90
92
the.storage.data = {highScore = 0}
93
the.rockColliders = Group:new()
95
--the.rockColliders = Group:new()
94
96
the.bullets = Group:new()
95
97
the.mirrors = Group:new()
96
the.rocks = Group:new()
98
--the.rocks = Group:new()
99
the.interface = Group:new()
100
the.planets = Group:new()
101
the.indicators = Group:new()
98
103
the.bg = Tile:new{
99
104
image = 'data/stars3.png',
110
self:add(the.planets)
106
112
--the.player = CrystalPlayer:new{x=400,y=300}
107
the.player = SpacePlayer:new{x=1366,y=768}
113
the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
108
114
self:add(the.player)
115
self:add(the.player.thrust)
110
117
--self:add(Enemy:new{x=400, y=300})
112
119
self:add(the.bullets)
113
self:add(the.rockColliders)
120
--self:add(the.rockColliders)
114
121
self:add(the.mirrors)
122
--self:add(the.rocks)
123
self:add(the.indicators)
124
self:add(the.interface)
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
134
the.planets:add(planet)
117
137
the.cursor = Cursor:new()
118
138
self:add(the.cursor)
120
140
the.score = Text:new{
121
143
width = the.app.width,
146
--the.interface:add(the.score)
126
148
local hs = the.storage.data.highScore
127
149
local m = hs / 60
128
150
local s = hs % 60
130
152
the.highScore = Text:new{
131
155
width = the.app.width,
134
158
text = string.format('High Score: %d:%02d', m, s)
136
self:add(the.highScore)
160
--the.interface:add(the.highScore)
163
y = the.app.height / 2,
164
width = the.app.width,
170
the.interface:add(the.over)
173
the.instructions = Text:new{
174
y = the.app.height / 2 + 32,
175
width = the.app.width,
178
text = "Press Enter to start a new game\nPress Q to quit",
181
the.interface:add(the.instructions)
138
183
love.mouse.setGrab(true)
139
184
love.mouse.setVisible(false)
177
222
the.bullets:collide(the.rockColliders)
224
-- this should really go somewhere else...
225
for _, planet in ipairs(the.planets.sprites) do
227
local pvec = vector.new(
228
planet.x - the.player.x + planet.width / 2,
229
planet.y - the.player.y + planet.height / 2 )
231
-- TODO: is there a better way to specify the
233
if planet:intersects(the.player.x - the.app.width / 2,
234
the.player.y - the.app.height / 2,
237
-- planet is on the screen
238
planet.indicator.visible = false
240
planet.indicator.visible = true
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)
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)
250
planet.indicator.x = the.player.x + indx
251
planet.indicator.y = the.player.y + indy
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')
179
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
180
266
if the.player.active then
181
local t = love.timer.getTime() - self.gameStart
185
the.score.text = string.format('Score: %d:%02d', m, s)
186
the.score.y = the.player.y - the.app.height / 2 + the.player.height
187
the.score.x = the.player.x - the.app.width / 2
190
the.highScore.y = the.player.y - the.app.height / 2 + the.player.height
191
the.highScore.x = the.player.x - the.app.width / 2
193
270
draw = function (self, x, y)
194
271
View.draw(self, x, y)
195
love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
272
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
274
updateScore = function(self)
275
local t = love.timer.getTime() - self.gameStart
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
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
199
288
MenuScreen = View:extend {
224
314
self.console:watch('the.player.y', 'the.player.y')
225
315
self.console:watch('the.app.width', 'the.app.width')
226
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')
227
320
--self.console:watch('drawTook', 'the.drawTook')
229
322
-- back off that dark overlay a bit
233
326
onUpdate = function (self, dt)
234
if the.keys:justPressed('escape') then
327
if not (DEBUG and the.console.visible) then
328
if the.keys:justPressed('q') then
330
elseif the.keys:justPressed('return') then
331
if the.keys:pressed('alt') then
332
love.graphics.toggleFullscreen()
334
self.view = GameView:new()
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()
238
344
update = function (self, dt)