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)
36
75
GameView = View:extend {
37
76
onNew = function (self)
38
the.storage = Storage:new{filename = 'world.lua'}
77
the.storage = Storage:new{filename = 'scores.lua'}
40
79
--if not the.storage.data.highScore then
41
80
-- print('initializing storage')
45
84
the.bullets = Group:new()
46
85
the.interface = Group:new()
47
86
the.planets = Group:new()
48
the.planetLabels = Group:new()
49
87
the.indicators = Group:new()
50
the.enemies = Group:new()
52
-- init bg before build/load since planets need to know bg size
54
90
image = 'data/stars3.png',
60
if self.newWorld or not the.storage.data.player then
61
the.storage.data = {planets = {}}
63
-- build planets from random
64
for _ = 1, math.random(3, 6) do
65
local planet = Planet:new{
66
x = math.random(the.app.width / 2,
67
the.bg.width - the.app.width / 2),
68
y = math.random(the.app.height / 2,
69
the.bg.height - the.app.height / 2),
70
rotation = math.random() * math.pi
72
the.planets:add(planet)
73
table.insert(the.storage.data.planets, {
76
rotation = planet.rotation,
83
local player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
85
the.storage.data.player = {x = player.x,
89
cargoSpace = player.cargoSpace
94
-- load planets with x, y, goods
95
for _, planetData in ipairs(the.storage.data.planets) do
96
the.planets:add(Planet:new(planetData))
99
-- load player with cargo, money, position
100
the.player = SpacePlayer:new(the.storage.data.player)
102
-- reload storage as we've turned it all into objects
106
96
self:add(the.planets)
107
self:add(the.planetLabels)
98
--the.player = CrystalPlayer:new{x=400,y=300}
99
the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
109
100
self:add(the.player)
110
101
self:add(the.player.thrust)
111
self:add(the.player.shield)
113
self:add(the.enemies)
116
local e = Enemy:new{x = math.random(the.bg.width),
117
y = math.random(the.bg.height)}
118
--local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
120
self:add(e.thrust) -- why doesn't this work in Enemy.new?
103
--self:add(Enemy:new{x=400, y=300})
124
105
self:add(the.bullets)
125
106
self:add(the.indicators)
126
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)
128
120
the.cursor = Cursor:new()
129
121
self:add(the.cursor)
135
127
self.focus = the.player
137
129
onUpdate = function(self, dt)
138
if the.keys:justPressed('escape') then
139
PauseView:new():activate()
142
130
the.bullets:collide(the.planets)
143
the.bullets:collide(the.player)
144
the.bullets:collide(the.enemies)
146
132
onEndFrame = function(self)
147
133
the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
185
171
self.console:watch('num mirrors', '#the.mirrors.sprites')
186
172
self.console:watch('num rocks', '#the.rocks.sprites')
187
173
self.console:watch('num planets', '#the.planets.sprites')
188
self.console:watch('num enemies', 'the.enemies:count()')
189
174
--self.console:watch('drawTook', 'the.drawTook')
191
176
-- back off that dark overlay a bit
195
180
onUpdate = function (self, dt)
196
181
if not (DEBUG and the.console.visible) then
197
if the.keys:justPressed('return') and the.keys:pressed('alt') then
198
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()
199
190
elseif the.keys:justPressed('f1') then
200
191
local ss = love.graphics.newScreenshot()
201
192
ss:encode('screenshot-' ..love.timer.getTime()..'.png')