/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 04:27:01 UTC
  • Revision ID: josh@9ix.org-20130616042701-andlbpq3uuf679fy
enemy thrust

Show diffs side-by-side

added added

removed removed

Lines of Context:
18
18
require 'boom'
19
19
require 'planet'
20
20
require 'trade_view'
21
 
require 'shield'
22
 
require 'pause_view'
23
21
 
24
22
util = {
25
23
   signOf = function(value)
29
27
                  return -1
30
28
               end
31
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
32
73
}
33
74
 
34
75
GameView = View:extend {
35
76
   onNew = function (self)
36
 
              the.storage = Storage:new{filename = 'world.lua'}
 
77
              the.storage = Storage:new{filename = 'scores.lua'}
37
78
              the.storage:load()
38
79
              --if not the.storage.data.highScore then
39
80
              --   print('initializing storage')
44
85
              the.interface = Group:new()
45
86
              the.planets = Group:new()
46
87
              the.indicators = Group:new()
47
 
              the.enemies = Group:new()
48
88
 
49
 
              -- init bg before build/load since planets need to know bg size
50
89
              the.bg = Tile:new{
51
90
                 image = 'data/stars3.png',
52
 
                 width = 27320,
53
 
                 height = 15360
 
91
                 width = 13660,
 
92
                 height = 7680
54
93
              }
55
94
              self:add(the.bg)
56
95
 
57
 
              if self.newWorld or not the.storage.data.player then
58
 
                 the.storage.data = {planets = {}}
59
 
 
60
 
                 -- build planets from random
61
 
                 for _ = 1, math.random(3, 6) do
62
 
                    local planet = Planet:new{
63
 
                       x = math.random(the.app.width / 2,
64
 
                                       the.bg.width - the.app.width / 2),
65
 
                       y = math.random(the.app.height / 2,
66
 
                                       the.bg.height - the.app.height / 2),
67
 
                       rotation = math.random() * math.pi
68
 
                    }
69
 
                    the.planets:add(planet)
70
 
                    table.insert(the.storage.data.planets, {
71
 
                                    x = planet.x,
72
 
                                    y = planet.y,
73
 
                                    rotation = planet.rotation,
74
 
                                    goods = planet.goods
75
 
                                 })
76
 
                 end
77
 
 
78
 
                 -- build fresh player
79
 
                 local player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
80
 
                 the.player = player
81
 
                 the.storage.data.player = {x = player.x,
82
 
                                            y = player.y,
83
 
                                            money = player.money,
84
 
                                            goods = player.goods,
85
 
                                            cargoSpace = player.cargoSpace
86
 
                                         }
87
 
 
88
 
                 the.storage:save()
89
 
              else
90
 
                 -- load planets with x, y, goods
91
 
                 for _, planetData in ipairs(the.storage.data.planets) do
92
 
                    the.planets:add(Planet:new(planetData))
93
 
                 end
94
 
 
95
 
                 -- load player with cargo, money, position
96
 
                 the.player = SpacePlayer:new(the.storage.data.player)
97
 
 
98
 
                 -- reload storage as we've turned it all into objects
99
 
                 the.storage:load()
100
 
              end
101
 
 
102
96
              self:add(the.planets)
103
97
 
 
98
              --the.player = CrystalPlayer:new{x=400,y=300}
 
99
              the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
104
100
              self:add(the.player)
105
101
              self:add(the.player.thrust)
106
 
              self:add(the.player.shield)
107
 
 
108
 
              self:add(the.enemies)
109
 
 
110
 
              for _ = 1, 20 do
111
 
                 local e = Enemy:new{x = math.random(the.bg.width),
112
 
                                     y = math.random(the.bg.height)}
113
 
                 --local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
114
 
                 the.enemies:add(e)
115
 
                 self:add(e.thrust) -- why doesn't this work in Enemy.new?
116
 
                 self:add(e.shield)
117
 
              end
 
102
 
 
103
              local e = Enemy:new{x=400, y=300}
 
104
              self:add(e)
 
105
              self:add(e.thrust) -- why doesn't this work in Enemy.new?
118
106
 
119
107
              self:add(the.bullets)
120
108
              self:add(the.indicators)
121
109
              self:add(the.interface)
122
110
 
 
111
              for _ = 1, math.random(6) do
 
112
                 local planet = Planet:new{
 
113
                    x = math.random(the.app.width / 2,
 
114
                                    the.bg.width - the.app.width / 2),
 
115
                    y = math.random(the.app.height / 2,
 
116
                                    the.bg.height - the.app.height / 2),
 
117
                    rotation = math.random() * math.pi
 
118
                 }
 
119
                 the.planets:add(planet)
 
120
              end
 
121
 
123
122
              the.cursor = Cursor:new()
124
123
              self:add(the.cursor)
125
124
 
126
 
              the.over = Text:new{
127
 
                 y = the.app.height / 2,
128
 
                 width = the.app.width,
129
 
                 align = 'center',
130
 
                 font = 25,
131
 
                 text = "Game Over",
132
 
                 visible = false
133
 
              }
134
 
              the.interface:add(the.over)
135
 
 
136
 
 
137
 
              the.instructions = Text:new{
138
 
                 y = the.app.height / 2 + 32,
139
 
                 width = the.app.width,
140
 
                 align = 'center',
141
 
                 font = 12,
142
 
                 text = "Press Enter to start a new game\nPress Q to quit",
143
 
                 visible = false
144
 
              }
145
 
              the.interface:add(the.instructions)
146
 
 
147
125
              love.mouse.setGrab(true)
148
126
              love.mouse.setVisible(false)
149
127
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
151
129
              self.focus = the.player
152
130
           end,
153
131
   onUpdate = function(self, dt)
154
 
                 if the.keys:justPressed('escape') then
155
 
                    PauseView:new():activate()
156
 
                 end
157
 
 
158
132
                 the.bullets:collide(the.planets)
159
 
                 the.bullets:collide(the.player)
160
 
                 the.bullets:collide(the.enemies)
161
133
              end,
162
134
   onEndFrame = function(self)
163
135
                   the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
201
173
                 self.console:watch('num mirrors', '#the.mirrors.sprites')
202
174
                 self.console:watch('num rocks', '#the.rocks.sprites')
203
175
                 self.console:watch('num planets', '#the.planets.sprites')
204
 
                 self.console:watch('num enemies', 'the.enemies:count()')
205
176
                 --self.console:watch('drawTook', 'the.drawTook')
206
177
 
207
178
                 -- back off that dark overlay a bit
210
181
           end,
211
182
   onUpdate = function (self, dt)
212
183
                 if not (DEBUG and the.console.visible) then
213
 
                    if the.keys:justPressed('return') and the.keys:pressed('alt') then
214
 
                       love.graphics.toggleFullscreen()
 
184
                    if the.keys:justPressed('q') then
 
185
                       self.quit()
 
186
                    elseif the.keys:justPressed('return') then
 
187
                       if the.keys:pressed('alt') then
 
188
                          love.graphics.toggleFullscreen()
 
189
                       else
 
190
                          self.view = GameView:new()
 
191
                       end
215
192
                    elseif the.keys:justPressed('f1') then
216
193
                       local ss = love.graphics.newScreenshot()
217
194
                       ss:encode('screenshot-' ..love.timer.getTime()..'.png')