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)
22
75
GameView = View:extend {
23
76
onNew = function (self)
26
self:add(Fill:new{x=x*400, y=y*400,
27
width = 32, height = 32,
77
the.storage = Storage:new{filename = 'scores.lua'}
79
--if not the.storage.data.highScore then
80
-- print('initializing storage')
81
-- the.storage.data = {highScore = 0}
84
the.bullets = Group:new()
85
the.interface = Group:new()
86
the.planets = Group:new()
87
the.indicators = Group:new()
90
image = 'data/stars3.png',
33
98
--the.player = CrystalPlayer:new{x=400,y=300}
34
the.player = SpacePlayer:new{x=400,y=300}
99
the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
35
100
self:add(the.player)
37
self:add(Enemy:new{x=400, y=300})
39
self:add(Cursor:new())
101
self:add(the.player.thrust)
103
local e = Enemy:new{x=400, y=300}
104
--local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
106
self:add(e.thrust) -- why doesn't this work in Enemy.new?
108
self:add(the.bullets)
109
self:add(the.indicators)
110
self:add(the.interface)
112
for _ = 1, math.random(6) do
113
local planet = Planet:new{
114
x = math.random(the.app.width / 2,
115
the.bg.width - the.app.width / 2),
116
y = math.random(the.app.height / 2,
117
the.bg.height - the.app.height / 2),
118
rotation = math.random() * math.pi
120
the.planets:add(planet)
123
the.cursor = Cursor:new()
41
126
love.mouse.setGrab(true)
42
127
love.mouse.setVisible(false)
128
love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
44
--self:loadLayers('data/map.lua')
45
130
self.focus = the.player
46
--self:clampTo(self.map)
132
onUpdate = function(self, dt)
133
the.bullets:collide(the.planets)
135
onEndFrame = function(self)
136
the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
137
the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
48
139
draw = function (self, x, y)
49
140
View.draw(self, x, y)
50
love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
141
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
54
145
MenuScreen = View:extend {
68
159
the.app = App:new {
69
160
onRun = function (self)
70
161
print('Version: ' .. VERSION)
163
math.randomseed(os.time())
71
165
self.view = GameView:new()
73
168
self.console:watch('VERSION', 'VERSION')
74
169
self.console:watch('updateTook', 'the.updateTook')
170
self.console:watch('the.player.x', 'the.player.x')
171
self.console:watch('the.player.y', 'the.player.y')
172
self.console:watch('the.app.width', 'the.app.width')
173
self.console:watch('the.app.height', 'the.app.height')
174
self.console:watch('num mirrors', '#the.mirrors.sprites')
175
self.console:watch('num rocks', '#the.rocks.sprites')
176
self.console:watch('num planets', '#the.planets.sprites')
75
177
--self.console:watch('drawTook', 'the.drawTook')
179
-- back off that dark overlay a bit
180
self.console.fill.fill[4] = 75
78
183
onUpdate = function (self, dt)
79
if the.keys:justPressed('escape') then
184
if not (DEBUG and the.console.visible) then
185
if the.keys:justPressed('q') then
187
elseif the.keys:justPressed('return') then
188
if the.keys:pressed('alt') then
189
love.graphics.toggleFullscreen()
191
self.view = GameView:new()
193
elseif the.keys:justPressed('f1') then
194
local ss = love.graphics.newScreenshot()
195
ss:encode('screenshot-' ..love.timer.getTime()..'.png')
196
elseif the.keys:justPressed('f11') then
197
love.graphics.toggleFullscreen()
83
201
update = function (self, dt)