/traderous

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Viewing changes to main.lua

  • Committer: Josh C
  • Date: 2013-05-05 01:05:32 UTC
  • Revision ID: josh@9ix.org-20130505010532-905cpj0k6o7kpm02
ship graphic.  point it in the direction of movement.

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DEBUG = true
3
3
 
4
4
require 'zoetrope'
5
 
vector = require 'vector'
6
 
--inspect = require 'inspect'
7
 
 
8
 
require 'group'
 
5
--__ = require 'underscore'
9
6
 
10
7
require 'version'
11
 
require 'wrap_tile'
12
 
require 'mirror'
13
8
require 'player'
14
 
require 'enemy'
15
 
require 'cursor'
16
 
require 'bullet'
17
 
require 'rock'
18
 
require 'boom'
19
 
 
20
 
util = {
21
 
   signOf = function(value)
22
 
               if value >= 0 then
23
 
                  return 1
24
 
               else
25
 
                  return -1
26
 
               end
27
 
            end,
28
 
   shortestVector = function(from, to)
29
 
                       if STRICT then
30
 
                          if from.x < the.app.width / 2 or
31
 
                             from.x > the.bg.width - the.app.width / 2 or
32
 
                             from.y < the.app.height / 2 or
33
 
                             from.y > the.bg.height - the.app.height / 2 then
34
 
                             error('"from" coordinate out of bounds: X='..from.x..' Y='..from.y)
35
 
                          end
36
 
 
37
 
                          if to.x < the.app.width / 2 or
38
 
                             to.x > the.bg.width - the.app.width / 2 or
39
 
                             to.y < the.app.height / 2 or
40
 
                             to.y > the.bg.height - the.app.height / 2 then
41
 
                             error('"to" coordinate out of bounds: X='..to.x..' Y='..to.y)
42
 
                          end
43
 
                       end
44
 
 
45
 
                       -- normalize grid to account for mirror zones
46
 
                       local fx = from.x - the.app.width / 2
47
 
                       local fy = from.y - the.app.height / 2
48
 
                       local tx = to.x - the.app.width / 2
49
 
                       local ty = to.y - the.app.height / 2
50
 
 
51
 
                       local short = {}
52
 
 
53
 
                       -- pick shorter x
54
 
                       if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
55
 
                          -- straight path is shorter
56
 
                          short.x = tx - fx
57
 
                       else
58
 
                          short.x = tx - fx - (the.bg.width - the.app.width)
59
 
                       end
60
 
 
61
 
                       -- pick shorter y
62
 
                       if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
63
 
                          -- straight path is shorter
64
 
                          short.y = ty - fy
65
 
                       else
66
 
                          short.y = ty - fy - (the.bg.height - the.app.height)
67
 
                       end
68
 
 
69
 
                       return vector.new(short.x, short.y)
70
 
                    end
71
 
}
72
9
 
73
10
GameView = View:extend {
74
 
   lastRock = 0,
75
 
   rockInterval = 1,
76
 
   gameStart = 0,
77
11
   onNew = function (self)
78
 
              -- for x = 1,30 do
79
 
              --    for y = 1,30 do
80
 
              --       self:add(Fill:new{x=x*400, y=y*400,
81
 
              --                         width = 32, height = 32,
82
 
              --                         fill = {0,0,255}
83
 
              --                      })
84
 
              --    end
85
 
              -- end
86
 
 
87
 
              the.storage = Storage:new{filename = 'scores.lua'}
88
 
              the.storage:load()
89
 
              if not the.storage.data.highScore then
90
 
                 print('initializing storage')
91
 
                 the.storage.data = {highScore = 0}
 
12
              for x = 1,30 do
 
13
                 for y = 1,30 do
 
14
                    self:add(Fill:new{x=x*400, y=y*400,
 
15
                                      width = 32, height = 32,
 
16
                                      fill = {0,0,255}
 
17
                                   })
 
