30
shortestVector = function(from, to)
32
if from.x < the.app.width / 2 or
33
from.x > the.bg.width - the.app.width / 2 or
34
from.y < the.app.height / 2 or
35
from.y > the.bg.height - the.app.height / 2 then
36
error('"from" coordinate out of bounds: X='..from.x..' Y='..from.y)
39
if to.x < the.app.width / 2 or
40
to.x > the.bg.width - the.app.width / 2 or
41
to.y < the.app.height / 2 or
42
to.y > the.bg.height - the.app.height / 2 then
43
error('"to" coordinate out of bounds: X='..to.x..' Y='..to.y)
47
-- normalize grid to account for mirror zones
48
local fx = from.x - the.app.width / 2
49
local fy = from.y - the.app.height / 2
50
local tx = to.x - the.app.width / 2
51
local ty = to.y - the.app.height / 2
56
if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
57
-- straight path is shorter
60
short.x = tx - fx - (the.bg.width - the.app.width)
64
if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
65
-- straight path is shorter
68
short.y = ty - fy - (the.bg.height - the.app.height)
71
return vector.new(short.x, short.y)
33
75
GameView = View:extend {
34
79
onNew = function (self)
82
-- self:add(Fill:new{x=x*400, y=y*400,
83
-- width = 32, height = 32,
35
89
the.storage = Storage:new{filename = 'scores.lua'}
37
--if not the.storage.data.highScore then
38
-- print('initializing storage')
39
-- the.storage.data = {highScore = 0}
91
if not the.storage.data.highScore then
92
print('initializing storage')
93
the.storage.data = {highScore = 0}
96
--the.rockColliders = Group:new()
42
97
the.bullets = Group:new()
98
the.mirrors = Group:new()
99
--the.rocks = Group:new()
43
100
the.interface = Group:new()
44
101
the.planets = Group:new()
45
102
the.indicators = Group:new()
46
the.enemies = Group:new()
48
104
the.bg = Tile:new{
49
105
image = 'data/stars3.png',
58
114
the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
59
115
self:add(the.player)
60
116
self:add(the.player.thrust)
61
self:add(the.player.shield)
66
local e = Enemy:new{x = math.random(the.bg.width),
67
y = math.random(the.bg.height)}
68
--local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
70
self:add(e.thrust) -- why doesn't this work in Enemy.new?
118
--self:add(Enemy:new{x=400, y=300})
74
120
self:add(the.bullets)
121
--self:add(the.rockColliders)
122
self:add(the.mirrors)
123
--self:add(the.rocks)
75
124
self:add(the.indicators)
76
125
self:add(the.interface)
78
for _ = 1, math.random(3, 6) do
127
for _ = 1, math.random(6) do
79
128
local planet = Planet:new{
80
129
x = math.random(the.app.width / 2,
81
130
the.bg.width - the.app.width / 2),
89
138
the.cursor = Cursor:new()
90
139
self:add(the.cursor)
141
the.score = Text:new{
144
width = the.app.width,
147
--the.interface:add(the.score)
149
local hs = the.storage.data.highScore
153
the.highScore = Text:new{
156
width = the.app.width,
159
text = string.format('High Score: %d:%02d', m, s)
161
--the.interface:add(the.highScore)
92
163
the.over = Text:new{
93
164
y = the.app.height / 2,
94
165
width = the.app.width,
114
185
love.mouse.setVisible(false)
115
186
love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
188
--self:loadLayers('data/map.lua')
117
189
self.focus = the.player
190
--self:clampTo(self.map)
192
self.gameStart = love.timer.getTime()
119
194
onUpdate = function(self, dt)
120
195
the.bullets:collide(the.planets)
121
the.bullets:collide(the.player)
122
the.bullets:collide(the.enemies)
197
-- this should really go somewhere else...
198
for _, planet in ipairs(the.planets.sprites) do
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')
124
208
onEndFrame = function(self)
125
209
the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
126
210
the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
212
if the.player.active then
128
216
draw = function (self, x, y)
129
217
View.draw(self, x, y)
130
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
134
234
MenuScreen = View:extend {