/traderous

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Viewing changes to main.lua

  • Committer: Josh C
  • Date: 2013-06-16 03:53:05 UTC
  • Revision ID: josh@9ix.org-20130616035305-33ca39wd4q3q4v13
bullets don't go through planets

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DEBUG = true
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require 'zoetrope'
5
 
--__ = require 'underscore'
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5
vector = require 'vector'
 
6
--inspect = require 'inspect'
 
7
 
 
8
require 'group'
7
9
 
8
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require 'version'
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require 'wrap_tile'
 
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require 'mirror'
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require 'player'
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require 'enemy'
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require 'cursor'
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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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               else
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                  return -1
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               end
22
 
            end
 
29
            end,
 
30
   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
 
45
                       end
 
46
 
 
47
                       -- 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
 
 
55
                       -- 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)
 
61
                       end
 
62
 
 
63
                       -- pick shorter y
 
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                       if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
 
65
                          -- 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)
 
69
                       end
 
70
 
 
71
                       return vector.new(short.x, short.y)
 
72
                    end
23
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}
24
74
 
25
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GameView = View:extend {
 
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   lastRock = 0,
 
77
   rockInterval = 1,
 
78
   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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              --    end
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              -- end
35
88
 
 
89
              the.storage = Storage:new{filename = 'scores.lua'}
 
90
              the.storage:load()
 
91
              if not the.storage.data.highScore then
 
92
                 print('initializing storage')
 
93
                 the.storage.data = {highScore = 0}
 
94
              end
 
95
 
 
96
              --the.rockColliders = Group:new()
 
97
              the.bullets = Group:new()
 
98
              the.mirrors = Group:new()
 
99
              --the.rocks = Group:new()
 
100
              the.interface = Group:new()
 
101
              the.planets = Group:new()
 
102
              the.indicators = Group:new()
 
103
 
36
104
              the.bg = Tile:new{
37
105
                 image = 'data/stars3.png',
38
 
                 -- 1366x768 * 3
39
 
                 width = 4098,
40
 
                 height = 2304
 
106
                 width = 13660,
 
107
                 height = 7680
41
108
              }
42
109
              self:add(the.bg)
43
110
 
 
111
              self:add(the.planets)
 
112
 
44
113
              --the.player = CrystalPlayer:new{x=400,y=300}
45
 
              the.player = SpacePlayer:new{x=1366,y=768}
 
114
              the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
46
115
              self:add(the.player)
47
 
 
48
 
              self:add(Enemy:new{x=400, y=300})
 
116
              self:add(the.player.thrust)
 
117
 
 
118
              --self:add(Enemy:new{x=400, y=300})
 
119
 
 
120
              self:add(the.bullets)
 
121
              --self:add(the.rockColliders)
 
122
              self:add(the.mirrors)
 
123
              --self:add(the.rocks)
 
124
              self:add(the.indicators)
 
125
              self:add(the.interface)
 
126
 
 
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
 
134
                 }
 
135
                 the.planets:add(planet)
 
136
              end
49
137
 
50
138
              the.cursor = Cursor:new()
51
139
              self:add(the.cursor)
52
140
 
 
141
              the.score = Text:new{
 
142
                 x = 8,
 
143
                 y = 8,
 
144
                 width = the.app.width,
 
145
                 --align = 'center',
 
146
                 font = 25}
 
147
              --the.interface:add(the.score)
 
148
 
 
149
              local hs = the.storage.data.highScore
 
150
              local m = hs / 60
 
151
              local s = hs % 60
 
152
 
 
153
              the.highScore = Text:new{
 
154
                 x = -8,
 
155
                 y = 8,
 
156
                 width = the.app.width,
 
157
                 align = 'right',
 
158
                 font = 25,
 
159
                 text = string.format('High Score: %d:%02d', m, s)
 
160
              }
 
161
              --the.interface:add(the.highScore)
 
162
 
 
163
              the.over = Text:new{
 
164
                 y = the.app.height / 2,
 
165
                 width = the.app.width,
 
166
                 align = 'center',
 
167
                 font = 25,
 
168
                 text = "Game Over",
 
169
                 visible = false
 
170
              }
 
171
              the.interface:add(the.over)
 
172
 
 
173
 
 
174
              the.instructions = Text:new{
 
175
                 y = the.app.height / 2 + 32,
 
176
                 width = the.app.width,
 
177
                 align = 'center',
 
178
                 font = 12,
 
179
                 text = "Press Enter to start a new game\nPress Q to quit",
 
180
                 visible = false
 
181
              }
 
182
              the.interface:add(the.instructions)
 
183
 
53
184
              love.mouse.setGrab(true)
54
185
              love.mouse.setVisible(false)
 
186
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
55
187
 
56
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              --self:loadLayers('data/map.lua')
57
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              self.focus = the.player
58
190
              --self:clampTo(self.map)
 
191
 
 
192
              self.gameStart = love.timer.getTime()
59
193
           end,
 
194
   onUpdate = function(self, dt)
 
195
                 the.bullets:collide(the.planets)
 
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
 
207
              end,
 
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
 
211
 
 
212
                   if the.player.active then
 
213
                      self:updateScore()
 
214
                   end
 
215
                end,
60
216
   draw = function (self, x, y)
61
217
             View.draw(self, x, y)
62
 
             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
63
 
          end
 
218
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
 
219
          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
64
232
}
65
233
 
66
234
MenuScreen = View:extend {
80
248
the.app = App:new {
81
249
   onRun = function (self)
82
250
              print('Version: ' .. VERSION)
 
251
 
 
252
              math.randomseed(os.time())
 
253
 
83
254
              self.view = GameView:new()
 
255
 
84
256
              if DEBUG then
85
257
                 self.console:watch('VERSION', 'VERSION')
86
258
                 self.console:watch('updateTook', 'the.updateTook')
88
260
                 self.console:watch('the.player.y', 'the.player.y')
89
261
                 self.console:watch('the.app.width', 'the.app.width')
90
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')
91
266
                 --self.console:watch('drawTook', 'the.drawTook')
92
267
 
93
268
                 -- back off that dark overlay a bit
95
270
              end
96
271
           end,
97
272
   onUpdate = function (self, dt)
98
 
                 if the.keys:justPressed('escape') then
99
 
                    self.quit()
 
273
                 if not (DEBUG and the.console.visible) then
 
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
 
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()
 
287
                    end
100
288
                 end
101
289
              end,
102
290
   update = function (self, dt)
107
295
               end
108
296
            end
109
297
}
 
298
 
 
299
realRun = love.run
 
300
function love.run()
 
301
   -- should fail silently if it can't go to fullscreen...
 
302
   love.graphics.toggleFullscreen()
 
303
 
 
304
   realRun()
 
305
end
 
 
b'\\ No newline at end of file'