/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 01:06:14 UTC
  • Revision ID: josh@9ix.org-20130619010614-j3rbcv1c0my2tw0f
enemy shields and death

Show diffs side-by-side

added added

removed removed

Lines of Context:
3
3
 
4
4
require 'zoetrope'
5
5
vector = require 'vector'
 
6
--inspect = require 'inspect'
6
7
 
7
8
require 'group'
8
9
 
15
16
require 'bullet'
16
17
require 'rock'
17
18
require 'boom'
 
19
require 'planet'
 
20
require 'trade_view'
 
21
require 'shield'
18
22
 
19
23
util = {
20
24
   signOf = function(value)
70
74
}
71
75
 
72
76
GameView = View:extend {
73
 
   lastRock = 0,
74
 
   rockInterval = 1,
75
 
   gameStart = 0,
76
77
   onNew = function (self)
77
 
              -- for x = 1,30 do
78
 
              --    for y = 1,30 do
79
 
              --       self:add(Fill:new{x=x*400, y=y*400,
80
 
              --                         width = 32, height = 32,
81
 
              --                         fill = {0,0,255}
82
 
              --                      })
83
 
              --    end
84
 
              -- 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
85
84
 
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()
90
90
 
91
91
              the.bg = Tile:new{
92
92
                 image = 'data/stars3.png',
93
 
                 -- 1366x768 * 3
94
 
                 width = 4098,
95
 
                 height = 2304
 
93
                 width = 13660,
 
94
                 height = 7680
96
95
              }
97
96
              self:add(the.bg)
98
97
 
 
98
              self:add(the.planets)
 
99
 
99
100
              --the.player = CrystalPlayer:new{x=400,y=300}
100
 
              the.player = SpacePlayer:new{x=1366,y=768}
 
101
              the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
101
102
              self:add(the.player)
102
 
 
103
 
              --self:add(Enemy:new{x=400, y=300})
 
103
              self:add(the.player.thrust)
 
104
              self:add(the.player.shield)
 
105
 
 
106
              self:add(the.enemies)
 
107
 
 
108
              local e = Enemy:new{x=400, y=300}
 
109
              --local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
 
110
              the.enemies:add(e)
 
111
              self:add(e.thrust) -- why doesn't this work in Enemy.new?
 
112
              self:add(e.shield)
104
113
 
105
114
              self:add(the.bullets)
106
 
              self:add(the.rockColliders)
107
 
              self:add(the.mirrors)
108
 
              self:add(the.rocks)
 
115
              self:add(the.indicators)
 
116
              self:add(the.interface)
 
117
 
 
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
 
125
                 }
 
126
                 the.planets:add(planet)
 
127
              end
109
128
 
110
129
              the.cursor = Cursor:new()
111
130
              self:add(the.cursor)
112
131
 
113
132
              love.mouse.setGrab(true)
114
133
              love.mouse.setVisible(false)
 
134
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
115
135
 
116
 
              --self:loadLayers('data/map.lua')
117
136
              self.focus = the.player
118
 
              --self:clampTo(self.map)
119
 
 
120
 
              self.gameStart = love.timer.getTime()
121
137
           end,
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),
131
 
                          velocity = {
132
 
                             x = math.random(-300, 300),
133
 
                             y = math.random(-300, 300),
134
 
                             rotation = math.random(-7, 7)
135
 
                          },
136
 
                          scale = math.random() + 0.5
137
 
                       }
138
 
 
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
142
 
                         unseenRock = rock
143
 
                        end
144
 
                    end
145
 
 
146
 
                    the.rocks:add(unseenRock)
147
 
 
148
 
                    self.lastRock = love.timer.getTime()
149
 
                 end
150
 
 
151
 
                 the.bullets:collide(the.rockColliders)
 
139
                 the.bullets:collide(the.planets)
 
140
                 the.bullets:collide(the.player)
 
141
                 the.bullets:collide(the.enemies)
152
142
              end,
 
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
 
146
                end,
153
147
   draw = function (self, x, y)
154
148
             View.draw(self, x, y)
155
 
             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
156
 
          end
 
149
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
 
150
          end,
157
151
}
158
152
 
159
153
MenuScreen = View:extend {
177
171
              math.randomseed(os.time())
178
172
 
179
173
              self.view = GameView:new()
 
174
 
180
175
              if DEBUG then
181
176
                 self.console:watch('VERSION', 'VERSION')
182
177
                 self.console:watch('updateTook', 'the.updateTook')
184
179
                 self.console:watch('the.player.y', 'the.player.y')
185
180
                 self.console:watch('the.app.width', 'the.app.width')
186
181
                 self.console:watch('the.app.height', 'the.app.height')
 
182
                 self.console:watch('num mirrors', '#the.mirrors.sprites')
 
183
                 self.console:watch('num rocks', '#the.rocks.sprites')
 
184
                 self.console:watch('num planets', '#the.planets.sprites')
187
185
                 --self.console:watch('drawTook', 'the.drawTook')
188
186
 
189
187
                 -- back off that dark overlay a bit
191
189
              end
192
190
           end,
193
191
   onUpdate = function (self, dt)
194
 
                 if the.keys:justPressed('escape') then
195
 
                    self.quit()
 
192
                 if not (DEBUG and the.console.visible) then
 
193
                    if the.keys:justPressed('q') then
 
194
                       self.quit()
 
195
                    elseif the.keys:justPressed('return') then
 
196
                       if the.keys:pressed('alt') then
 
197
                          love.graphics.toggleFullscreen()
 
198
                       else
 
199
                          self.view = GameView:new()
 
200
                       end
 
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()
 
206
                    end
196
207
                 end
197
208
              end,
198
209
   update = function (self, dt)
203
214
               end
204
215
            end
205
216
}
 
217
 
 
218
realRun = love.run
 
219
function love.run()
 
220
   -- should fail silently if it can't go to fullscreen...
 
221
   love.graphics.toggleFullscreen()
 
222
 
 
223
   realRun()
 
224
end
 
 
b'\\ No newline at end of file'