/traderous

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  • Committer: Josh C
  • Date: 2013-06-19 01:06:14 UTC
  • Revision ID: josh@9ix.org-20130619010614-j3rbcv1c0my2tw0f
enemy shields and death

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require 'bullet'
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require 'rock'
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require 'boom'
 
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require 'planet'
 
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require 'trade_view'
 
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require 'shield'
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util = {
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   signOf = function(value)
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}
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GameView = View:extend {
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   lastRock = 0,
75
 
   rockInterval = 1,
76
 
   gameStart = 0,
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   onNew = function (self)
78
 
              -- for x = 1,30 do
79
 
              --    for y = 1,30 do
80
 
              --       self:add(Fill:new{x=x*400, y=y*400,
81
 
              --                         width = 32, height = 32,
82
 
              --                         fill = {0,0,255}
83
 
              --                      })
84
 
              --    end
85
 
              -- end
86
 
 
87
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              the.storage = Storage:new{filename = 'scores.lua'}
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              the.storage:load()
89
 
              if not the.storage.data.highScore then
90
 
                 print('initializing storage')
91
 
                 the.storage.data = {highScore = 0}
92
 
              end
 
80
              --if not the.storage.data.highScore then
 
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              --   print('initializing storage')
 
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              --   the.storage.data = {highScore = 0}
 
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              --end
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84
 
94
 
              the.rockColliders = Group:new()
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              the.bullets = Group:new()
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              the.mirrors = Group:new()
97
 
              the.rocks = Group:new()
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              the.interface = Group:new()
 
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              the.planets = Group:new()
 
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              the.indicators = Group:new()
 
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              the.enemies = Group:new()
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100
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              the.bg = Tile:new{
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                 image = 'data/stars3.png',
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                 -- 1366x768 * 3
103
 
                 width = 4098,
104
 
                 height = 2304
 
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                 width = 13660,
 
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                 height = 7680
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              }
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              self:add(the.bg)
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97
 
 
98
              self:add(the.planets)
 
99
 
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              --the.player = CrystalPlayer:new{x=400,y=300}
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              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}
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              self:add(the.player)
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              self:add(the.player.thrust)
112
 
 
113
 
              --self:add(Enemy:new{x=400, y=300})
 
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}
 
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              the.enemies:add(e)
 
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              self:add(e.thrust) -- why doesn't this work in Enemy.new?
 
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              self:add(e.shield)
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113
 
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              self:add(the.bullets)
116
 
              self:add(the.rockColliders)
117
 
              self:add(the.mirrors)
118
 
              self:add(the.rocks)
 
115
              self:add(the.indicators)
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              self:add(the.interface)
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117
 
 
118
              for _ = 1, math.random(6) do
 
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                 local planet = Planet:new{
 
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                    x = math.random(the.app.width / 2,
 
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                                    the.bg.width - the.app.width / 2),
 
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                    y = math.random(the.app.height / 2,
 
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                                    the.bg.height - the.app.height / 2),
 
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                    rotation = math.random() * math.pi
 
125
                 }
 
126
                 the.planets:add(planet)
 
127
              end
 
128
 
121
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              the.cursor = Cursor:new()
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              self:add(the.cursor)
123
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124
 
              the.score = Text:new{
125
 
                 x = 8,
126
 
                 y = 8,
127
 
                 width = the.app.width,
128
 
                 --align = 'center',
129
 
                 font = 25}
130
 
              the.interface:add(the.score)
131
 
 
132
 
              local hs = the.storage.data.highScore
133
 
              local m = hs / 60
134
 
              local s = hs % 60
135
 
 
136
 
              the.highScore = Text:new{
137
 
                 x = -8,
138
 
                 y = 8,
139
 
                 width = the.app.width,
140
 
                 align = 'right',
141
 
                 font = 25,
142
 
                 text = string.format('High Score: %d:%02d', m, s)
143
 
              }
144
 
              the.interface:add(the.highScore)
145
 
 
146
 
              the.over = Text:new{
147
 
                 y = the.app.height / 2,
148
 
                 width = the.app.width,
149
 
                 align = 'center',
150
 
                 font = 25,
151
 
                 text = "Game Over",
152
 
                 visible = false
153
 
              }
154
 
              the.interface:add(the.over)
155
 
 
156
 
 
157
 
              the.instructions = Text:new{
158
 
                 y = the.app.height / 2 + 32,
159
 
                 width = the.app.width,
160
 
                 align = 'center',
161
 
                 font = 12,
162
 
                 text = "Press Enter to start a new game\nPress Q to quit",
163
 
                 visible = false
164
 
              }
165
 
              the.interface:add(the.instructions)
166
 
 
167
132
              love.mouse.setGrab(true)
168
133
              love.mouse.setVisible(false)
169
134
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
170
135
 
