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)
34
76
GameView = View:extend {
44
86
the.interface = Group:new()
45
87
the.planets = Group:new()
46
88
the.indicators = Group:new()
47
the.enemies = Group:new()
50
91
image = 'data/stars3.png',
61
102
self:add(the.player.thrust)
62
103
self:add(the.player.shield)
67
local e = Enemy:new{x = math.random(the.bg.width),
68
y = math.random(the.bg.height)}
69
--local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
71
self:add(e.thrust) -- why doesn't this work in Enemy.new?
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?
75
110
self:add(the.bullets)
76
111
self:add(the.indicators)
77
112
self:add(the.interface)
79
for _ = 1, math.random(3, 6) do
114
for _ = 1, math.random(6) do
80
115
local planet = Planet:new{
81
116
x = math.random(the.app.width / 2,
82
117
the.bg.width - the.app.width / 2),
90
125
the.cursor = Cursor:new()
91
126
self:add(the.cursor)
94
y = the.app.height / 2,
95
width = the.app.width,
101
the.interface:add(the.over)
104
the.instructions = Text:new{
105
y = the.app.height / 2 + 32,
106
width = the.app.width,
109
text = "Press Enter to start a new game\nPress Q to quit",
112
the.interface:add(the.instructions)
114
128
love.mouse.setGrab(true)
115
129
love.mouse.setVisible(false)
116
130
love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
118
132
self.focus = the.player
120
134
onUpdate = function(self, dt)
121
if the.keys:justPressed('escape') then
122
PauseView:new():activate()
125
135
the.bullets:collide(the.planets)
126
136
the.bullets:collide(the.player)
127
the.bullets:collide(the.enemies)
129
138
onEndFrame = function(self)
130
139
the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
168
177
self.console:watch('num mirrors', '#the.mirrors.sprites')
169
178
self.console:watch('num rocks', '#the.rocks.sprites')
170
179
self.console:watch('num planets', '#the.planets.sprites')
171
self.console:watch('num enemies', 'the.enemies:count()')
172
180
--self.console:watch('drawTook', 'the.drawTook')
174
182
-- back off that dark overlay a bit
178
186
onUpdate = function (self, dt)
179
187
if not (DEBUG and the.console.visible) then
180
if the.keys:justPressed('return') and the.keys:pressed('alt') then
181
love.graphics.toggleFullscreen()
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()
182
196
elseif the.keys:justPressed('f1') then
183
197
local ss = love.graphics.newScreenshot()
184
198
ss:encode('screenshot-' ..love.timer.getTime()..'.png')