/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:
19
19
require 'planet'
20
20
require 'trade_view'
21
21
require 'shield'
22
 
require 'pause_view'
23
22
 
24
23
util = {
25
24
   signOf = function(value)
29
28
                  return -1
30
29
               end
31
30
            end,
 
31
   shortestVector = function(from, to)
 
32
                       if STRICT then
 
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)
 
38
                          end
 
39
 
 
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)
 
45
                          end
 
46
                       end
 
47
 
 
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
 
53
 
 
54
                       local short = {}
 
55
 
 
56
                       -- pick shorter x
 
57
                       if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
 
58
                          -- straight path is shorter
 
59
                          short.x = tx - fx
 
60
                       else
 
61
                          short.x = tx - fx - (the.bg.width - the.app.width)
 
62
                       end
 
63
 
 
64
                       -- pick shorter y
 
65
                       if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
 
66
                          -- straight path is shorter
 
67
                          short.y = ty - fy
 
68
                       else
 
69
                          short.y = ty - fy - (the.bg.height - the.app.height)
 
70
                       end
 
71
 
 
72
                       return vector.new(short.x, short.y)
 
73
                    end
32
74
}
33
75
 
34
76
GameView = View:extend {
48
90
 
49
91
              the.bg = Tile:new{
50
92
                 image = 'data/stars3.png',
51
 
                 width = 27320,
52
 
                 height = 15360
 
93
                 width = 13660,
 
94
                 height = 7680
53
95
              }
54
96
              self:add(the.bg)
55
97
 
63
105
 
64
106
              self:add(the.enemies)
65
107
 
66
 
              for _ = 1, 20 do
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}
70
 
                 the.enemies:add(e)
71
 
                 self:add(e.thrust) -- why doesn't this work in Enemy.new?
72
 
                 self:add(e.shield)
73
 
              end
 
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)
74
113
 
75
114
              self:add(the.bullets)
76
115
              self:add(the.indicators)
77
116
              self:add(the.interface)
78
117
 
79
 
              for _ = 1, math.random(3, 6) do
 
118
              for _ = 1, math.random(6) do
80
119
                 local planet = Planet:new{
81
120
                    x = math.random(the.app.width / 2,
82
121
                                    the.bg.width - the.app.width / 2),
90
129
              the.cursor = Cursor:new()
91
130
              self:add(the.cursor)
92
131
 
93
 
              the.over = Text:new{
94
 
                 y = the.app.height / 2,
95
 
                 width = the.app.width,
96
 
                 align = 'center',
97
 
                 font = 25,
98
 
                 text = "Game Over",
99
 
                 visible = false
100
 
              }
101
 
              the.interface:add(the.over)
102
 
 
103
 
 
104
 
              the.instructions = Text:new{
105
 
                 y = the.app.height / 2 + 32,
106
 
                 width = the.app.width,
107
 
                 align = 'center',
108
 
                 font = 12,
109
 
                 text = "Press Enter to start a new game\nPress Q to quit",
110
 
                 visible = false
111
 
              }
112
 
              the.interface:add(the.instructions)
113
 
 
114
132
              love.mouse.setGrab(true)
115
133
              love.mouse.setVisible(false)
116
134
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
118
136
              self.focus = the.player
119
137
           end,
120
138
   onUpdate = function(self, dt)
121
 
                 if the.keys:justPressed('escape') then
122
 
                    PauseView:new():activate()
123
 
                 end
124
 
 
125
139
                 the.bullets:collide(the.planets)
126
140
                 the.bullets:collide(the.player)
127
141
                 the.bullets:collide(the.enemies)
168
182
                 self.console:watch('num mirrors', '#the.mirrors.sprites')
169
183
                 self.console:watch('num rocks', '#the.rocks.sprites')
170
184
                 self.console:watch('num planets', '#the.planets.sprites')
171
 
                 self.console:watch('num enemies', 'the.enemies:count()')
172
185
                 --self.console:watch('drawTook', 'the.drawTook')
173
186
 
174
187
                 -- back off that dark overlay a bit
177
190
           end,
178
191
   onUpdate = function (self, dt)
179
192
                 if not (DEBUG and the.console.visible) then
180
 
                    if the.keys:justPressed('return') and the.keys:pressed('alt') then
181
 
                       love.graphics.toggleFullscreen()
 
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
182
201
                    elseif the.keys:justPressed('f1') then
183
202
                       local ss = love.graphics.newScreenshot()
184
203
                       ss:encode('screenshot-' ..love.timer.getTime()..'.png')