/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: 2013-06-19 00:50:23 UTC
  • Revision ID: josh@9ix.org-20130619005023-necyd2i8kgqbp1s9
shield

Show diffs side-by-side

added added

removed removed

Lines of Context:
2
2
DEBUG = true
3
3
 
4
4
require 'zoetrope'
5
 
--__ = require 'underscore'
6
5
vector = require 'vector'
 
6
--inspect = require 'inspect'
 
7
 
 
8
require 'group'
7
9
 
8
10
require 'version'
9
11
require 'wrap_tile'
 
12
require 'mirror'
10
13
require 'player'
11
14
require 'enemy'
12
15
require 'cursor'
13
16
require 'bullet'
 
17
require 'rock'
 
18
require 'boom'
 
19
require 'planet'
 
20
require 'trade_view'
 
21
require 'shield'
14
22
 
15
23
util = {
16
24
   signOf = function(value)
19
27
               else
20
28
                  return -1
21
29
               end
22
 
            end
 
30
            end,
 
31
   shortestVector = function(from, to)
 
32
                       if STRICT then
 
33
                          if from.x < the.app.width / 2 or
 
34
                             from.x > the.bg.width - the.app.width / 2 or
 
35
                             from.y < the.app.height / 2 or
 
36
                             from.y > the.bg.height - the.app.height / 2 then
 
37
                             error('"from" coordinate out of bounds: X='..from.x..' Y='..from.y)
 
38
                          end
 
39
 
 
40
                          if to.x < the.app.width / 2 or
 
41
                             to.x > the.bg.width - the.app.width / 2 or
 
42
                             to.y < the.app.height / 2 or
 
43
                             to.y > the.bg.height - the.app.height / 2 then
 
44
                             error('"to" coordinate out of bounds: X='..to.x..' Y='..to.y)
 
45
                          end
 
46
                       end
 
47
 
 
48
                       -- normalize grid to account for mirror zones
 
49
                       local fx = from.x - the.app.width / 2
 
50
                       local fy = from.y - the.app.height / 2
 
51
                       local tx = to.x - the.app.width / 2
 
52
                       local ty = to.y - the.app.height / 2
 
53
 
 
54
                       local short = {}
 
55
 
 
56
                       -- pick shorter x
 
57
                       if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
 
58
                          -- straight path is shorter
 
59
                          short.x = tx - fx
 
60
                       else
 
61
                          short.x = tx - fx - (the.bg.width - the.app.width)
 
62
                       end
 
63
 
 
64
                       -- pick shorter y
 
65
                       if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
 
66
                          -- straight path is shorter
 
67
                          short.y = ty - fy
 
68
                       else
 
69
                          short.y = ty - fy - (the.bg.height - the.app.height)
 
70
                       end
 
71
 
 
72
                       return vector.new(short.x, short.y)
 
73
                    end
23
74
}
24
75
 
25
76
GameView = View:extend {
26
77
   onNew = function (self)
27
 
              -- for x = 1,30 do
28
 
              --    for y = 1,30 do
29
 
              --       self:add(Fill:new{x=x*400, y=y*400,
30
 
              --                         width = 32, height = 32,
31
 
              --                         fill = {0,0,255}
32
 
              --                      })
33
 
              --    end
34
 
              -- end
 
78
              the.storage = Storage:new{filename = 'scores.lua'}
 
79
              the.storage:load()
 
80
              --if not the.storage.data.highScore then
 
81
              --   print('initializing storage')
 
82
              --   the.storage.data = {highScore = 0}
 
83
              --end
 
84
 
 
85
              the.bullets = Group:new()
 
86
              the.interface = Group:new()
 
87
              the.planets = Group:new()
 
88
              the.indicators = Group:new()
35
89
 
36
90
              the.bg = Tile:new{
37
91
                 image = 'data/stars3.png',
38
 
                 -- 1366x768 * 3
39
 
                 width = 4098,
40
 
                 height = 2304
 
92
                 width = 13660,
 
93
                 height = 7680
41
94
              }
42
95
              self:add(the.bg)
43
96
 
 
97
              self:add(the.planets)
 
98
 
44
99
              --the.player = CrystalPlayer:new{x=400,y=300}
45
 
              the.player = SpacePlayer:new{x=1366,y=768}
 
100
              the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
46
101
              self:add(the.player)
47
 
 
48
 
              self:add(Enemy:new{x=400, y=300})
 
102
              self:add(the.player.thrust)
 
103
              self:add(the.player.shield)
 
104
 
 
105
              local e = Enemy:new{x=400, y=300}
 
106
              --local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
 
107
              self:add(e)
 
108
              self:add(e.thrust) -- why doesn't this work in Enemy.new?
 
