/traderous

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Viewing changes to main.lua

  • Committer: Josh C
  • Date: 2013-06-16 04:27:01 UTC
  • Revision ID: josh@9ix.org-20130616042701-andlbpq3uuf679fy
enemy thrust

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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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}
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GameView = View:extend {
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   lastRock = 0,
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   rockInterval = 1,
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   gameStart = 0,
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   onNew = function (self)
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              -- for x = 1,30 do
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              --    for y = 1,30 do
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              --       self:add(Fill:new{x=x*400, y=y*400,
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              --                         width = 32, height = 32,
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              --                         fill = {0,0,255}
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              --                      })
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              --    end
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              -- end
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              the.storage = Storage:new{filename = 'scores.lua'}
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              the.storage:load()
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              if not the.storage.data.highScore then
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                 print('initializing storage')
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                 the.storage.data = {highScore = 0}
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              end
 
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              --if not the.storage.data.highScore then
 
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              --   print('initializing storage')
 
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              --   the.storage.data = {highScore = 0}
 
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              --end
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              --the.rockColliders = Group:new()
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              the.bullets = Group:new()
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              the.mirrors = Group:new()
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              --the.rocks = Group:new()
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              the.interface = Group:new()
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              the.planets = Group:new()
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              the.indicators = Group:new()
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              self:add(the.player)
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              self:add(the.player.thrust)
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              --self:add(Enemy:new{x=400, y=300})
 
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              local e = Enemy:new{x=400, y=300}
 
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              self:add(e)
 
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              self:add(e.thrust) -- why doesn't this work in Enemy.new?
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              self:add(the.bullets)
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              --self:add(the.rockColliders)
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              self:add(the.mirrors)
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              --self:add(the.rocks)
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              self:add(the.indicators)
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              self:add(the.interface)
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              the.cursor = Cursor:new()
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              self:add(the.cursor)
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              the.score = Text:new{
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                 x = 8,
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                 y = 8,
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                 width = the.app.width,
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                 --align = 'center',
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                 font = 25}
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              --the.interface:add(the.score)
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              local hs = the.storage.data.highScore
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              local m = hs / 60
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              local s = hs % 60
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              the.highScore = Text:new{
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                 x = -8,
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                 y = 8,
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                 width = the.app.width,
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                 align = 'right',
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                 font = 25,
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                 text = string.format('High Score: %d:%02d', m, s)
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              }
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              --the.interface:add(the.highScore)
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              the.over = Text:new{
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                 y = the.app.height / 2,
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                 width = the.app.width,
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                 align = 'center',
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                 font = 25,
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                 text = "Game Over",
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                 visible = false
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              }
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              the.interface:add(the.over)
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              the.instructions = Text:new{
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                 y = the.app.height / 2 + 32,
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                 width = the.app.width,
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                 align = 'center',
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                 font = 12,
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                 text = "Press Enter to start a new game\nPress Q to quit",
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                 visible = false
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              }
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              the.interface:add(the.instructions)
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              love.mouse.setGrab(true)
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              love.mouse.setVisible(false)
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              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
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              --self:loadLayers('data/map.lua')
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              self.focus = the.player
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              --self:clampTo(self.map)
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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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                 -- 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 - 10) * util.signOf(pvec.x) + 8
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                          indy = (the.app.width / 2 - 10) * pvec.y / math.abs(pvec.x)
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                       else
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                          indy = (the.app.height / 2 - 10) * util.signOf(pvec.y) + 8
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                          indx = (the.app.height / 2 - 10) * pvec.x / math.abs(pvec.y)
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                       end
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250
 
                       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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                 --    if not mirror.of then
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                 --       print('mirror:' .. inspect(mirror))
258
 
                 --       error('mirror OF NOTHING')
259
 
                 --    end
260
 
                 -- end
 
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                 the.bullets:collide(the.planets)
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              end,
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   onEndFrame = function(self)
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                   the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
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                   the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
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                   if the.player.active then
267
 
                      self:updateScore()
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                   end
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                end,
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   draw = function (self, x, y)
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             View.draw(self, x, y)
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             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
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          end,
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   updateScore = function(self)
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                    local t = love.timer.getTime() - self.gameStart
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                    local m = t / 60
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                    local s = t % 60
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279
 
                    the.score.text = string.format('Score: %d:%02d', m, s)
280
 
                    --the.score.y = the.player.y - the.app.height / 2 + the.player.height
281
 
                    --the.score.x = the.player.x - the.app.width / 2 + the.player.width
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283
 
                    --the.highScore.y = the.player.y - the.app.height / 2 + the.player.height
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                    --the.highScore.x = the.player.x - the.app.width / 2
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                 end
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}
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MenuScreen = View:extend {