29
shortestVector = function(from, to)
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)
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)
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
55
if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
56
-- straight path is shorter
59
short.x = tx - fx - (the.bg.width - the.app.width)
63
if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
64
-- straight path is shorter
67
short.y = ty - fy - (the.bg.height - the.app.height)
70
return vector.new(short.x, short.y)
34
74
GameView = View:extend {
35
78
onNew = function (self)
81
-- self:add(Fill:new{x=x*400, y=y*400,
82
-- width = 32, height = 32,
36
88
the.storage = Storage:new{filename = 'scores.lua'}
38
--if not the.storage.data.highScore then
39
-- print('initializing storage')
40
-- 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()
43
96
the.bullets = Group:new()
97
the.mirrors = Group:new()
98
--the.rocks = Group:new()
44
99
the.interface = Group:new()
45
100
the.planets = Group:new()
46
101
the.indicators = Group:new()
47
the.enemies = Group:new()
49
103
the.bg = Tile:new{
50
104
image = 'data/stars3.png',
59
113
the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
60
114
self:add(the.player)
61
115
self:add(the.player.thrust)
62
self:add(the.player.shield)
67
local e = Enemy:new{x = math.random(the.bg.width),
68
y = math.random(the.bg.height)}
69
--local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
71
self:add(e.thrust) -- why doesn't this work in Enemy.new?
117
--self:add(Enemy:new{x=400, y=300})
75
119
self:add(the.bullets)
120
--self:add(the.rockColliders)
121
self:add(the.mirrors)
122
--self:add(the.rocks)
76
123
self:add(the.indicators)
77
124
self:add(the.interface)
79
for _ = 1, math.random(3, 6) do
126
for _ = 1, math.random(6) do
80
127
local planet = Planet:new{
81
128
x = math.random(the.app.width / 2,
82
129
the.bg.width - the.app.width / 2),
115
184
love.mouse.setVisible(false)
116
185
love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
187
--self:loadLayers('data/map.lua')
118
188
self.focus = the.player
189
--self:clampTo(self.map)
191
self.gameStart = love.timer.getTime()
120
193
onUpdate = function(self, dt)
121
if the.keys:justPressed('escape') then
122
PauseView:new():activate()
125
the.bullets:collide(the.planets)
126
the.bullets:collide(the.player)
127
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')
129
262
onEndFrame = function(self)
130
263
the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
131
264
the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
266
if the.player.active then
133
270
draw = function (self, x, y)
134
271
View.draw(self, x, y)
135
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
139
288
MenuScreen = View:extend {
178
326
onUpdate = function (self, dt)
179
327
if not (DEBUG and the.console.visible) then
180
if the.keys:justPressed('return') and the.keys:pressed('alt') then
181
love.graphics.toggleFullscreen()
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()
182
336
elseif the.keys:justPressed('f1') then
183
337
local ss = love.graphics.newScreenshot()
184
338
ss:encode('screenshot-' ..love.timer.getTime()..'.png')