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Planet = Tile:extend {
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image = 'data/planet1.png',
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{name = 'Bobble-Headed Dolls',
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low = 50, med = 100, high = 150,
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{name = 'Alliance Foodstuffs',
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low = 100, med = 250, high = 400,
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{name = 'Antique Weapons',
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low = 5000, med = 6000, high = 8000,
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onNew = function (self)
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self.indicator = Tile:new{ image = 'data/planet1ind.png' }
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the.indicators:add(self.indicator)
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local name = PlanetNames[math.random(#PlanetNames)]
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for _, planet in ipairs(the.planets.sprites) do
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if name == planet.name then inUse = true end
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while #self.goods == 0 do
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for _, good in ipairs(self.potentialGoods) do
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if math.random() < good.chance then
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local tier = math.random(4) -- betw 1 and 4
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table.insert(self.goods, {good.name, good.low})
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table.insert(self.goods, {good.name, good.high})
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-- double chance for med (3 or 4)
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table.insert(self.goods, {good.name, good.med})
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self.label = Text:new {
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the.planetLabels:add(self.label)
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self.keyLabel = Text:new {
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text = 'Press L to land',
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y = self.y + self.height + 12,
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the.planetLabels:add(self.keyLabel)
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onUpdate = function (self)
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local hw = self.width / 2
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local pvec = vector.new(the.player.x - (self.x + hw),
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the.player.y - (self.y + hw))
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if pvec:len2() < hw ^ 2 then
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self.label.visible = true
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self.keyLabel.visible = true
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the.player.onPlanet = self
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if the.keys:justPressed('l') then
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the.player.velocity = {x=0, y=0}
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the.player.acceleration = {x=0, y=0}
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-- disengage all the enemies
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for _, enemy in pairs(the.enemies.sprites) do
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if enemy.state == 'combat' then
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enemy.state = 'patrolling'
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if the.keys:justPressed('l') then
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local hw = self.width / 2
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local pvec = vector.new(the.player.x - (self.x + hw),
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the.player.y - (self.y + hw))
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if pvec:len2() < hw ^ 2 then
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tradeView = TradeView:new{ planet = self }
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tradeView:activate()
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self.label.visible = false
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self.keyLabel.visible = false
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if the.player.onPlanet == self then
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the.player.onPlanet = false
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onEndFrame = function (self)
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local pvec = vector.new(
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self.x - the.player.x + self.width / 2,
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self.y - the.player.y + self.height / 2 )
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-- TODO: is there a better way to specify the
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if self:intersects(the.player.x - the.app.width / 2,
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the.player.y - the.app.height / 2,
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-- planet is on the screen
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self.indicator.visible = false
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self.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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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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self.indicator.x = the.player.x + indx
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self.indicator.y = the.player.y + indy
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onCollide = function (self, other)
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if other:instanceOf(Bullet) then
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the.bullets:remove(other)
b'\\ No newline at end of file'