/traderous

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Viewing changes to main.lua

  • Committer: Josh C
  • Date: 2013-06-15 15:58:55 UTC
  • Revision ID: josh@9ix.org-20130615155855-3i8a1hotsohsi82g
breakĀ outĀ planet

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DEBUG = true
3
3
 
4
4
require 'zoetrope'
5
 
--__ = require 'underscore'
6
5
vector = require 'vector'
 
6
--inspect = require 'inspect'
 
7
 
 
8
require 'group'
7
9
 
8
10
require 'version'
 
11
require 'wrap_tile'
 
12
require 'mirror'
9
13
require 'player'
10
14
require 'enemy'
11
15
require 'cursor'
12
16
require 'bullet'
 
17
require 'rock'
 
18
require 'boom'
 
19
require 'planet'
13
20
 
14
21
util = {
15
22
   signOf = function(value)
18
25
               else
19
26
                  return -1
20
27
               end
21
 
            end
 
28
            end,
 
29
   shortestVector = function(from, to)
 
30
                       if STRICT then
 
31
                          if from.x < the.app.width / 2 or
 
32
                             from.x > the.bg.width - the.app.width / 2 or
 
33
                             from.y < the.app.height / 2 or
 
34
                             from.y > the.bg.height - the.app.height / 2 then
 
35
                             error('"from" coordinate out of bounds: X='..from.x..' Y='..from.y)
 
36
                          end
 
37
 
 
38
                          if to.x < the.app.width / 2 or
 
39
                             to.x > the.bg.width - the.app.width / 2 or
 
40
                             to.y < the.app.height / 2 or
 
41
                             to.y > the.bg.height - the.app.height / 2 then
 
42
                             error('"to" coordinate out of bounds: X='..to.x..' Y='..to.y)
 
43
                          end
 
44
                       end
 
45
 
 
46
                       -- normalize grid to account for mirror zones
 
47
                       local fx = from.x - the.app.width / 2
 
48
                       local fy = from.y - the.app.height / 2
 
49
                       local tx = to.x - the.app.width / 2
 
50
                       local ty = to.y - the.app.height / 2
 
51
 
 
52
                       local short = {}
 
53
 
 
54
                       -- pick shorter x
 
55
                       if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
 
56
                          -- straight path is shorter
 
57
                          short.x = tx - fx
 
58
                       else
 
59
                          short.x = tx - fx - (the.bg.width - the.app.width)
 
60
                       end
 
61
 
 
62
                       -- pick shorter y
 
63
                       if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
 
64
                          -- straight path is shorter
 
65
                          short.y = ty - fy
 
66
                       else
 
67
                          short.y = ty - fy - (the.bg.height - the.app.height)
 
68
                       end
 
69
 
 
70
                       return vector.new(short.x, short.y)
 
71
                    end
22
72
}
23
73
 
24
74
GameView = View:extend {
 
75
   lastRock = 0,
 
76
   rockInterval = 1,
 
77
   gameStart = 0,
25
78
   onNew = function (self)
26
79
              -- for x = 1,30 do
27
80
              --    for y = 1,30 do
32
85
              --    end
33
86
              -- end
34
87
 
35
 
              local bg = Tile:new{
36
 
                 image = 'data/stars2.png',
37
 
                 width = 102400,
38
 
                 height = 76800,
39
 
                 x = -51200,
40
 
                 y = -38400
 
88
              the.storage = Storage:new{filename = 'scores.lua'}
 
89
              the.storage:load()
 
90
              if not the.storage.data.highScore then
 
91
                 print('initializing storage')
 
92
                 the.storage.data = {highScore = 0}
 
93
              end
 
94
 
 
95
              --the.rockColliders = Group:new()
 
96
              the.bullets = Group:new()
 
97
              the.mirrors = Group:new()
 
98
              --the.rocks = Group:new()
 
99
              the.interface = Group:new()
 
100
              the.planets = Group:new()
 
101
              the.indicators = Group:new()
 
102
 
 
103
              the.bg = Tile:new{
 
104
                 image = 'data/stars3.png',
 
105
                 width = 13660,
 
106
                 height = 7680
41
107
              }
42
 
              self:add(bg)
 
108
              self:add(the.bg)
 
109
 
 
110
              self:add(the.planets)
43
111
 
44
112
              --the.player = CrystalPlayer:new{x=400,y=300}
45
 
              the.player = SpacePlayer:new{x=400,y=300}
 
113
              the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
46
114
              self:add(the.player)
47
 
 
48
 
              self:add(Enemy:new{x=400, y=300})
 
