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,
81
local player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
83
the.storage.data.player = {x = player.x,
87
cargoSpace = player.cargoSpace
92
-- load planets with x, y, goods
93
for _, planetData in ipairs(the.storage.data.planets) do
94
the.planets:add(Planet:new(planetData))
97
-- load player with cargo, money, position
98
the.player = SpacePlayer:new(the.storage.data.player)
100
-- reload storage as we've turned it all into objects
104
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}
106
100
self:add(the.player)
107
101
self:add(the.player.thrust)
108
self:add(the.player.shield)
110
self:add(the.enemies)
113
local e = Enemy:new{x = math.random(the.bg.width),
114
y = math.random(the.bg.height)}
115
--local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
117
self:add(e.thrust) -- why doesn't this work in Enemy.new?
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?
121
108
self:add(the.bullets)
122
109
self:add(the.indicators)
123
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)
125
123
the.cursor = Cursor:new()
126
124
self:add(the.cursor)
132
130
self.focus = the.player
134
132
onUpdate = function(self, dt)
135
if the.keys:justPressed('escape') then
136
PauseView:new():activate()
139
133
the.bullets:collide(the.planets)
140
the.bullets:collide(the.player)
141
the.bullets:collide(the.enemies)
143
135
onEndFrame = function(self)
144
136
the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
182
174
self.console:watch('num mirrors', '#the.mirrors.sprites')
183
175
self.console:watch('num rocks', '#the.rocks.sprites')
184
176
self.console:watch('num planets', '#the.planets.sprites')
185
self.console:watch('num enemies', 'the.enemies:count()')
186
177
--self.console:watch('drawTook', 'the.drawTook')
188
179
-- back off that dark overlay a bit
192
183
onUpdate = function (self, dt)
193
184
if not (DEBUG and the.console.visible) then
194
if the.keys:justPressed('return') and the.keys:pressed('alt') then
195
love.graphics.toggleFullscreen()
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()
196
193
elseif the.keys:justPressed('f1') then
197
194
local ss = love.graphics.newScreenshot()
198
195
ss:encode('screenshot-' ..love.timer.getTime()..'.png')