10
local dx = love.mouse.getX() - the.app.width / 2
11
local dy = love.mouse.getY() - the.app.height / 2
10
local dx = love.mouse.getX() - 400
11
local dy = love.mouse.getY() - 300
13
13
self.acceleration.x = dx * 10
14
14
self.acceleration.y = dy * 10
18
love.mouse.setPosition(the.app.width /2, the.app.height/2)
18
love.mouse.setPosition(400,300)
24
23
SpacePlayer = Tile:extend{
25
24
image = 'data/ship.png',
26
25
maxVelocity = {x=velLimit,y=velLimit},
27
26
minVelocity = {x=-velLimit, y=-velLimit},
29
money = 2000, -- what to use for money symbol? ✪ or ☥ or Ⓐ?
34
onNew = function(self)
35
self.thrust = Tile:new{image = 'data/thrust.png'}
36
self.shield = Shield:new{ship = self}
38
27
onStartFrame = function(self)
41
local mouseVec = vector.new(
42
love.mouse.getX() - the.app.width / 2,
43
love.mouse.getY() - the.app.height / 2
46
self.rotation = math.atan2(mouseVec.y, mouseVec.x)
48
if mouseVec:len2() > 64^2 then
49
self.acceleration = vector.new(300, 0)
50
self.acceleration:rotate_inplace(self.rotation)
51
self.thrust.visible = true
53
self.acceleration = {x=0, y=0}
54
self.thrust.visible = false
55
if DEBUG and the.console.visible then
56
self.velocity = {x=0, y=0}
60
if the.mouse:pressed() and -- assumes left button
61
love.timer.getTime() - self.lastFired > 0.25 and
62
the.cursor:inTargetArea() then
65
x = self.x + self.width / 2,
66
y = self.y + self.height / 2,
67
rotation = self.rotation,
70
self.lastFired = love.timer.getTime()
73
if the.keys:justPressed('x') then
28
--local dx = love.mouse.getX() - self.x
29
--local dy = love.mouse.getY() - self.y
30
local dx = love.mouse.getX() - 400
31
local dy = love.mouse.getY() - 300
34
self.acceleration.x = dx * 2
35
self.acceleration.y = dy * 2
37
--TODO: acceleration limit. It should at least be proportional (not 16:9)
77
39
onUpdate = function(self)
78
self.thrust.x = self.x - self.width
79
self.thrust.y = self.y
80
self.thrust.rotation = self.rotation
82
onEndFrame = function(self)
83
self:collide(the.rockColliders)
85
doHit = function(self)
86
if self.shield.strength == 0 then
88
the.app.view:add( Boom:new {
91
velocity = { rotation = 5 }
100
if not self.active then
101
the.interface:add(GameOver:new())
104
onCollide = function(self, other)
105
if other:instanceOf(Bullet) and other.source ~= self then
109
the.bullets:remove(other)
112
if other:instanceOf(RockCollider) then
113
the.app.view:add( Boom:new {
116
velocity = { rotation = 5 }
123
buy = function(self, good, price)
124
if self.money >= price and self:availableSpace() > 0 then
125
self.goods[good] = (self.goods[good] or 0) + 1
126
self.money = self.money - price
129
sell = function(self, good, price)
130
if self.goods[good] and self.goods[good] > 0 then
131
self.goods[good] = self.goods[good] - 1
132
self.money = self.money + price
135
availableSpace = function(self)
137
for _, amt in pairs(self.goods) do
141
return self.cargoSpace - cargo
143
save = function(self)
145
the.storage.data.player = {x = self.x,
149
cargoSpace = self.cargoSpace
40
self.rotation = math.atan2(self.velocity.y, self.velocity.x)
b'\\ No newline at end of file'