/traderous

To get this branch, use:
bzr branch http://9ix.org/bzr/traderous

« back to all changes in this revision

Viewing changes to main.lua

  • Committer: Josh C
  • Date: 2013-06-16 03:58:19 UTC
  • Revision ID: josh@9ix.org-20130616035819-y3jhfpuogpmy7se4
more old code cleanup

Show diffs side-by-side

added added

removed removed

Lines of Context:
2
2
DEBUG = true
3
3
 
4
4
require 'zoetrope'
5
 
--__ = require 'underscore'
 
5
vector = require 'vector'
 
6
--inspect = require 'inspect'
 
7
 
 
8
require 'group'
6
9
 
7
10
require 'version'
 
11
require 'wrap_tile'
 
12
require 'mirror'
8
13
require 'player'
9
14
require 'enemy'
 
15
require 'cursor'
 
16
require 'bullet'
 
17
require 'rock'
 
18
require 'boom'
 
19
require 'planet'
 
20
require 'trade_view'
10
21
 
11
22
util = {
12
23
   signOf = function(value)
15
26
               else
16
27
                  return -1
17
28
               end
18
 
            end
 
29
            end,
 
30
   shortestVector = function(from, to)
 
31
                       if STRICT then
 
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)
 
37
                          end
 
38
 
 
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)
 
44
                          end
 
45
                       end
 
46
 
 
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
 
52
 
 
53
                       local short = {}
 
54
 
 
55
                       -- pick shorter x
 
56
                       if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
 
57
                          -- straight path is shorter
 
58
                          short.x = tx - fx
 
59
                       else
 
60
                          short.x = tx - fx - (the.bg.width - the.app.width)
 
61
                       end
 
62
 
 
63
                       -- pick shorter y
 
64
                       if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
 
65
                          -- straight path is shorter
 
66
                          short.y = ty - fy
 
67
                       else
 
68
                          short.y = ty - fy - (the.bg.height - the.app.height)
 
69
                       end
 
70
 
 
71
                       return vector.new(short.x, short.y)
 
72
                    end
19
73
}
20
74
 
21
75
GameView = View:extend {
22
76
   onNew = function (self)
23
 
              for x = 1,30 do
24
 
                 for y = 1,30 do
25
 
                    self:add(Fill:new{x=x*400, y=y*400,
26
 
                                      width = 32, height = 32,
27
 
                                      fill = {0,0,255}
28
 
                                   })
29
 
                 end
30
 
              end
 
77
              the.storage = Storage:new{filename = 'scores.lua'}
 
78
              the.storage:load()
 
79
              --if not the.storage.data.highScore then
 
80
              --   print('initializing storage')
 
81
              --   the.storage.data = {highScore = 0}
 
82
              --end
 
83
 
 
84
              the.bullets = Group:new()
 
85
              the.interface = Group:new()
 
86
              the.planets = Group:new()
 
87
              the.indicators = Group:new()
 
88
 
 
89
              the.bg = Tile:new{
 
90
                 image = 'data/stars3.png',
 
91
                 width = 13660,
 
92
                 height = 7680
 
93
              }
 
94
              self:add(the.bg)
 
95
 
 
96
              self:add(the.planets)
31
97
 
32
98
              --the.player = CrystalPlayer:new{x=400,y=300}
33
 
              the.player = SpacePlayer:new{x=400,y=300}
 
99
              the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
34
100
              self:add(the.player)
35
 
 
36
 
              self:add(Enemy:new{x=400, y=300})
 
101
              self:add(the.player.thrust)
 
102
 
 
103
              --self:add(Enemy:new{x=400, y=300})
 
104
 
 
105
              self:add(the.bullets)
 
106
              self:add(the.indicators)
 
107
              self:add(the.interface)
 
108
 
 
109
              for _ = 1, math.random(6) do
 
110
                 local planet = Planet:new{
 
111
                    x = math.random(the.app.width / 2,
 
112
                                    the.bg.width - the.app.width / 2),
 
113
                    y = math.random(the.app.height / 2,
 
114
                                    the.bg.height - the.app.height / 2),
 
115
                    rotation = math.random() * math.pi
 
116
                 }
 
117
                 the.planets:add(planet)
 
118
              end
 
119
 
 
120
              the.cursor = Cursor:new()
 
121
              self:add(the.cursor)
37
122
 
38
123
              love.mouse.setGrab(true)
39
 
              --love.mouse.setVisible(false)
 
124
              love.mouse.setVisible(false)
 
125
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
40
126
 
41
 
              --self:loadLayers('data/map.lua')
42
127
              self.focus = the.player
43
 
              --self:clampTo(self.map)
44
128
           end,
 
129
   onUpdate = function(self, dt)
 
130
                 the.bullets:collide(the.planets)
 
131
              end,
 
132
   onEndFrame = function(self)
 
133
                   the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
 
134
                   the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
 
135
                end,
45
136
   draw = function (self, x, y)
46
137
             View.draw(self, x, y)
47
 
             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
48
 
          end
 
138
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
 
139
          end,
49
140
}
50
141
 
51
142
MenuScreen = View:extend {
65
156
the.app = App:new {
66
157
   onRun = function (self)
67
158
              print('Version: ' .. VERSION)
 
159
 
 
160
              math.randomseed(os.time())
 
161
 
68
162
              self.view = GameView:new()
 
163
 
69
164
              if DEBUG then
70
165
                 self.console:watch('VERSION', 'VERSION')
71
166
                 self.console:watch('updateTook', 'the.updateTook')
 
167
                 self.console:watch('the.player.x', 'the.player.x')
 
168
                 self.console:watch('the.player.y', 'the.player.y')
 
169
                 self.console:watch('the.app.width', 'the.app.width')
 
170
                 self.console:watch('the.app.height', 'the.app.height')
 
171
                 self.console:watch('num mirrors', '#the.mirrors.sprites')
 
172
                 self.console:watch('num rocks', '#the.rocks.sprites')
 
173
                 self.console:watch('num planets', '#the.planets.sprites')
72
174
                 --self.console:watch('drawTook', 'the.drawTook')
 
175
 
 
176
                 -- back off that dark overlay a bit
 
177
                 self.console.fill.fill[4] = 75
73
178
              end
74
179
           end,
75
180
   onUpdate = function (self, dt)
76
 
                 if the.keys:justPressed('escape') then
77
 
                    self.quit()
 
181
                 if not (DEBUG and the.console.visible) then
 
182
                    if the.keys:justPressed('q') then
 
183
                       self.quit()
 
184
                    elseif the.keys:justPressed('return') then
 
185
                       if the.keys:pressed('alt') then
 
186
                          love.graphics.toggleFullscreen()
 
187
                       else
 
188
                          self.view = GameView:new()
 
189
                       end
 
190
                    elseif the.keys:justPressed('f1') then
 
191
                       local ss = love.graphics.newScreenshot()
 
192
                       ss:encode('screenshot-' ..love.timer.getTime()..'.png')
 
193
                    elseif the.keys:justPressed('f11') then
 
194
                       love.graphics.toggleFullscreen()
 
195
                    end
78
196
                 end
79
197
              end,
80
198
   update = function (self, dt)
85
203
               end
86
204
            end
87
205
}
 
206
 
 
207
realRun = love.run
 
208
function love.run()
 
209
   -- should fail silently if it can't go to fullscreen...
 
210
   love.graphics.toggleFullscreen()
 
211
 
 
212
   realRun()
 
213
end
 
 
b'\\ No newline at end of file'