18
                 end
92
19
              end
93
20
 
94
 
              --the.rockColliders = Group:new()
95
 
              the.bullets = Group:new()
96
 
              the.mirrors = Group:new()
97
 
              --the.rocks = Group:new()
98
 
              the.interface = Group:new()
99
 
              the.planets = Group:new()
100
 
 
101
 
              the.bg = Tile:new{
102
 
                 image = 'data/stars3.png',
103
 
                 width = 13660,
104
 
                 height = 7680
105
 
              }
106
 
              self:add(the.bg)
107
 
 
108
 
              self:add(the.planets)
109
 
 
110
21
              --the.player = CrystalPlayer:new{x=400,y=300}
111
 
              the.player = SpacePlayer:new{x=1366,y=768}
 
22
              the.player = SpacePlayer:new{x=400,y=300}
112
23
              self:add(the.player)
113
 
              self:add(the.player.thrust)
114
 
 
115
 
              --self:add(Enemy:new{x=400, y=300})
116
 
 
117
 
              self:add(the.bullets)
118
 
              --self:add(the.rockColliders)
119
 
              self:add(the.mirrors)
120
 
              --self:add(the.rocks)
121
 
              self:add(the.interface)
122
 
 
123
 
              for _ = 1, math.random(6) do
124
 
                 local planet = Tile:new{
125
 
                    image = 'data/planet1.png',
126
 
                    x = math.random(the.app.width / 2,
127
 
                                    the.bg.width - the.app.width / 2),
128
 
                    y = math.random(the.app.height / 2,
129
 
                                    the.bg.height - the.app.height / 2),
130
 
                    rotation = math.random() * math.pi
131
 
                 }
132
 
                 the.planets:add(planet)
133
 
              end
134
 
 
135
 
              the.cursor = Cursor:new()
136
 
              self:add(the.cursor)
137
 
 
138
 
              the.score = Text:new{
139
 
                 x = 8,
140
 
                 y = 8,
141
 
                 width = the.app.width,
142
 
                 --align = 'center',
143
 
                 font = 25}
144
 
              the.interface:add(the.score)
145
 
 
146
 
              local hs = the.storage.data.highScore
147
 
              local m = hs / 60
148
 
              local s = hs % 60
149
 
 
150
 
              the.highScore = Text:new{
151
 
                 x = -8,
152
 
                 y = 8,
153
 
                 width = the.app.width,
154
 
                 align = 'right',
155
 
                 font = 25,
156
 
                 text = string.format('High Score: %d:%02d', m, s)
157
 
              }
158
 
              the.interface:add(the.highScore)
159
 
 
160
 
              the.over = Text:new{
161
 
                 y = the.app.height / 2,
162
 
                 width = the.app.width,
163
 
                 align = 'center',
164
 
                 font = 25,
165
 
                 text = "Game Over",
166
 
                 visible = false
167
 
              }
168
 
              the.interface:add(the.over)
169
 
 
170
 
 
171
 
              the.instructions = Text:new{
172
 
                 y = the.app.height / 2 + 32,
173
 
                 width = the.app.width,
174
 
                 align = 'center',
175
 
                 font = 12,
176
 
                 text = "Press Enter to start a new game\nPress Q to quit",
177
 
                 visible = false
178
 
              }
179
 
              the.interface:add(the.instructions)
180
24
 
181
25
              love.mouse.setGrab(true)
182
 
              love.mouse.setVisible(false)
183
 
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
 
26
              --love.mouse.setVisible(false)
184
27
 
185
28
              --self:loadLayers('data/map.lua')
186
29
              self.focus = the.player
187
30
              --self:clampTo(self.map)
188
 
 
189
 
              self.gameStart = love.timer.getTime()
190
31
           end,
191
 
   onUpdate = function(self, dt)
192
 
                 if false and the.player.active and love.timer.getTime() > self.lastRock + self.rockInterval then
193
 
