/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 01:44:47 UTC
  • Revision ID: josh@9ix.org-20130619014447-mtpps0g4w7aeckpg
enemy "patrol path" (pick random destination)

Show diffs side-by-side

added added

removed removed

Lines of Context:
2
2
DEBUG = true
3
3
 
4
4
require 'zoetrope'
5
 
--__ = require 'underscore'
6
5
vector = require 'vector'
 
6
--inspect = require 'inspect'
7
7
 
8
8
require 'group'
9
9
 
10
10
require 'version'
11
11
require 'wrap_tile'
 
12
require 'mirror'
12
13
require 'player'
13
14
require 'enemy'
14
15
require 'cursor'
15
16
require 'bullet'
 
17
require 'rock'
 
18
require 'boom'
 
19
require 'planet'
 
20
require 'trade_view'
 
21
require 'shield'
16
22
 
17
23
util = {
18
24
   signOf = function(value)
21
27
               else
22
28
                  return -1
23
29
               end
24
 
            end
 
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
25
74
}
26
75
 
27
76
GameView = View:extend {
28
77
   onNew = function (self)
29
 
              -- for x = 1,30 do
30
 
              --    for y = 1,30 do
31
 
              --       self:add(Fill:new{x=x*400, y=y*400,
32
 
              --                         width = 32, height = 32,
33
 
              --                         fill = {0,0,255}
34
 
              --                      })
35
 
              --    end
36
 
              -- end
 
78
              the.storage = Storage:new{filename = 'scores.lua'}
 
79
              the.storage:load()
 
80
              --if not the.storage.data.highScore then
 
81
              --   print('initializing storage')
 
82
              --   the.storage.data = {highScore = 0}
 
83
              --end
 
84
 
 
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()
37
90
 
38
91
              the.bg = Tile:new{
39
92
                 image = 'data/stars3.png',
40
 
                 -- 1366x768 * 3
41
 
                 width = 4098,
42
 
                 height = 2304
 
93
                 width = 13660,
 
94
                 height = 7680
43
95
              }
44
96
              self:add(the.bg)
45
97
 
 
98
              self:add(the.planets)
 
99
 
46
100
              --the.player = CrystalPlayer:new{x=400,y=300}
47
 
              the.player = SpacePlayer:new{x=1366,y=768}
 
101
              the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
48
102
              self:add(the.player)
49
 
 
50
 
              self:add(Enemy:new{x=400, y=300})
 
103
              self:add(the.player.thrust)
 
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}
 
110
              the.enemies:add(e)
 
111
              self:add(e.thrust) -- why doesn't this work in Enemy.new?
 
112
              self:add(e.shield)
 
113
 
 
114
              self:add(the.bullets)
 
115
              self:add(the.indicators)
 
116
              self:add(the.interface)
 
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
51
128
 
52
129
              the.cursor = Cursor:new()
53
130
              self:add(the.cursor)
54
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
 
55
153
              love.mouse.setGrab(true)
56
154
              love.mouse.setVisible(false)
 
155
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
57
156
 
58
 
              --self:loadLayers('data/map.lua')
59
157
              self.focus = the.player
60
 
              --self:clampTo(self.map)
61
158
           end,
 
159
   onUpdate = function(self, dt)
 
160
                 the.bullets:collide(the.planets)
 
161
                 the.bullets:collide(the.player)
 
162
                 the.bullets:collide(the.enemies)
 
163
              end,
 
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
 
167
                end,
62
168
   draw = function (self, x, y)
63
169
             View.draw(self, x, y)
64
 
             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
65
 
          end
 
170
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
 
171
          end,
66
172
}
67
173
 
68
174
MenuScreen = View:extend {
82
188
the.app = App:new {
83
189
   onRun = function (self)
84
190
              print('Version: ' .. VERSION)
 
191
 
 
192
              math.randomseed(os.time())
 
193
 
85
194
              self.view = GameView:new()
 
195
 
86
196
              if DEBUG then
87
197
                 self.console:watch('VERSION', 'VERSION')
88
198
                 self.console:watch('updateTook', 'the.updateTook')
90
200
                 self.console:watch('the.player.y', 'the.player.y')
91
201
                 self.console:watch('the.app.width', 'the.app.width')
92
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')
93
206
                 --self.console:watch('drawTook', 'the.drawTook')
94
207
 
95
208
                 -- back off that dark overlay a bit
97
210
              end
98
211
           end,
99
212
   onUpdate = function (self, dt)
100
 
                 if the.keys:justPressed('escape') then
101
 
                    self.quit()
 
213
                 if not (DEBUG and the.console.visible) then
 
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
 
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()
 
227
                    end
102
228
                 end
103
229
              end,
104
230
   update = function (self, dt)
109
235
               end
110
236
            end
111
237
}
 
238
 
 
239
realRun = love.run
 
240
function love.run()
 
241
   -- should fail silently if it can't go to fullscreen...
 
242
   love.graphics.toggleFullscreen()
 
243
 
 
244
   realRun()
 
245
end
 
 
b'\\ No newline at end of file'