/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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require 'pause_view'
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util = {
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   signOf = function(value)
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                  return -1
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               end
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            end,
 
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   shortestVector = function(from, to)
 
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                       if STRICT then
 
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                          if from.x < the.app.width / 2 or
 
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                             from.x > the.bg.width - the.app.width / 2 or
 
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                             from.y < the.app.height / 2 or
 
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                             from.y > the.bg.height - the.app.height / 2 then
 
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                             error('"from" coordinate out of bounds: X='..from.x..' Y='..from.y)
 
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                          end
 
38
 
 
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                          if to.x < the.app.width / 2 or
 
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                             to.x > the.bg.width - the.app.width / 2 or
 
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                             to.y < the.app.height / 2 or
 
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                             to.y > the.bg.height - the.app.height / 2 then
 
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                             error('"to" coordinate out of bounds: X='..to.x..' Y='..to.y)
 
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                          end
 
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                       end
 
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                       -- normalize grid to account for mirror zones
 
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                       local fx = from.x - the.app.width / 2
 
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                       local fy = from.y - the.app.height / 2
 
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                       local tx = to.x - the.app.width / 2
 
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                       local ty = to.y - the.app.height / 2
 
52
 
 
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                       local short = {}
 
54
 
 
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                       -- pick shorter x
 
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                       if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
 
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                          -- straight path is shorter
 
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                          short.x = tx - fx
 
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                       else
 
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                          short.x = tx - fx - (the.bg.width - the.app.width)
 
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                       end
 
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                       -- pick shorter y
 
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                       if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
 
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                          -- straight path is shorter
 
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                          short.y = ty - fy
 
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                       else
 
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                          short.y = ty - fy - (the.bg.height - the.app.height)
 
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                       end
 
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                       return vector.new(short.x, short.y)
 
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                    end
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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
 
87
              -- end
 
88
 
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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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96
              --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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49
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              the.bg = Tile:new{
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                 image = 'data/stars3.png',
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                 width = 27320,
52
 
                 height = 15360
 
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                 width = 13660,
 
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                 height = 7680
53
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              }
54
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              self:add(the.bg)
55
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59
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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)
62
 
              self:add(the.player.shield)
63
 
 
64
 
              self:add(the.enemies)
65
 
 
66
 
              for _ = 1, 20 do
67
 
                 local e = Enemy:new{x = math.random(the.bg.width),
68
 
                                     y = math.random(the.bg.height)}
69
 
                 --local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
70
 
                 the.enemies:add(e)
71
 
                 self:add(e.thrust) -- why doesn't this work in Enemy.new?
72
 
                 self:add(e.shield)
73
 
              end
 
117
 
 
118
              --self:add(Enemy:new{x=400, y=300})
74
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75
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              self:add(the.bullets)
 
121
              --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)
78
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79
 
              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}
 
147
              --the.interface:add(the.score)
 
148
 
 
149
              local hs = the.storage.data.highScore
 
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              local m = hs / 60
 
151
              local s = hs % 60
 
152
 
 
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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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              }
 
161
              --the.interface:add(the.highScore)
 
162
 
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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)
 
191
 
 
192
              self.gameStart = love.timer.getTime()
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           end,
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   onUpdate = function(self, dt)
121
 
                 if the.keys:justPressed('escape') then
122
 
                    PauseView:new():activate()
123
 
                 end
124
 
 
125
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                 the.bullets:collide(the.planets)
126
 
                 the.bullets:collide(the.player)
127
 
                 the.bullets:collide(the.enemies)
 
196
 
 
197
                 -- this should really go somewhere else...
 
198
                 for _, planet in ipairs(the.planets.sprites) do
 
199
                 end
 
200
 
 
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')
 
205
                 --    end
 
206
                 -- end
128
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              end,
129
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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
 
211
 
 
212
                   if the.player.active then
 
213
                      self:updateScore()
 
214
                   end
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                end,
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   draw = function (self, x, y)
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             View.draw(self, x, y)
135
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             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
136
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          end,
 
220
   updateScore = function(self)
 
221
                    local t = love.timer.getTime() - self.gameStart
 
222
                    local m = t / 60
 
223
                    local s = t % 60
 
224
 
 
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
 
228
 
 
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
 
231
                 end
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}
138
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139
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MenuScreen = View:extend {
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                 self.console:watch('num mirrors', '#the.mirrors.sprites')
169
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                 self.console:watch('num rocks', '#the.rocks.sprites')
170
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                 self.console:watch('num planets', '#the.planets.sprites')
171
 
                 self.console:watch('num enemies', 'the.enemies:count()')
172
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                 --self.console:watch('drawTook', 'the.drawTook')
173
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174
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                 -- back off that dark overlay a bit
177
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           end,
178
272
   onUpdate = function (self, dt)
179
273
                 if not (DEBUG and the.console.visible) then
180
 
                    if the.keys:justPressed('return') and the.keys:pressed('alt') then
181
 
                       love.graphics.toggleFullscreen()
 
274
                    if the.keys:justPressed('q') then
 
275
                       self.quit()
 
276
                    elseif the.keys:justPressed('return') then
 
277
                       if the.keys:pressed('alt') then
 
278
                          love.graphics.toggleFullscreen()
 
279
                       else
 
280
                          self.view = GameView:new()
 
281
                       end
182
282
                    elseif the.keys:justPressed('f1') then
183
283
                       local ss = love.graphics.newScreenshot()
184
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                       ss:encode('screenshot-' ..love.timer.getTime()..'.png')