91
92
the.storage.data = {highScore = 0}
94
the.rockColliders = Group:new()
95
--the.rockColliders = Group:new()
95
96
the.bullets = Group:new()
96
97
the.mirrors = Group:new()
97
the.rocks = Group:new()
98
--the.rocks = Group:new()
98
99
the.interface = Group:new()
100
the.planets = Group:new()
101
the.indicators = Group:new()
100
103
the.bg = Tile:new{
101
104
image = 'data/stars3.png',
110
self:add(the.planets)
108
112
--the.player = CrystalPlayer:new{x=400,y=300}
109
the.player = SpacePlayer:new{x=1366,y=768}
113
the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
110
114
self:add(the.player)
115
self:add(the.player.thrust)
112
117
--self:add(Enemy:new{x=400, y=300})
114
119
self:add(the.bullets)
115
self:add(the.rockColliders)
120
--self:add(the.rockColliders)
116
121
self:add(the.mirrors)
122
--self:add(the.rocks)
123
self:add(the.indicators)
118
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)
120
137
the.cursor = Cursor:new()
121
138
self:add(the.cursor)
174
191
self.gameStart = love.timer.getTime()
176
193
onUpdate = function(self, dt)
177
if the.player.active and love.timer.getTime() > self.lastRock + self.rockInterval then
194
if false and the.player.active and love.timer.getTime() > self.lastRock + self.rockInterval then
178
195
local unseenRock = nil
179
196
while not unseenRock do
180
197
local rock = Rock:new{
205
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
207
255
-- for _, mirror in ipairs(the.mirrors.sprites) do
208
256
-- if not mirror.of then
209
257
-- print('mirror:' .. inspect(mirror))
258
306
math.randomseed(os.time())
260
308
self.view = GameView:new()
262
311
self.console:watch('VERSION', 'VERSION')
263
312
self.console:watch('updateTook', 'the.updateTook')
267
316
self.console:watch('the.app.height', 'the.app.height')
268
317
self.console:watch('num mirrors', '#the.mirrors.sprites')
269
318
self.console:watch('num rocks', '#the.rocks.sprites')
319
self.console:watch('num planets', '#the.planets.sprites')
270
320
--self.console:watch('drawTook', 'the.drawTook')
272
322
-- back off that dark overlay a bit
276
326
onUpdate = function (self, dt)
277
if the.keys:justPressed('q') then
279
elseif the.keys:justPressed('return') then
280
self.view = GameView:new()
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()
283
344
update = function (self, dt)