171
 
              --self:loadLayers('data/map.lua')
172
136
              self.focus = the.player
173
 
              --self:clampTo(self.map)
174
 
 
175
 
              self.gameStart = love.timer.getTime()
176
137
           end,
177
138
   onUpdate = function(self, dt)
178
 
                 if the.player.active and love.timer.getTime() > self.lastRock + self.rockInterval then
179
 
                    local unseenRock = nil
180
 
                    while not unseenRock do
181
 
                       local rock = Rock:new{
182
 
                          x = math.random(the.app.width / 2,
183
 
                                          the.bg.width - the.app.width / 2),
184
 
                          y = math.random(the.app.height / 2,
185
 
                                          the.bg.height - the.app.height / 2),
186
 
                          velocity = {
187
 
                             x = math.random(-300, 300),
188
 
                             y = math.random(-300, 300),
189
 
                             rotation = math.random(-7, 7)
190
 
                          },
191
 
                          scale = math.random() + 0.5
192
 
                       }
193
 
 
194
 
                       local rockToPlayer = util.shortestVector(rock, the.player)
195
 
                       if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
196
 
                           math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
197
 
                         unseenRock = rock
198
 
                        end
199
 
                    end
200
 
 
201
 
                    the.rocks:add(unseenRock)
202
 
 
203
 
                    self.lastRock = love.timer.getTime()
204
 
                 end
205
 
 
206
 
                 the.bullets:collide(the.rockColliders)
207
 
 
208
 
                 -- for _, mirror in ipairs(the.mirrors.sprites) do
209
 
                 --    if not mirror.of then
210
 
                 --       print('mirror:' .. inspect(mirror))
211
 
                 --       error('mirror OF NOTHING')
212
 
                 --    end
213
 
                 -- end
 
139
                 the.bullets:collide(the.planets)
 
140
                 the.bullets:collide(the.player)
 
141
                 the.bullets:collide(the.enemies)
214
142
              end,
215
143
   onEndFrame = function(self)
216
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                   the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
217
145
                   the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
218
 
 
219
 
                   if the.player.active then
220
 
                      self:updateScore()
221
 
                   end
222
146
                end,
223
147
   draw = function (self, x, y)
224
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             View.draw(self, x, y)
225
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             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
226
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          end,
227
 
   updateScore = function(self)
228
 
                    local t = love.timer.getTime() - self.gameStart
229
 
                    local m = t / 60
230
 
                    local s = t % 60
231
 
 
232
 
                    the.score.text = string.format('Score: %d:%02d', m, s)
233
 
                    --the.score.y = the.player.y - the.app.height / 2 + the.player.height
234
 
                    --the.score.x = the.player.x - the.app.width / 2 + the.player.width
235
 
 
236
 
                    --the.highScore.y = the.player.y - the.app.height / 2 + the.player.height
237
 
                    --the.highScore.x = the.player.x - the.app.width / 2
238
 
                 end
239
151
}
240
152
 
241
153
MenuScreen = View:extend {
260
172
 
261
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              self.view = GameView:new()
262
174
 
263
 
              -- should fail silently if it can't go to fullscreen...
264
 
              love.graphics.toggleFullscreen()
265
 
 
266
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              if DEBUG then
267
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                 self.console:watch('VERSION', 'VERSION')
268
177
                 self.console:watch('updateTook', 'the.updateTook')
272
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                 self.console:watch('the.app.height', 'the.app.height')
273
182
                 self.console:watch('num mirrors', '#the.mirrors.sprites')
274
183
                 self.console:watch('num rocks', '#the.rocks.sprites')
 
184
                 self.console:watch('num planets', '#the.planets.sprites')
275
185
                 --self.console:watch('drawTook', 'the.drawTook')
276
186
 
277
187
                 -- back off that dark overlay a bit
279
189
              end
280
190
           end,
281
191
   onUpdate = function (self, dt)
282
 
                 if the.keys:justPressed('q') then
283
 
                    self.quit()
284
 
                 elseif the.keys:justPressed('return') then
285
 
                    if the.keys:pressed('alt') then
 
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
286
205
                       love.graphics.toggleFullscreen()
287
 
                    else
288
 
                       self.view = GameView:new()
289
206
                    end
290
 
                 elseif the.keys:justPressed('f1') then
291
 
                    local ss = love.graphics.newScreenshot()
292
 
                    ss:encode('screenshot-' ..love.timer.getTime()..'.png')
293
 
                 elseif the.keys:justPressed('f11') then
294
 
                    love.graphics.toggleFullscreen()
295
207
                 end
296
208
              end,
297
209
   update = function (self, dt)
302
214
               end
303
215
            end
304
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'