/traderous

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  • Committer: Josh C
  • Date: 2013-06-16 03:50:45 UTC
  • Revision ID: josh@9ix.org-20130616035045-l5nd2aa0m30gk20x
clean up some old code, put planet indicators in planet class

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require 'boom'
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require 'planet'
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require 'trade_view'
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require 'shield'
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util = {
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   signOf = function(value)
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}
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GameView = View:extend {
 
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   lastRock = 0,
 
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   rockInterval = 1,
 
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   gameStart = 0,
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   onNew = function (self)
 
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              -- for x = 1,30 do
 
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              --    for y = 1,30 do
 
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              --       self:add(Fill:new{x=x*400, y=y*400,
 
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              --                         width = 32, height = 32,
 
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              --                         fill = {0,0,255}
 
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              --                      })
 
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              --    end
 
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              -- end
 
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              the.storage = Storage:new{filename = 'scores.lua'}
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              the.storage:load()
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              --if not the.storage.data.highScore then
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              --   print('initializing storage')
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              --   the.storage.data = {highScore = 0}
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              --end
 
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              if not the.storage.data.highScore then
 
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                 print('initializing storage')
 
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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.bullets = Group:new()
 
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              the.mirrors = 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.enemies = Group:new()
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              the.bg = Tile:new{
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                 image = 'data/stars3.png',
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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(the.player.shield)
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              self:add(the.enemies)
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              for _ = 1, 5 do
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                 local e = Enemy:new{x = math.random(the.bg.width),
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                                     y = math.random(the.bg.height)}
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                 --local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
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                 the.enemies:add(e)
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                 self:add(e.thrust) -- why doesn't this work in Enemy.new?
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                 self:add(e.shield)
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              end
 
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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.mirrors)
 
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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(3, 6) do
 
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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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              the.cursor = Cursor:new()
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              self:add(the.cursor)
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              the.score = Text:new{
 
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                 x = 8,
 
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                 y = 8,
 
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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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              local hs = the.storage.data.highScore
 
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              local m = hs / 60
 
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              local s = hs % 60
 
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              the.highScore = Text:new{
 
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                 x = -8,
 
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                 y = 8,
 
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                 width = the.app.width,
 
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                 align = 'right',
 
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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.over = Text:new{
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                 y = the.app.height / 2,
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                 width = the.app.width,
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              love.mouse.setVisible(false)
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              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
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              --self:loadLayers('data/map.lua')
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              self.focus = the.player
 
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              --self:clampTo(self.map)
 
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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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                 the.bullets:collide(the.planets)
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                 the.bullets:collide(the.player)
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                 the.bullets:collide(the.enemies)
 
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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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                 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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                 --       error('mirror OF NOTHING')
 
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                 --    end
 
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                 -- end
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              end,
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   onEndFrame = function(self)
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                   the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
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                   the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
 
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                   if the.player.active then
 
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                      self:updateScore()
 
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                   end
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                end,
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   draw = function (self, x, y)
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             View.draw(self, x, y)
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             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
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          end,
 
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   updateScore = function(self)
 
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                    local t = love.timer.getTime() - self.gameStart
 
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                    local m = t / 60
 
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                    local s = t % 60
 
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                    the.score.text = string.format('Score: %d:%02d', m, s)
 
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                    --the.score.y = the.player.y - the.app.height / 2 + the.player.height
 
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                    --the.score.x = the.player.x - the.app.width / 2 + the.player.width
 
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                    --the.highScore.y = the.player.y - the.app.height / 2 + the.player.height
 
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                    --the.highScore.x = the.player.x - the.app.width / 2
 
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                 end
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}
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MenuScreen = View:extend {