72
76
GameView = View:extend {
76
77
onNew = function (self)
79
-- self:add(Fill:new{x=x*400, y=y*400,
80
-- 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}
86
the.rockColliders = Group:new()
87
85
the.bullets = Group:new()
88
the.mirrors = Group:new()
89
the.rocks = Group:new()
86
the.interface = Group:new()
87
the.planets = Group:new()
88
the.indicators = Group:new()
89
the.enemies = Group:new()
92
92
image = 'data/stars3.png',
99
100
--the.player = CrystalPlayer:new{x=400,y=300}
100
the.player = SpacePlayer:new{x=1366,y=768}
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the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
101
102
self:add(the.player)
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--self:add(Enemy:new{x=400, y=300})
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self:add(the.player.thrust)
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self:add(the.player.shield)
106
self:add(the.enemies)
108
local e = Enemy:new{x=400, y=300}
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--local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
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self:add(e.thrust) -- why doesn't this work in Enemy.new?
105
114
self:add(the.bullets)
106
self:add(the.rockColliders)
107
self:add(the.mirrors)
115
self:add(the.indicators)
116
self:add(the.interface)
118
for _ = 1, math.random(6) do
119
local planet = Planet:new{
120
x = math.random(the.app.width / 2,
121
the.bg.width - the.app.width / 2),
122
y = math.random(the.app.height / 2,
123
the.bg.height - the.app.height / 2),
124
rotation = math.random() * math.pi
126
the.planets:add(planet)
110
129
the.cursor = Cursor:new()
111
130
self:add(the.cursor)
113
132
love.mouse.setGrab(true)
114
133
love.mouse.setVisible(false)
134
love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
116
--self:loadLayers('data/map.lua')
117
136
self.focus = the.player
118
--self:clampTo(self.map)
120
self.gameStart = love.timer.getTime()
122
138
onUpdate = function(self, dt)
123
if love.timer.getTime() > self.lastRock + self.rockInterval then
124
local unseenRock = nil
125
while not unseenRock do
126
local rock = Rock:new{
127
x = math.random(the.app.width / 2,
128
the.bg.width - the.app.width / 2),
129
y = math.random(the.app.height / 2,
130
the.bg.height - the.app.height / 2),
132
x = math.random(-300, 300),
133
y = math.random(-300, 300),
134
rotation = math.random(-7, 7)
136
scale = math.random() + 0.5
139
local rockToPlayer = util.shortestVector(rock, the.player)
140
if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
141
math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
146
the.rocks:add(unseenRock)
148
self.lastRock = love.timer.getTime()
151
the.bullets:collide(the.rockColliders)
139
the.bullets:collide(the.planets)
140
the.bullets:collide(the.player)
141
the.bullets:collide(the.enemies)
143
onEndFrame = function(self)
144
the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
145
the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
153
147
draw = function (self, x, y)
154
148
View.draw(self, x, y)
155
love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
149
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
159
153
MenuScreen = View:extend {
193
191
onUpdate = function (self, dt)
194
if the.keys:justPressed('escape') then
192
if not (DEBUG and the.console.visible) then
193
if the.keys:justPressed('q') then
195
elseif the.keys:justPressed('return') then
196
if the.keys:pressed('alt') then
197
love.graphics.toggleFullscreen()
199
self.view = GameView:new()
201
elseif the.keys:justPressed('f1') then
202
local ss = love.graphics.newScreenshot()
203
ss:encode('screenshot-' ..love.timer.getTime()..'.png')
204
elseif the.keys:justPressed('f11') then
205
love.graphics.toggleFullscreen()
198
209
update = function (self, dt)