/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 01:12:39 UTC
  • Revision ID: josh@9ix.org-20130619011239-l1h3rnhphkpg0vdk
bring back game over screen

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
 
require 'game_over'
24
 
require 'names'
25
 
require 'good'
26
22
 
27
23
util = {
28
24
   signOf = function(value)
32
28
                  return -1
33
29
               end
34
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
35
74
}
36
75
 
37
76
GameView = View:extend {
38
77
   onNew = function (self)
39
 
              the.storage = Storage:new{filename = 'world.lua'}
 
78
              the.storage = Storage:new{filename = 'scores.lua'}
40
79
              the.storage:load()
41
80
              --if not the.storage.data.highScore then
42
81
              --   print('initializing storage')
46
85
              the.bullets = Group:new()
47
86
              the.interface = Group:new()
48
87
              the.planets = Group:new()
49
 
              the.planetLabels = Group:new()
50
88
              the.indicators = Group:new()
51
89
              the.enemies = Group:new()
52
90
 
53
 
              -- init bg before build/load since planets need to know bg size
54
91
              the.bg = Tile:new{
55
92
                 image = 'data/stars3.png',
56
 
                 width = 27320,
57
 
                 height = 15360
 
93
                 width = 13660,
 
94
                 height = 7680
58
95
              }
59
96
              self:add(the.bg)
60
97
 
61
 
              if self.newWorld or not the.storage.data.player then
62
 
                 the.storage.data = {planets = {}}
63
 
 
64
 
                 -- build planets from random
65
 
                 for _ = 1, math.random(3, 6) do
66
 
                    local planet = Planet:new{
67
 
                       x = math.random(the.app.width / 2,
68
 
                                       the.bg.width - the.app.width / 2),
69
 
                       y = math.random(the.app.height / 2,
70
 
                                       the.bg.height - the.app.height / 2),
71
 
                       rotation = math.random() * math.pi
72
 
                    }
73
 
                    the.planets:add(planet)
74
 
                    table.insert(the.storage.data.planets, {
75
 
                                    x = planet.x,
76
 
                                    y = planet.y,
77
 
                                    rotation = planet.rotation,
78
 
                                    goods = planet.goods,
79
 
                                    name = planet.name
80
 
                                 })
81
 
                 end
82
 
 
83
 
                 Good:stockPlanets()
84
 
 
85
 
                 -- build fresh player
86
 
                 local player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
87
 
                 the.player = player
88
 
                 the.storage.data.player = {x = player.x,
89
 
                                            y = player.y,
90
 
                                            money = player.money,
91
 
                                            goods = player.goods,
92
 
                                            cargoSpace = player.cargoSpace
93
 
                                         }
94
 
 
95
 
                 the.storage:save()
96
 
              else
97
 
                 -- load planets with x, y, goods
98
 
                 for _, planetData in ipairs(the.storage.data.planets) do
99
 
                    the.planets:add(Planet:new(planetData))
100
 
                 end
101
 
 
102
 
                 -- load player with cargo, money, position
103
 
                 the.player = SpacePlayer:new(the.storage.data.player)
104
 
 
105
 
                 -- reload storage as we've turned it all into objects
106
 
                 the.storage:load()
107
 
              end
108
 
 
109
98
              self:add(the.planets)
110
 
              self:add(the.planetLabels)
111
99
 
 
100
              --the.player = CrystalPlayer:new{x=400,y=300}
 
101
              the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
112
102
              self:add(the.player)
113
103
              self:add(the.player.thrust)
114
104
              self:add(the.player.shield)
115
105
 
116
106
              self:add(the.enemies)
117
107
 
118
 
              for _ = 1, 20 do
119
 
                 local e = Enemy:new{x = math.random(the.bg.width),
120
 
                                     y = math.random(the.bg.height)}
121
 
                 --local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
122
 
                 the.enemies:add(e)
123
 
                 self:add(e.thrust) -- why doesn't this work in Enemy.new?
124
 
                 self:add(e.shield)
125
 
              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)
126
113
 
127
114
              self:add(the.bullets)
128
115
              self:add(the.indicators)
129
116
              self:add(the.interface)
130
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
 
128
 
131
129
              the.cursor = Cursor:new()
132
130
              self:add(the.cursor)
133
131
 
 
132
              the.over = Text:new{
 
133
                 y = the.app.height / 2,
 
134
                 width = the.app.width,
 
135
                 align = 'center',
 
136
                 font = 25,
 
137
                 text = "Game Over",
 
138
                 visible = false
 
139
              }
 
140
              the.interface:add(the.over)
 
141
 
 
142
 
 
143
              the.instructions = Text:new{
 
144
                 y = the.app.height / 2 + 32,
 
145
                 width = the.app.width,
 
146
                 align = 'center',
 
147
                 font = 12,
 
148
                 text = "Press Enter to start a new game\nPress Q to quit",
 
149
                 visible = false
 
150
              }
 
151
              the.interface:add(the.instructions)
 
152
 
134
153
              love.mouse.setGrab(true)
135
154
              love.mouse.setVisible(false)
136
155
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
138
157
              self.focus = the.player
139
158
           end,
140
159
   onUpdate = function(self, dt)
141
 
                 if the.keys:justPressed('escape') then
142
 
                    PauseView:new():activate()
143
 
                 end
144
 
 
145
160
                 the.bullets:collide(the.planets)
146
161
                 the.bullets:collide(the.player)
147
162
                 the.bullets:collide(the.enemies)
188
203
                 self.console:watch('num mirrors', '#the.mirrors.sprites')
189
204
                 self.console:watch('num rocks', '#the.rocks.sprites')
190
205
                 self.console:watch('num planets', '#the.planets.sprites')
191
 
                 self.console:watch('num enemies', 'the.enemies:count()')
192
 
                 self.console:watch('onPlanet', 'the.player.onPlanet')
193
206
                 --self.console:watch('drawTook', 'the.drawTook')
194
207
 
195
208
                 -- back off that dark overlay a bit
198
211
           end,
199
212
   onUpdate = function (self, dt)
200
213
                 if not (DEBUG and the.console.visible) then
201
 
                    if the.keys:justPressed('return') and the.keys:pressed('alt') then
202
 
                       love.graphics.toggleFullscreen()
 
214
                    if the.keys:justPressed('q') then
 
215
                       self.quit()
 
216
                    elseif the.keys:justPressed('return') then
 
217
                       if the.keys:pressed('alt') then
 
218
                          love.graphics.toggleFullscreen()
 
219
                       else
 
220
                          self.view = GameView:new()
 
221
                       end
203
222
                    elseif the.keys:justPressed('f1') then
204
223
                       local ss = love.graphics.newScreenshot()
205
224
                       ss:encode('screenshot-' ..love.timer.getTime()..'.png')