115
              self:add(the.player.thrust)
 
116
 
 
117
              --self:add(Enemy:new{x=400, y=300})
 
118
 
 
119
              self:add(the.bullets)
 
120
              --self:add(the.rockColliders)
 
121
              self:add(the.mirrors)
 
122
              --self:add(the.rocks)
 
123
              self:add(the.indicators)
 
124
              self:add(the.interface)
 
125
 
 
126
              for _ = 1, math.random(6) do
 
127
                 local planet = Planet:new{
 
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
              end
49
136
 
50
137
              the.cursor = Cursor:new()
51
138
              self:add(the.cursor)
52
139
 
 
140
              the.score = Text:new{
 
141
                 x = 8,
 
142
                 y = 8,
 
143
                 width = the.app.width,
 
144
                 --align = 'center',
 
145
                 font = 25}
 
146
              --the.interface:add(the.score)
 
147
 
 
148
              local hs = the.storage.data.highScore
 
149
              local m = hs / 60
 
150
              local s = hs % 60
 
151
 
 
152
              the.highScore = Text:new{
 
153
                 x = -8,
 
154
                 y = 8,
 
155
                 width = the.app.width,
 
156
                 align = 'right',
 
157
                 font = 25,
 
158
                 text = string.format('High Score: %d:%02d', m, s)
 
159
              }
 
160
              --the.interface:add(the.highScore)
 
161
 
 
162
              the.over = Text:new{
 
163
                 y = the.app.height / 2,
 
164
                 width = the.app.width,
 
165
                 align = 'center',
 
166
                 font = 25,
 
167
                 text = "Game Over",
 
168
                 visible = false
 
169
              }
 
170
              the.interface:add(the.over)
 
171
 
 
172
 
 
173
              the.instructions = Text:new{
 
174
                 y = the.app.height / 2 + 32,
 
175
                 width = the.app.width,
 
176
                 align = 'center',
 
177
                 font = 12,
 
178
                 text = "Press Enter to start a new game\nPress Q to quit",
 
179
                 visible = false
 
180
              }
 
181
              the.interface:add(the.instructions)
 
182
 
53
183
              love.mouse.setGrab(true)
54
184
              love.mouse.setVisible(false)
 
185
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
55
186
 
56
187
              --self:loadLayers('data/map.lua')
57
188
              self.focus = the.player
58
189
              --self:clampTo(self.map)
 
190
 
 
191
              self.gameStart = love.timer.getTime()
59
192
           end,
 
193
   onUpdate = function(self, dt)
 
194
                 if false and the.player.active and love.timer.getTime() > self.lastRock + self.rockInterval then
 
195
                    local unseenRock = nil
 
196
                    while not unseenRock do
 
197
                       local rock = Rock:new{
 
198
                          x = math.random(the.app.width / 2,
 
199
                                          the.bg.width - the.app.width / 2),
 
200
                          y = math.random(the.app.height / 2,
 
201
                                          the.bg.height - the.app.height / 2),
 
202
                          velocity = {
 
203
                             x = math.random(-300, 300),
 
204
                             y = math.random(-300, 300),
 
205
                             rotation = math.random(-7, 7)
 
206
                          },
 
207
                          scale = math.random() + 0.5
 
208
                       }
 
209
 
 
210
                       local rockToPlayer = util.shortestVector(rock, the.player)
 
211
                       if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
 
212
                           math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
 
213
                         unseenRock = rock
 
214
                        end
 
215
                    end
 
216
 
 
217
                    the.rocks:add(unseenRock)
 
218
 
 
219
                    self.lastRock = love.timer.getTime()
 
220
                 end
 
221
 
 
222
                 the.bullets:collide(the.rockColliders)
 
223
 
 
224
                 -- this should really go somewhere else...
 
225
                 for _, planet in ipairs(the.planets.sprites) do
 
226
                    local indx, indy
 
227
                    local pvec = vector.new(
 
228
                       planet.x - the.player.x + planet.width / 2,
 
229
                       planet.y - the.player.y + planet.height / 2 )
 
230
 
 
231
                    -- TODO: is there a better way to specify the
 
232
                    -- screen rectangle?
 
