76
74
GameView = View:extend {
77
78
onNew = function (self)
81
-- self:add(Fill:new{x=x*400, y=y*400,
82
-- width = 32, height = 32,
78
88
the.storage = Storage:new{filename = 'scores.lua'}
80
--if not the.storage.data.highScore then
81
-- print('initializing storage')
82
-- the.storage.data = {highScore = 0}
90
if not the.storage.data.highScore then
91
print('initializing storage')
92
the.storage.data = {highScore = 0}
95
--the.rockColliders = Group:new()
85
96
the.bullets = Group:new()
97
the.mirrors = Group:new()
98
--the.rocks = Group:new()
86
99
the.interface = Group:new()
87
100
the.planets = Group:new()
88
101
the.indicators = Group:new()
89
the.enemies = Group:new()
91
103
the.bg = Tile:new{
92
104
image = 'data/stars3.png',
154
184
love.mouse.setVisible(false)
155
185
love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
187
--self:loadLayers('data/map.lua')
157
188
self.focus = the.player
189
--self:clampTo(self.map)
191
self.gameStart = love.timer.getTime()
159
193
onUpdate = function(self, dt)
160
the.bullets:collide(the.planets)
161
the.bullets:collide(the.player)
162
the.bullets:collide(the.enemies)
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),
203
x = math.random(-300, 300),
204
y = math.random(-300, 300),
205
rotation = math.random(-7, 7)
207
scale = math.random() + 0.5
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
217
the.rocks:add(unseenRock)
219
self.lastRock = love.timer.getTime()
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')
164
262
onEndFrame = function(self)
165
263
the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
166
264
the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
266
if the.player.active then
168
270
draw = function (self, x, y)
169
271
View.draw(self, x, y)
170
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
174
288
MenuScreen = View:extend {