16
16
self.indicator = Tile:new{ image = 'data/planet1ind.png' }
17
17
the.indicators:add(self.indicator)
19
while not self.name do
20
local name = PlanetNames[math.random(#PlanetNames)]
22
for _, planet in ipairs(the.planets.sprites) do
23
if name == planet.name then inUse = true end
31
while #self.goods == 0 do
32
for _, good in ipairs(self.potentialGoods) do
33
if math.random() < good.chance then
34
local tier = math.random(4) -- betw 1 and 4
36
table.insert(self.goods, {good.name, good.low})
38
table.insert(self.goods, {good.name, good.high})
40
-- double chance for med (3 or 4)
41
table.insert(self.goods, {good.name, good.med})
19
for _, good in ipairs(self.potentialGoods) do
20
if math.random() < good.chance then
21
local tier = math.random(4) -- betw 1 and 4
23
table.insert(self.goods, {good.name, good.low})
25
table.insert(self.goods, {good.name, good.high})
27
-- double chance for med (3 or 4)
28
table.insert(self.goods, {good.name, good.med})
47
self.label = Text:new {
55
the.planetLabels:add(self.label)
57
self.keyLabel = Text:new {
58
text = 'Press L to land',
60
y = self.y + self.height + 12,
65
the.planetLabels:add(self.keyLabel)
67
33
onUpdate = function (self)
68
local hw = self.width / 2
69
local pvec = vector.new(the.player.x - (self.x + hw),
70
the.player.y - (self.y + hw))
72
if pvec:len2() < hw ^ 2 then
73
self.label.visible = true
74
self.keyLabel.visible = true
76
if the.keys:justPressed('l') then
77
the.player.velocity = {x=0, y=0}
78
the.player.acceleration = {x=0, y=0}
81
the.storage.data.player = {x = the.player.x,
83
money = the.player.money,
84
goods = the.player.goods,
85
cargoSpace = the.player.cargoSpace
34
if the.keys:justPressed('l') then
35
local hw = self.width / 2
36
local pvec = vector.new(the.player.x - (self.x + hw),
37
the.player.y - (self.y + hw))
39
if pvec:len2() < hw ^ 2 then
89
40
tradeView = TradeView:new{ planet = self }
90
41
tradeView:activate()
93
self.label.visible = false
94
self.keyLabel.visible = false
97
onEndFrame = function (self)
99
local pvec = vector.new(
100
self.x - the.player.x + self.width / 2,
101
self.y - the.player.y + self.height / 2 )
103
-- TODO: is there a better way to specify the
105
if self:intersects(the.player.x - the.app.width / 2,
106
the.player.y - the.app.height / 2,
109
-- planet is on the screen
110
self.indicator.visible = false
112
self.indicator.visible = true
114
if math.abs(pvec.x) / math.abs(pvec.y) > the.app.width / the.app.height then
115
indx = (the.app.width / 2 - 10) * util.signOf(pvec.x) + 8
116
indy = (the.app.width / 2 - 10) * pvec.y / math.abs(pvec.x)
118
indy = (the.app.height / 2 - 10) * util.signOf(pvec.y) + 8
119
indx = (the.app.height / 2 - 10) * pvec.x / math.abs(pvec.y)
122
self.indicator.x = the.player.x + indx
123
self.indicator.y = the.player.y + indy
127
onCollide = function (self, other)
128
if other:instanceOf(Bullet) then
129
the.bullets:remove(other)
b'\\ No newline at end of file'