                    local unseenRock = nil
194
 
                    while not unseenRock do
195
 
                       local rock = Rock:new{
196
 
                          x = math.random(the.app.width / 2,
197
 
                                          the.bg.width - the.app.width / 2),
198
 
                          y = math.random(the.app.height / 2,
199
 
                                          the.bg.height - the.app.height / 2),
200
 
                          velocity = {
201
 
                             x = math.random(-300, 300),
202
 
                             y = math.random(-300, 300),
203
 
                             rotation = math.random(-7, 7)
204
 
                          },
205
 
                          scale = math.random() + 0.5
206
 
                       }
207
 
 
208
 
                       local rockToPlayer = util.shortestVector(rock, the.player)
209
 
                       if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
210
 
                           math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
211
 
                         unseenRock = rock
212
 
                        end
213
 
                    end
214
 
 
215
 
                    the.rocks:add(unseenRock)
216
 
 
217
 
                    self.lastRock = love.timer.getTime()
218
 
                 end
219
 
 
220
 
                 the.bullets:collide(the.rockColliders)
221
 
 
222
 
                 -- for _, mirror in ipairs(the.mirrors.sprites) do
223
 
                 --    if not mirror.of then
224
 
                 --       print('mirror:' .. inspect(mirror))
225
 
                 --       error('mirror OF NOTHING')
226
 
                 --    end
227
 
                 -- end
228
 
              end,
229
 
   onEndFrame = function(self)
230
 
                   the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
231
 
                   the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
232
 
 
233
 
                   if the.player.active then
234
 
                      self:updateScore()
235
 
                   end
236
 
                end,
237
32
   draw = function (self, x, y)
238
33
             View.draw(self, x, y)
239
 
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
240
 
          end,
241
 
   updateScore = function(self)
242
 
                    local t = love.timer.getTime() - self.gameStart
243
 
                    local m = t / 60
244
 
                    local s = t % 60
245
 
 
246
 
                    the.score.text = string.format('Score: %d:%02d', m, s)
247
 
                    --the.score.y = the.player.y - the.app.height / 2 + the.player.height
248
 
                    --the.score.x = the.player.x - the.app.width / 2 + the.player.width
249
 
 
250
 
                    --the.highScore.y = the.player.y - the.app.height / 2 + the.player.height
251
 
                    --the.highScore.x = the.player.x - the.app.width / 2
252
 
                 end
 
34
             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
 
35
          end
253
36
}
254
37
 
255
38
MenuScreen = View:extend {
269
52
the.app = App:new {
270
53
   onRun = function (self)
271
54
              print('Version: ' .. VERSION)
272
 
 
273
 
              math.randomseed(os.time())
274
 
 
275
55
              self.view = GameView:new()
276
 
 
277
 
              -- should fail silently if it can't go to fullscreen...
278
 
              love.graphics.toggleFullscreen()
279
 
 
280
56
              if DEBUG then
281
57
                 self.console:watch('VERSION', 'VERSION')
282
58
                 self.console:watch('updateTook', 'the.updateTook')
283
 
                 self.console:watch('the.player.x', 'the.player.x')
284
 
                 self.console:watch('the.player.y', 'the.player.y')
285
 
                 self.console:watch('the.app.width', 'the.app.width')
286
 
                 self.console:watch('the.app.height', 'the.app.height')
287
 
                 self.console:watch('num mirrors', '#the.mirrors.sprites')
288
 
                 self.console:watch('num rocks', '#the.rocks.sprites')
289
 
                 self.console:watch('num planets', '#the.planets.sprites')
290
59
                 --self.console:watch('drawTook', 'the.drawTook')
291
 
 
292
 
                 -- back off that dark overlay a bit
293
 
                 self.console.fill.fill[4] = 75
294
60
              end
295
61
           end,
296
62
   onUpdate = function (self, dt)
297
 
                 if not (DEBUG and the.console.visible) then
298
 
                    if the.keys:justPressed('q') then
299
 
                       self.quit()
300
 
                    elseif the.keys:justPressed('return') then
301
 
                       if the.keys:pressed('alt') then
302
 
                          love.graphics.toggleFullscreen()
303
 
                       else
304
 
                          self.view = GameView:new()
305
 
                       end
306
 
                    elseif the.keys:justPressed('f1') then
307
 
                       local ss = love.graphics.newScreenshot()
308
 
                       ss:encode('screenshot-' ..love.timer.getTime()..'.png')
309
 
                    elseif the.keys:justPressed('f11') then
310
 
                       love.graphics.toggleFullscreen()
311
 
                    end
 
63
                 if the.keys:justPressed('escape') then
 
64
                    self.quit()
312
65
                 end
313
66
              end,
314
67
   update = function (self, dt)