31
shortestVector = function(from, to)
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)
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)
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
57
if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
58
-- straight path is shorter
61
short.x = tx - fx - (the.bg.width - the.app.width)
65
if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
66
-- straight path is shorter
69
short.y = ty - fy - (the.bg.height - the.app.height)
72
return vector.new(short.x, short.y)
25
76
GameView = View:extend {
26
77
onNew = function (self)
29
-- self:add(Fill:new{x=x*400, y=y*400,
30
-- width = 32, height = 32,
78
the.storage = Storage:new{filename = 'scores.lua'}
80
--if not the.storage.data.highScore then
81
-- print('initializing storage')
82
-- the.storage.data = {highScore = 0}
85
the.bullets = Group:new()
86
the.interface = Group:new()
87
the.planets = Group:new()
88
the.indicators = Group:new()
37
91
image = 'data/stars3.png',
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)
48
self:add(Enemy:new{x=400, y=300})
102
self:add(the.player.thrust)
103
self:add(the.player.shield)
105
local e = Enemy:new{x=400, y=300}
106
--local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
108
self:add(e.thrust) -- why doesn't this work in Enemy.new?
110
self:add(the.bullets)
111
self:add(the.indicators)
112
self:add(the.interface)
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
122
the.planets:add(planet)
50
125
the.cursor = Cursor:new()
51
126
self:add(the.cursor)
53
128
love.mouse.setGrab(true)
54
129
love.mouse.setVisible(false)
130
love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
56
--self:loadLayers('data/map.lua')
57
132
self.focus = the.player
58
--self:clampTo(self.map)
134
onUpdate = function(self, dt)
135
the.bullets:collide(the.planets)
136
the.bullets:collide(the.player)
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
60
142
draw = function (self, x, y)
61
143
View.draw(self, x, y)
62
love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
144
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
66
148
MenuScreen = View:extend {
97
186
onUpdate = function (self, dt)
98
if the.keys:justPressed('escape') then
187
if not (DEBUG and the.console.visible) then
188
if the.keys:justPressed('q') then
190
elseif the.keys:justPressed('return') then
191
if the.keys:pressed('alt') then
192
love.graphics.toggleFullscreen()
194
self.view = GameView:new()
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()
102
204
update = function (self, dt)