/traderous

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  • 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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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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              self:add(the.planets)
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              --the.player = CrystalPlayer:new{x=400,y=300}
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              the.player = SpacePlayer:new{x=1366,y=768}
 
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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.interface)
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              for _ = 1, math.random(6) do
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                 local planet = Tile:new{
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                    image = 'data/planet1.png',
 
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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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                    y = math.random(the.app.height / 2,
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                    rotation = math.random() * math.pi
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                 }
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                 the.planets:add(planet)
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                 planet.indicator = Tile:new{
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                    image = 'data/planet1ind.png',
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                 }
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                 the.indicators:add(planet.indicator)
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              end
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              the.cursor = Cursor:new()
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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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                 if false and the.player.active and love.timer.getTime() > self.lastRock + self.rockInterval then
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                    local unseenRock = nil
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                    while not unseenRock do
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                       local rock = Rock: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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                          y = math.random(the.app.height / 2,
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                                          the.bg.height - the.app.height / 2),
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                          velocity = {
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                             x = math.random(-300, 300),
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                             y = math.random(-300, 300),
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                             rotation = math.random(-7, 7)
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                          },
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                          scale = math.random() + 0.5
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                       }
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                       local rockToPlayer = util.shortestVector(rock, the.player)
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                       if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
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                           math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
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                         unseenRock = rock
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                        end
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                    end
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                    the.rocks:add(unseenRock)
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                    self.lastRock = love.timer.getTime()
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                 end
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                 the.bullets:collide(the.rockColliders)
 
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                 the.bullets:collide(the.planets)
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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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                    local indx, indy
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                    local pvec = vector.new(
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                       planet.x - the.player.x + planet.width / 2,
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                       planet.y - the.player.y + planet.height / 2 )
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                    -- TODO: is there a better way to specify the
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                    -- screen rectangle?
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                    if planet:intersects(the.player.x - the.app.width / 2,
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                                         the.player.y - the.app.height / 2,
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                                         the.app.width,
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                                         the.app.height) then
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                       -- planet is on the screen
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                       planet.indicator.visible = false
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                    else
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                       planet.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 * util.signOf(pvec.x) + 8
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                          indy = the.app.width / 2 * pvec.y / math.abs(pvec.x)
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                       else
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                          indy = the.app.height / 2 * util.signOf(pvec.y) + 8
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                          indx = the.app.height / 2 * pvec.x / math.abs(pvec.y)
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                       end
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                       planet.indicator.x = the.player.x + indx
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                       planet.indicator.y = the.player.y + indy
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                    end
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                 end
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                 -- for _, mirror in ipairs(the.mirrors.sprites) do
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              self.view = GameView:new()
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              -- should fail silently if it can't go to fullscreen...
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              love.graphics.toggleFullscreen()
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              if DEBUG then
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                 self.console:watch('VERSION', 'VERSION')
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                 self.console:watch('updateTook', 'the.updateTook')
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               end
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            end
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}
 
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realRun = love.run
 
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function love.run()
 
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   -- should fail silently if it can't go to fullscreen...
 
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   love.graphics.toggleFullscreen()
 
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   realRun()
 
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end
 
 
b'\\ No newline at end of file'