31
shortestVector = function(from, to)
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)
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)
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
57
if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
58
-- straight path is shorter
61
short.x = tx - fx - (the.bg.width - the.app.width)
65
if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
66
-- straight path is shorter
69
short.y = ty - fy - (the.bg.height - the.app.height)
72
return vector.new(short.x, short.y)
24
76
GameView = View:extend {
25
77
onNew = function (self)
28
-- self:add(Fill:new{x=x*400, y=y*400,
29
-- width = 32, height = 32,
78
the.storage = Storage:new{filename = 'scores.lua'}
80
--if not the.storage.data.highScore then
81
-- print('initializing storage')
82
-- the.storage.data = {highScore = 0}
85
the.bullets = Group:new()
86
the.interface = Group:new()
87
the.planets = Group:new()
88
the.indicators = Group:new()
89
the.enemies = Group:new()
36
92
image = 'data/stars3.png',
43
100
--the.player = CrystalPlayer:new{x=400,y=300}
44
the.player = SpacePlayer:new{x=1366,y=768}
101
the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
45
102
self:add(the.player)
47
self:add(Enemy:new{x=400, y=300})
103
self:add(the.player.thrust)
104
self:add(the.player.shield)
106
self:add(the.enemies)
108
--local e = Enemy:new{x=400, y=300}
109
local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
111
self:add(e.thrust) -- why doesn't this work in Enemy.new?
114
self:add(the.bullets)
115
self:add(the.indicators)
116
self:add(the.interface)
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
126
the.planets:add(planet)
49
129
the.cursor = Cursor:new()
50
130
self:add(the.cursor)
133
y = the.app.height / 2,
134
width = the.app.width,
140
the.interface:add(the.over)
143
the.instructions = Text:new{
144
y = the.app.height / 2 + 32,
145
width = the.app.width,
148
text = "Press Enter to start a new game\nPress Q to quit",
151
the.interface:add(the.instructions)
52
153
love.mouse.setGrab(true)
53
154
love.mouse.setVisible(false)
155
love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
55
--self:loadLayers('data/map.lua')
56
157
self.focus = the.player
57
--self:clampTo(self.map)
159
onUpdate = function(self, dt)
160
the.bullets:collide(the.planets)
161
the.bullets:collide(the.player)
162
the.bullets:collide(the.enemies)
164
onEndFrame = function(self)
165
the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
166
the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
59
168
draw = function (self, x, y)
60
169
View.draw(self, x, y)
61
love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
170
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
65
174
MenuScreen = View:extend {
87
200
self.console:watch('the.player.y', 'the.player.y')
88
201
self.console:watch('the.app.width', 'the.app.width')
89
202
self.console:watch('the.app.height', 'the.app.height')
203
self.console:watch('num mirrors', '#the.mirrors.sprites')
204
self.console:watch('num rocks', '#the.rocks.sprites')
205
self.console:watch('num planets', '#the.planets.sprites')
90
206
--self.console:watch('drawTook', 'the.drawTook')
208
-- back off that dark overlay a bit
209
self.console.fill.fill[4] = 75
93
212
onUpdate = function (self, dt)
94
if the.keys:justPressed('escape') then
213
if not (DEBUG and the.console.visible) then
214
if the.keys:justPressed('q') then
216
elseif the.keys:justPressed('return') then
217
if the.keys:pressed('alt') then
218
love.graphics.toggleFullscreen()
220
self.view = GameView:new()
222
elseif the.keys:justPressed('f1') then
223
local ss = love.graphics.newScreenshot()
224
ss:encode('screenshot-' ..love.timer.getTime()..'.png')
225
elseif the.keys:justPressed('f11') then
226
love.graphics.toggleFullscreen()
98
230
update = function (self, dt)