109
 
 
110
              self:add(the.bullets)
 
111
              self:add(the.indicators)
 
112
              self:add(the.interface)
 
113
 
 
114
              for _ = 1, math.random(6) do
 
115
                 local planet = Planet:new{
 
116
                    x = math.random(the.app.width / 2,
 
117
                                    the.bg.width - the.app.width / 2),
 
118
                    y = math.random(the.app.height / 2,
 
119
                                    the.bg.height - the.app.height / 2),
 
120
                    rotation = math.random() * math.pi
 
121
                 }
 
122
                 the.planets:add(planet)
 
123
              end
49
124
 
50
125
              the.cursor = Cursor:new()
51
126
              self:add(the.cursor)
52
127
 
53
128
              love.mouse.setGrab(true)
54
129
              love.mouse.setVisible(false)
 
130
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
55
131
 
56
 
              --self:loadLayers('data/map.lua')
57
132
              self.focus = the.player
58
 
              --self:clampTo(self.map)
59
133
           end,
 
134
   onUpdate = function(self, dt)
 
135
                 the.bullets:collide(the.planets)
 
136
                 the.bullets:collide(the.player)
 
137
              end,
 
138
   onEndFrame = function(self)
 
139
                   the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
 
140
                   the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
 
141
                end,
60
142
   draw = function (self, x, y)
61
143
             View.draw(self, x, y)
62
 
             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
63
 
          end
 
144
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
 
145
          end,
64
146
}
65
147
 
66
148
MenuScreen = View:extend {
80
162
the.app = App:new {
81
163
   onRun = function (self)
82
164
              print('Version: ' .. VERSION)
 
165
 
 
166
              math.randomseed(os.time())
 
167
 
83
168
              self.view = GameView:new()
 
169
 
84
170
              if DEBUG then
85
171
                 self.console:watch('VERSION', 'VERSION')
86
172
                 self.console:watch('updateTook', 'the.updateTook')
88
174
                 self.console:watch('the.player.y', 'the.player.y')
89
175
                 self.console:watch('the.app.width', 'the.app.width')
90
176
                 self.console:watch('the.app.height', 'the.app.height')
 
177
                 self.console:watch('num mirrors', '#the.mirrors.sprites')
 
178
                 self.console:watch('num rocks', '#the.rocks.sprites')
 
179
                 self.console:watch('num planets', '#the.planets.sprites')
91
180
                 --self.console:watch('drawTook', 'the.drawTook')
92
181
 
93
182
                 -- back off that dark overlay a bit
95
184
              end
96
185
           end,
97
186
   onUpdate = function (self, dt)
98
 
                 if the.keys:justPressed('escape') then
99
 
                    self.quit()
 
187
                 if not (DEBUG and the.console.visible) then
 
188
                    if the.keys:justPressed('q') then
 
189
                       self.quit()
 
190
                    elseif the.keys:justPressed('return') then
 
191
                       if the.keys:pressed('alt') then
 
192
                          love.graphics.toggleFullscreen()
 
193
                       else
 
194
                          self.view = GameView:new()
 
195
                       end
 
196
                    elseif the.keys:justPressed('f1') then
 
197
                       local ss = love.graphics.newScreenshot()
 
198
                       ss:encode('screenshot-' ..love.timer.getTime()..'.png')
 
199
                    elseif the.keys:justPressed('f11') then
 
200
                       love.graphics.toggleFullscreen()
 
201
                    end
100
202
                 end
101
203
              end,
102
204
   update = function (self, dt)
107
209
               end
108
210
            end
109
211
}
 
212
 
 
213
realRun = love.run
 
214
function love.run()
 
215
   -- should fail silently if it can't go to fullscreen...
 
216
   love.graphics.toggleFullscreen()
 
217
 
 
218
   realRun()
 
219
end
 
 
b'\\ No newline at end of file'