90
93
the.storage.data = {highScore = 0}
93
the.rockColliders = Group:new()
96
--the.rockColliders = Group:new()
94
97
the.bullets = Group:new()
95
98
the.mirrors = Group:new()
96
the.rocks = Group:new()
99
--the.rocks = Group:new()
100
the.interface = Group:new()
101
the.planets = Group:new()
102
the.indicators = Group:new()
98
104
the.bg = Tile:new{
99
105
image = 'data/stars3.png',
111
self:add(the.planets)
106
113
--the.player = CrystalPlayer:new{x=400,y=300}
107
the.player = SpacePlayer:new{x=1366,y=768}
114
the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
108
115
self:add(the.player)
116
self:add(the.player.thrust)
110
118
--self:add(Enemy:new{x=400, y=300})
112
120
self:add(the.bullets)
113
self:add(the.rockColliders)
121
--self:add(the.rockColliders)
114
122
self:add(the.mirrors)
123
--self:add(the.rocks)
124
self:add(the.indicators)
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)
117
138
the.cursor = Cursor:new()
118
139
self:add(the.cursor)
120
141
the.score = Text:new{
121
144
width = the.app.width,
147
--the.interface:add(the.score)
126
149
local hs = the.storage.data.highScore
127
150
local m = hs / 60
128
151
local s = hs % 60
130
153
the.highScore = Text:new{
131
156
width = the.app.width,
134
159
text = string.format('High Score: %d:%02d', m, s)
136
self:add(the.highScore)
161
--the.interface:add(the.highScore)
164
y = the.app.height / 2,
165
width = the.app.width,
171
the.interface:add(the.over)
174
the.instructions = Text:new{
175
y = the.app.height / 2 + 32,
176
width = the.app.width,
179
text = "Press Enter to start a new game\nPress Q to quit",
182
the.interface:add(the.instructions)
138
184
love.mouse.setGrab(true)
139
185
love.mouse.setVisible(false)
146
192
self.gameStart = love.timer.getTime()
148
194
onUpdate = function(self, dt)
149
if love.timer.getTime() > self.lastRock + self.rockInterval then
150
local unseenRock = nil
151
while not unseenRock do
152
local rock = Rock:new{
153
x = math.random(the.app.width / 2,
154
the.bg.width - the.app.width / 2),
155
y = math.random(the.app.height / 2,
156
the.bg.height - the.app.height / 2),
158
x = math.random(-300, 300),
159
y = math.random(-300, 300),
160
rotation = math.random(-7, 7)
162
scale = math.random() + 0.5
165
local rockToPlayer = util.shortestVector(rock, the.player)
166
if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
167
math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
172
the.rocks:add(unseenRock)
174
self.lastRock = love.timer.getTime()
195
the.bullets:collide(the.planets)
197
-- this should really go somewhere else...
198
for _, planet in ipairs(the.planets.sprites) do
177
the.bullets:collide(the.rockColliders)
201
-- for _, mirror in ipairs(the.mirrors.sprites) do
202
-- if not mirror.of then
203
-- print('mirror:' .. inspect(mirror))
204
-- error('mirror OF NOTHING')
179
208
onEndFrame = function(self)
209
the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
210
the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
180
212
if the.player.active then
181
local t = love.timer.getTime() - self.gameStart
185
the.score.text = string.format('Score: %d:%02d', m, s)
186
the.score.y = the.player.y - the.app.height / 2 + the.player.height
187
the.score.x = the.player.x - the.app.width / 2
190
the.highScore.y = the.player.y - the.app.height / 2 + the.player.height
191
the.highScore.x = the.player.x - the.app.width / 2
193
216
draw = function (self, x, y)
194
217
View.draw(self, x, y)
195
love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
218
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
220
updateScore = function(self)
221
local t = love.timer.getTime() - self.gameStart
225
the.score.text = string.format('Score: %d:%02d', m, s)
226
--the.score.y = the.player.y - the.app.height / 2 + the.player.height
227
--the.score.x = the.player.x - the.app.width / 2 + the.player.width
229
--the.highScore.y = the.player.y - the.app.height / 2 + the.player.height
230
--the.highScore.x = the.player.x - the.app.width / 2
199
234
MenuScreen = View:extend {
224
260
self.console:watch('the.player.y', 'the.player.y')
225
261
self.console:watch('the.app.width', 'the.app.width')
226
262
self.console:watch('the.app.height', 'the.app.height')
263
self.console:watch('num mirrors', '#the.mirrors.sprites')
264
self.console:watch('num rocks', '#the.rocks.sprites')
265
self.console:watch('num planets', '#the.planets.sprites')
227
266
--self.console:watch('drawTook', 'the.drawTook')
229
268
-- back off that dark overlay a bit
233
272
onUpdate = function (self, dt)
234
if the.keys:justPressed('escape') then
273
if not (DEBUG and the.console.visible) then
274
if the.keys:justPressed('q') then
276
elseif the.keys:justPressed('return') then
277
if the.keys:pressed('alt') then
278
love.graphics.toggleFullscreen()
280
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')
285
elseif the.keys:justPressed('f11') then
286
love.graphics.toggleFullscreen()
238
290
update = function (self, dt)