.player)
 
216
                       if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
 
217
                           math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
 
218
                         unseenRock = rock
 
219
                        end
 
220
                    end
 
221
 
 
222
                    the.rocks:add(unseenRock)
 
223
 
 
224
                    self.lastRock = love.timer.getTime()
 
225
                 end
 
226
 
 
227
                 the.bullets:collide(the.rockColliders)
 
228
 
 
229
                 -- this should really go somewhere else...
 
230
                 for _, planet in ipairs(the.planets.sprites) do
 
231
                    local indx, indy
 
232
                    local pvec = vector.new(
 
233
                       planet.x - the.player.x + planet.width / 2,
 
234
                       planet.y - the.player.y + planet.height / 2 )
 
235
 
 
236
                    -- TODO: is there a better way to specify the
 
237
                    -- screen rectangle?
 
238
                    if planet:intersects(the.player.x - the.app.width / 2,
 
239
                                         the.player.y - the.app.height / 2,
 
240
                                         the.app.width,
 
241
                                         the.app.height) then
 
242
                       -- planet is on the screen
 
243
                       planet.indicator.visible = false
 
244
                    else
 
245
                       planet.indicator.visible = true
 
246
 
 
247
                       if math.abs(pvec.x) / math.abs(pvec.y) > the.app.width / the.app.height then
 
248
                          indx = (the.app.width / 2 - 10) * util.signOf(pvec.x) + 8
 
249
                          indy = (the.app.width / 2 - 10) * pvec.y / math.abs(pvec.x)
 
250
                       else
 
251
                          indy = (the.app.height / 2 - 10) * util.signOf(pvec.y) + 8
 
252
                          indx = (the.app.height / 2 - 10) * pvec.x / math.abs(pvec.y)
 
253
                       end
 
254
 
 
255
                       planet.indicator.x = the.player.x + indx
 
256
                       planet.indicator.y = the.player.y + indy
 
257
                    end
 
258
                 end
 
259
 
 
260
                 -- for _, mirror in ipairs(the.mirrors.sprites) do
 
261
                 --    if not mirror.of then
 
262
                 --       print('mirror:' .. inspect(mirror))
 
263
                 --       error('mirror OF NOTHING')
 
264
                 --    end
 
265
                 -- end
158
266
              end,
159
267
   onEndFrame = function(self)
160
268
                   the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
161
269
                   the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
 
270
 
 
271
                   if the.player.active then
 
272
                      self:updateScore()
 
273
                   end
162
274
                end,
163
275
   draw = function (self, x, y)
164
276
             View.draw(self, x, y)
165
277
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
166
278
          end,
 
279
   updateScore = function(self)
 
280
                    local t = love.timer.getTime() - self.gameStart
 
281
                    local m = t / 60
 
282
                    local s = t % 60
 
283
 
 
284
                    the.score.text = string.format('Score: %d:%02d', m, s)
 
285
                    --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
 
287
 
 
288
                    --the.highScore.y = the.player.y - the.app.height / 2 + the.player.height
 
289
                    --the.highScore.x = the.player.x - the.app.width / 2
 
290
                 end
167
291
}
168
292
 
169
293
MenuScreen = View:extend {
198
322
                 self.console:watch('num mirrors', '#the.mirrors.sprites')
199
323
                 self.console:watch('num rocks', '#the.rocks.sprites')
200
324
                 self.console:watch('num planets', '#the.planets.sprites')
201
 
                 self.console:watch('num enemies', 'the.enemies:count()')
202
325
                 --self.console:watch('drawTook', 'the.drawTook')
203
326
 
204
327
                 -- back off that dark overlay a bit
207
330
           end,
208
331
   onUpdate = function (self, dt)
209
332
                 if not (DEBUG and the.console.visible) then
210
 
                    if the.keys:justPressed('return') and the.keys:pressed('alt') then
211
 
                       love.graphics.toggleFullscreen()
 
333
                    if the.keys:justPressed('q') then
 
334
                       self.quit()
 
335
                    elseif the.keys:justPressed('return') then
 
336
                       if the.keys:pressed('alt') then
 
337
                          love.graphics.toggleFullscreen()
 
338
                       else
 
339
                          self.view = GameView:new()
 
340
                       end
212
341
                    elseif the.keys:justPressed('f1') then
213
342
                       local ss = love.graphics.newScreenshot()
214
343
                       ss:encode('screenshot-' ..love.timer.getTime()..'.png')