233
                    if planet:intersects(the.player.x - the.app.width / 2,
 
234
                                         the.player.y - the.app.height / 2,
 
235
                                         the.app.width,
 
236
                                         the.app.height) then
 
237
                       -- planet is on the screen
 
238
                       planet.indicator.visible = false
 
239
                    else
 
240
                       planet.indicator.visible = true
 
241
 
 
242
                       if math.abs(pvec.x) / math.abs(pvec.y) > the.app.width / the.app.height then
 
243
                          indx = (the.app.width / 2 - 10) * util.signOf(pvec.x) + 8
 
244
                          indy = (the.app.width / 2 - 10) * pvec.y / math.abs(pvec.x)
 
245
                       else
 
246
                          indy = (the.app.height / 2 - 10) * util.signOf(pvec.y) + 8
 
247
                          indx = (the.app.height / 2 - 10) * pvec.x / math.abs(pvec.y)
 
248
                       end
 
249
 
 
250
                       planet.indicator.x = the.player.x + indx
 
251
                       planet.indicator.y = the.player.y + indy
 
252
                    end
 
253
                 end
 
254
 
 
255
                 -- for _, mirror in ipairs(the.mirrors.sprites) do
 
256
                 --    if not mirror.of then
 
257
                 --       print('mirror:' .. inspect(mirror))
 
258
                 --       error('mirror OF NOTHING')
 
259
                 --    end
 
260
                 -- end
 
261
              end,
 
262
   onEndFrame = function(self)
 
263
                   the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
 
264
                   the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
 
265
 
 
266
                   if the.player.active then
 
267
                      self:updateScore()
 
268
                   end
 
269
                end,
60
270
   draw = function (self, x, y)
61
271
             View.draw(self, x, y)
62
 
             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
63
 
          end
 
272
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
 
273
          end,
 
274
   updateScore = function(self)
 
275
                    local t = love.timer.getTime() - self.gameStart
 
276
                    local m = t / 60
 
277
                    local s = t % 60
 
278
 
 
279
                    the.score.text = string.format('Score: %d:%02d', m, s)
 
280
                    --the.score.y = the.player.y - the.app.height / 2 + the.player.height
 
281
                    --the.score.x = the.player.x - the.app.width / 2 + the.player.width
 
282
 
 
283
                    --the.highScore.y = the.player.y - the.app.height / 2 + the.player.height
 
284
                    --the.highScore.x = the.player.x - the.app.width / 2
 
285
                 end
64
286
}
65
287
 
66
288
MenuScreen = View:extend {
80
302
the.app = App:new {
81
303
   onRun = function (self)
82
304
              print('Version: ' .. VERSION)
 
305
 
 
306
              math.randomseed(os.time())
 
307
 
83
308
              self.view = GameView:new()
 
309
 
84
310
              if DEBUG then
85
311
                 self.console:watch('VERSION', 'VERSION')
86
312
                 self.console:watch('updateTook', 'the.updateTook')
 
313
                 self.console:watch('the.player.x', 'the.player.x')
 
314
                 self.console:watch('the.player.y', 'the.player.y')
 
315
                 self.console:watch('the.app.width', 'the.app.width')
 
316
                 self.console:watch('the.app.height', 'the.app.height')
 
317
                 self.console:watch('num mirrors', '#the.mirrors.sprites')
 
318
                 self.console:watch('num rocks', '#the.rocks.sprites')
 
319
                 self.console:watch('num planets', '#the.planets.sprites')
87
320
                 --self.console:watch('drawTook', 'the.drawTook')
 
321
 
 
322
                 -- back off that dark overlay a bit
 
323
                 self.console.fill.fill[4] = 75
88
324
              end
89
325
           end,
90
326
   onUpdate = function (self, dt)
91
 
                 if the.keys:justPressed('escape') then
92
 
                    self.quit()
 
327
                 if not (DEBUG and the.console.visible) then
 
328
                    if the.keys:justPressed('q') then
 
329
                       self.quit()
 
330
                    elseif the.keys:justPressed('return') then
 
331
                       if the.keys:pressed('alt') then
 
332
                          love.graphics.toggleFullscreen()
 
333
                       else
 
334
                          self.view = GameView:new()
 
335
                       end
 
336
                    elseif the.keys:justPressed('f1') then
 
337
                       local ss = love.graphics.newScreenshot()
 
338
                       ss:encode('screenshot-' ..love.timer.getTime()..'.png')
 
339
                    elseif the.keys:justPressed('f11') then
 
340
                       love.graphics.toggleFullscreen()
 
341
                    end
93
342
                 end
94
343
              end,
95
344
   update = function (self, dt)
100
349
               end
101
350
            end
102
351
}
 
352
 
 
353
realRun = love.run
 
354
function love.run()
 
355
   -- should fail silently if it can't go to fullscreen...
 
356
   love.graphics.toggleFullscreen()
 
357
 
 
358
   realRun()
 
359
end
 
 
b'\\ No newline at end of file'