91
93
the.storage.data = {highScore = 0}
94
the.rockColliders = Group:new()
96
--the.rockColliders = Group:new()
95
97
the.bullets = Group:new()
96
98
the.mirrors = Group:new()
97
the.rocks = Group:new()
99
--the.rocks = Group:new()
98
100
the.interface = Group:new()
101
the.planets = Group:new()
102
the.indicators = Group:new()
100
104
the.bg = Tile:new{
101
105
image = 'data/stars3.png',
111
self:add(the.planets)
108
113
--the.player = CrystalPlayer:new{x=400,y=300}
109
the.player = SpacePlayer:new{x=1366,y=768}
114
the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
110
115
self:add(the.player)
111
116
self:add(the.player.thrust)
113
118
--self:add(Enemy:new{x=400, y=300})
115
120
self:add(the.bullets)
116
self:add(the.rockColliders)
121
--self:add(the.rockColliders)
117
122
self:add(the.mirrors)
123
--self:add(the.rocks)
124
self:add(the.indicators)
119
125
self:add(the.interface)
127
for _ = 1, math.random(6) do
128
local planet = Planet:new{
129
x = math.random(the.app.width / 2,
130
the.bg.width - the.app.width / 2),
131
y = math.random(the.app.height / 2,
132
the.bg.height - the.app.height / 2),
133
rotation = math.random() * math.pi
135
the.planets:add(planet)
121
138
the.cursor = Cursor:new()
122
139
self:add(the.cursor)
175
192
self.gameStart = love.timer.getTime()
177
194
onUpdate = function(self, dt)
178
if the.player.active and love.timer.getTime() > self.lastRock + self.rockInterval then
195
if false and the.player.active and love.timer.getTime() > self.lastRock + self.rockInterval then
179
196
local unseenRock = nil
180
197
while not unseenRock do
181
198
local rock = Rock:new{
206
223
the.bullets:collide(the.rockColliders)
225
-- this should really go somewhere else...
226
for _, planet in ipairs(the.planets.sprites) do
228
local pvec = vector.new(
229
planet.x - the.player.x + planet.width / 2,
230
planet.y - the.player.y + planet.height / 2 )
232
-- TODO: is there a better way to specify the
234
if planet:intersects(the.player.x - the.app.width / 2,
235
the.player.y - the.app.height / 2,
238
-- planet is on the screen
239
planet.indicator.visible = false
241
planet.indicator.visible = true
243
if math.abs(pvec.x) / math.abs(pvec.y) > the.app.width / the.app.height then
244
indx = (the.app.width / 2 - 10) * util.signOf(pvec.x) + 8
245
indy = (the.app.width / 2 - 10) * pvec.y / math.abs(pvec.x)
247
indy = (the.app.height / 2 - 10) * util.signOf(pvec.y) + 8
248
indx = (the.app.height / 2 - 10) * pvec.x / math.abs(pvec.y)
251
planet.indicator.x = the.player.x + indx
252
planet.indicator.y = the.player.y + indy
208
256
-- for _, mirror in ipairs(the.mirrors.sprites) do
209
257
-- if not mirror.of then
210
258
-- print('mirror:' .. inspect(mirror))
259
307
math.randomseed(os.time())
261
309
self.view = GameView:new()
263
312
self.console:watch('VERSION', 'VERSION')
264
313
self.console:watch('updateTook', 'the.updateTook')
268
317
self.console:watch('the.app.height', 'the.app.height')
269
318
self.console:watch('num mirrors', '#the.mirrors.sprites')
270
319
self.console:watch('num rocks', '#the.rocks.sprites')
320
self.console:watch('num planets', '#the.planets.sprites')
271
321
--self.console:watch('drawTook', 'the.drawTook')
273
323
-- back off that dark overlay a bit
277
327
onUpdate = function (self, dt)
278
if the.keys:justPressed('q') then
280
elseif the.keys:justPressed('return') then
281
self.view = GameView:new()
282
elseif the.keys:justPressed('f1') then
283
local ss = love.graphics.newScreenshot()
284
ss:encode('screenshot-' ..love.timer.getTime()..'.png')
328
if not (DEBUG and the.console.visible) then
329
if the.keys:justPressed('q') then
331
elseif the.keys:justPressed('return') then
332
if the.keys:pressed('alt') then
333
love.graphics.toggleFullscreen()
335
self.view = GameView:new()
337
elseif the.keys:justPressed('f1') then
338
local ss = love.graphics.newScreenshot()
339
ss:encode('screenshot-' ..love.timer.getTime()..'.png')
340
elseif the.keys:justPressed('f11') then
341
love.graphics.toggleFullscreen()
287
345
update = function (self, dt)