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)
35
75
GameView = View:extend {
36
76
onNew = function (self)
37
the.storage = Storage:new{filename = 'world.lua'}
77
the.storage = Storage:new{filename = 'scores.lua'}
39
79
--if not the.storage.data.highScore then
40
80
-- print('initializing storage')
45
85
the.interface = Group:new()
46
86
the.planets = Group:new()
47
87
the.indicators = Group:new()
48
the.enemies = Group:new()
50
-- init bg before build/load since planets need to know bg size
52
90
image = 'data/stars3.png',
58
if self.newWorld or not the.storage.data.player then
59
the.storage.data = {planets = {}}
61
-- build planets from random
62
for _ = 1, math.random(3, 6) do
63
local planet = Planet:new{
64
x = math.random(the.app.width / 2,
65
the.bg.width - the.app.width / 2),
66
y = math.random(the.app.height / 2,
67
the.bg.height - the.app.height / 2),
68
rotation = math.random() * math.pi
70
the.planets:add(planet)
71
table.insert(the.storage.data.planets, {
74
rotation = planet.rotation,
80
local player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
82
the.storage.data.player = {x = player.x,
86
cargoSpace = player.cargoSpace
91
-- load planets with x, y, goods
92
for _, planetData in ipairs(the.storage.data.planets) do
93
the.planets:add(Planet:new(planetData))
96
-- load player with cargo, money, position
97
the.player = SpacePlayer:new(the.storage.data.player)
99
-- reload storage as we've turned it all into objects
103
96
self:add(the.planets)
98
--the.player = CrystalPlayer:new{x=400,y=300}
99
the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
105
100
self:add(the.player)
106
101
self:add(the.player.thrust)
107
self:add(the.player.shield)
109
self:add(the.enemies)
112
local e = Enemy:new{x = math.random(the.bg.width),
113
y = math.random(the.bg.height)}
114
--local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
116
self:add(e.thrust) -- why doesn't this work in Enemy.new?
103
--self:add(Enemy:new{x=400, y=300})
120
105
self:add(the.bullets)
121
106
self:add(the.indicators)
122
107
self:add(the.interface)
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
117
the.planets:add(planet)
124
120
the.cursor = Cursor:new()
125
121
self:add(the.cursor)
131
127
self.focus = the.player
133
129
onUpdate = function(self, dt)
134
if the.keys:justPressed('escape') then
135
PauseView:new():activate()
138
130
the.bullets:collide(the.planets)
139
the.bullets:collide(the.player)
140
the.bullets:collide(the.enemies)
142
132
onEndFrame = function(self)
143
133
the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
181
171
self.console:watch('num mirrors', '#the.mirrors.sprites')
182
172
self.console:watch('num rocks', '#the.rocks.sprites')
183
173
self.console:watch('num planets', '#the.planets.sprites')
184
self.console:watch('num enemies', 'the.enemies:count()')
185
174
--self.console:watch('drawTook', 'the.drawTook')
187
176
-- back off that dark overlay a bit
191
180
onUpdate = function (self, dt)
192
181
if not (DEBUG and the.console.visible) then
193
if the.keys:justPressed('return') and the.keys:pressed('alt') then
194
love.graphics.toggleFullscreen()
182
if the.keys:justPressed('q') then
184
elseif the.keys:justPressed('return') then
185
if the.keys:pressed('alt') then
186
love.graphics.toggleFullscreen()
188
self.view = GameView:new()
195
190
elseif the.keys:justPressed('f1') then
196
191
local ss = love.graphics.newScreenshot()
197
192
ss:encode('screenshot-' ..love.timer.getTime()..'.png')