/traderous

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  • Committer: Josh C
  • Date: 2013-06-16 03:32:01 UTC
  • Revision ID: josh@9ix.org-20130616033201-91uqlfnqa6cgo989
make sure every planet trades something

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require 'bullet'
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require 'rock'
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require 'boom'
 
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require 'planet'
 
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require 'trade_view'
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util = {
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   signOf = function(value)
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                 the.storage.data = {highScore = 0}
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              end
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              the.rockColliders = Group:new()
 
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              --the.rockColliders = Group:new()
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              the.bullets = Group:new()
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              the.mirrors = Group:new()
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              the.rocks = Group:new()
 
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              --the.rocks = Group:new()
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              the.interface = Group:new()
 
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              the.planets = Group:new()
 
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              the.indicators = Group:new()
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              the.bg = Tile:new{
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                 image = 'data/stars3.png',
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                 -- 1366x768 * 3
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                 width = 4098,
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                 height = 2304
 
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                 width = 13660,
 
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                 height = 7680
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              }
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              self:add(the.bg)
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              self:add(the.planets)
 
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              --the.player = CrystalPlayer:new{x=400,y=300}
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              the.player = SpacePlayer:new{x=1366,y=768}
 
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              the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
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              self:add(the.player)
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              self:add(the.player.thrust)
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              --self:add(Enemy:new{x=400, y=300})
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              self:add(the.bullets)
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              self:add(the.rockColliders)
 
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              --self:add(the.rockColliders)
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              self:add(the.mirrors)
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              self:add(the.rocks)
 
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              --self:add(the.rocks)
 
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              self:add(the.indicators)
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              self:add(the.interface)
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              for _ = 1, math.random(6) do
 
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                 local planet = Planet:new{
 
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                    x = math.random(the.app.width / 2,
 
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                                    the.bg.width - the.app.width / 2),
 
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                    y = math.random(the.app.height / 2,
 
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                                    the.bg.height - the.app.height / 2),
 
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                    rotation = math.random() * math.pi
 
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                 }
 
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                 the.planets:add(planet)
 
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              end
 
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              the.cursor = Cursor:new()
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              self:add(the.cursor)
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                 width = the.app.width,
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                 --align = 'center',
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                 font = 25}
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              the.interface:add(the.score)
 
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              --the.interface:add(the.score)
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              local hs = the.storage.data.highScore
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              local m = hs / 60
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                 font = 25,
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                 text = string.format('High Score: %d:%02d', m, s)
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              }
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              the.interface:add(the.highScore)
 
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              --the.interface:add(the.highScore)
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              the.over = Text:new{
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                 y = the.app.height / 2,
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              self.gameStart = love.timer.getTime()
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           end,
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   onUpdate = function(self, dt)
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                 if the.player.active and love.timer.getTime() > self.lastRock + self.rockInterval then
 
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                 if false and the.player.active and love.timer.getTime() > self.lastRock + self.rockInterval then
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                    local unseenRock = nil
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                    while not unseenRock do
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                       local rock = Rock:new{
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                 the.bullets:collide(the.rockColliders)
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                 -- this should really go somewhere else...
 
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                 for _, planet in ipairs(the.planets.sprites) do
 
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                    local indx, indy
 
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                    local pvec = vector.new(
 
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                       planet.x - the.player.x + planet.width / 2,
 
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                       planet.y - the.player.y + planet.height / 2 )
 
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                    -- TODO: is there a better way to specify the
 
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                    -- screen rectangle?
 
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                    if planet:intersects(the.player.x - the.app.width / 2,
 
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                                         the.player.y - the.app.height / 2,
 
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                                         the.app.width,
 
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                                         the.app.height) then
 
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                       -- planet is on the screen
 
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                       planet.indicator.visible = false
 
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                    else
 
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                       planet.indicator.visible = true
 
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                       if math.abs(pvec.x) / math.abs(pvec.y) > the.app.width / the.app.height then
 
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                          indx = (the.app.width / 2 - 10) * util.signOf(pvec.x) + 8
 
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                          indy = (the.app.width / 2 - 10) * pvec.y / math.abs(pvec.x)
 
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                       else
 
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                          indy = (the.app.height / 2 - 10) * util.signOf(pvec.y) + 8
 
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                          indx = (the.app.height / 2 - 10) * pvec.x / math.abs(pvec.y)
 
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                       end
 
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                       planet.indicator.x = the.player.x + indx
 
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                       planet.indicator.y = the.player.y + indy
 
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                    end
 
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                 end
 
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                 -- for _, mirror in ipairs(the.mirrors.sprites) do
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                 --    if not mirror.of then
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                 --       print('mirror:' .. inspect(mirror))
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              self.view = GameView:new()
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              -- should fail silently if it can't go to fullscreen...
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              love.graphics.toggleFullscreen()
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              if DEBUG then
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                 self.console:watch('VERSION', 'VERSION')
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                 self.console:watch('updateTook', 'the.updateTook')
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                 self.console:watch('the.app.height', 'the.app.height')
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                 self.console:watch('num mirrors', '#the.mirrors.sprites')
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                 self.console:watch('num rocks', '#the.rocks.sprites')
 
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                 self.console:watch('num planets', '#the.planets.sprites')
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                 --self.console:watch('drawTook', 'the.drawTook')
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                 -- back off that dark overlay a bit
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              end
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           end,
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   onUpdate = function (self, dt)
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                 if the.keys:justPressed('q') then
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                    self.quit()
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                 elseif the.keys:justPressed('return') then
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                    if the.keys:pressed('alt') then
 
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                 if not (DEBUG and the.console.visible) then
 
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                    if the.keys:justPressed('q') then
 
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                       self.quit()
 
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                    elseif the.keys:justPressed('return') then
 
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                       if the.keys:pressed('alt') then
 
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                          love.graphics.toggleFullscreen()
 
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                       else
 
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                          self.view = GameView:new()
 
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                       end
 
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                    elseif the.keys:justPressed('f1') then
 
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                       local ss = love.graphics.newScreenshot()
 
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                       ss:encode('screenshot-' ..love.timer.getTime()..'.png')
 
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                    elseif the.keys:justPressed('f11') then
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                       love.graphics.toggleFullscreen()
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                    else
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                       self.view = GameView:new()
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                    end
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                 elseif the.keys:justPressed('f1') then
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                    local ss = love.graphics.newScreenshot()
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                    ss:encode('screenshot-' ..love.timer.getTime()..'.png')
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                 elseif the.keys:justPressed('f11') then
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                    love.graphics.toggleFullscreen()
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                 end
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              end,
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   update = function (self, dt)
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               end
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            end
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}
 
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realRun = love.run
 
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function love.run()
 
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   -- should fail silently if it can't go to fullscreen...
 
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   love.graphics.toggleFullscreen()
 
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   realRun()
 
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end
 
 
b'\\ No newline at end of file'