10
local dx = love.mouse.getX() - 400
11
local dy = love.mouse.getY() - 300
10
local dx = love.mouse.getX() - the.app.width / 2
11
local dy = love.mouse.getY() - the.app.height / 2
13
13
self.acceleration.x = dx * 10
14
14
self.acceleration.y = dy * 10
18
love.mouse.setPosition(400,300)
18
love.mouse.setPosition(the.app.width /2, the.app.height/2)
23
24
SpacePlayer = Tile:extend{
24
25
image = 'data/ship.png',
25
26
maxVelocity = {x=velLimit,y=velLimit},
26
27
minVelocity = {x=-velLimit, y=-velLimit},
29
money = 2000, -- what to use for money symbol? ✪ or ☥ or Ⓐ?
31
onNew = function(self)
32
self.thrust = Tile:new{image = 'data/thrust.png'}
33
self.shield = Shield:new{ship = self}
28
35
onStartFrame = function(self)
29
--local dx = love.mouse.getX() - self.x
30
--local dy = love.mouse.getY() - self.y
31
local dx = love.mouse.getX() - 400
32
local dy = love.mouse.getY() - 300
35
self.acceleration.x = dx * 2
36
self.acceleration.y = dy * 2
38
--TODO: acceleration limit. It should at least be proportional (not 16:9)
40
if the.mouse:pressed() then -- assumes left button
41
if love.timer.getTime() - self.lastFired > 0.25 then
38
local mouseVec = vector.new(
39
love.mouse.getX() - the.app.width / 2,
40
love.mouse.getY() - the.app.height / 2
43
self.rotation = math.atan2(mouseVec.y, mouseVec.x)
45
if mouseVec:len2() > 64^2 then
46
self.acceleration = vector.new(300, 0)
47
self.acceleration:rotate_inplace(self.rotation)
48
self.thrust.visible = true
50
self.acceleration = {x=0, y=0}
51
self.thrust.visible = false
52
if DEBUG and the.console.visible then
53
self.velocity = {x=0, y=0}
57
if the.mouse:pressed() and -- assumes left button
58
love.timer.getTime() - self.lastFired > 0.25 and
59
the.cursor:inTargetArea() then
44
x = self.x, y = self.y,
45
rotation = self.rotation,
47
x = self.velocity.x * 1.5,
48
y = self.velocity.y * 1.5
62
x = self.x + self.width / 2,
63
y = self.y + self.height / 2,
64
rotation = self.rotation
52
66
self.lastFired = love.timer.getTime()
56
69
onUpdate = function(self)
57
self.rotation = math.atan2(self.velocity.y, self.velocity.x)
70
self.thrust.x = self.x - self.width
71
self.thrust.y = self.y
72
self.thrust.rotation = self.rotation
74
onEndFrame = function(self)
75
self:collide(the.rockColliders)
77
onCollide = function(self, other)
78
if other:instanceOf(Bullet) then
79
if self.shield.strength == 0 then
81
the.app.view:add( Boom:new {
84
velocity = { rotation = 5 }
92
the.bullets:remove(other)
96
if other:instanceOf(RockCollider) then
97
the.app.view:add( Boom:new {
100
velocity = { rotation = 5 }
106
the.over.visible = true
107
the.instructions.visible = true
108
the.app.view:updateScore()
110
local score = love.timer.getTime() - the.app.view.gameStart
111
if score > the.storage.data.highScore then
112
the.storage.data.highScore = score
115
the.highScore.text = string.format(
116
'High Score: %d:%02d', score / 60, score % 60
121
buy = function(self, good, price)
122
if self.money >= price then
123
self.goods[good] = (self.goods[good] or 0) + 1
124
self.money = self.money - price
127
sell = function(self, good, price)
128
if self.goods[good] and self.goods[good] > 0 then
129
self.goods[good] = self.goods[good] - 1
130
self.money = self.money + price
b'\\ No newline at end of file'