/traderous

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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)

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require 'bullet'
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require 'rock'
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require 'boom'
 
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require 'planet'
 
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require 'trade_view'
 
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require 'shield'
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util = {
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   signOf = function(value)
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}
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GameView = View:extend {
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   lastRock = 0,
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   rockInterval = 1,
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   gameStart = 0,
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   onNew = function (self)
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              -- for x = 1,30 do
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              --    for y = 1,30 do
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              --       self:add(Fill:new{x=x*400, y=y*400,
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              --                         width = 32, height = 32,
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              --                         fill = {0,0,255}
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              --                      })
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              --    end
85
 
              -- end
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              the.storage = Storage:new{filename = 'scores.lua'}
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              the.storage:load()
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              if not the.storage.data.highScore then
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                 print('initializing storage')
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                 the.storage.data = {highScore = 0}
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              end
 
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              --if not the.storage.data.highScore then
 
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              --   print('initializing storage')
 
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              --   the.storage.data = {highScore = 0}
 
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              --end
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94
 
              the.rockColliders = Group:new()
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              the.bullets = Group:new()
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              the.mirrors = Group:new()
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              the.rocks = Group:new()
 
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              the.interface = Group:new()
 
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              the.planets = Group:new()
 
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              the.indicators = Group:new()
 
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              the.enemies = Group:new()
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              the.bg = Tile:new{
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                 image = 'data/stars3.png',
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                 -- 1366x768 * 3
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                 width = 4098,
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                 height = 2304
 
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                 width = 13660,
 
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                 height = 7680
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              }
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              self:add(the.bg)
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              self:add(the.planets)
 
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              --the.player = CrystalPlayer:new{x=400,y=300}
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              the.player = SpacePlayer:new{x=1366,y=768}
 
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              the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
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              self:add(the.player)
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111
 
              --self:add(Enemy:new{x=400, y=300})
 
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              self:add(the.player.thrust)
 
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              self:add(the.player.shield)
 
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106
              self:add(the.enemies)
 
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              --local e = Enemy:new{x=400, y=300}
 
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              local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
 
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              the.enemies:add(e)
 
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              self:add(e.thrust) -- why doesn't this work in Enemy.new?
 
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              self:add(e.shield)
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              self:add(the.bullets)
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              self:add(the.rockColliders)
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              self:add(the.mirrors)
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              self:add(the.rocks)
 
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              self:add(the.indicators)
 
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              self:add(the.interface)
 
117
 
 
118
              for _ = 1, math.random(6) do
 
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                 local planet = Planet:new{
 
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                    x = math.random(the.app.width / 2,
 
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                                    the.bg.width - the.app.width / 2),
 
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                    y = math.random(the.app.height / 2,
 
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                                    the.bg.height - the.app.height / 2),
 
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                    rotation = math.random() * math.pi
 
125
                 }
 
126
                 the.planets:add(planet)
 
127
              end
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118
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              the.cursor = Cursor:new()
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              self:add(the.cursor)
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121
 
              the.score = Text:new{
 
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              the.over = Text:new{
 
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                 y = the.app.height / 2,
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                 width = the.app.width,
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                 align = 'center',
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                 font = 25}
125
 
              self:add(the.score)
126
 
 
127
 
              local hs = the.storage.data.highScore
128
 
              local m = hs / 60
129
 
              local s = hs % 60
130
 
 
131
 
              the.highScore = Text:new{
132
 
                 width = the.app.width,
133
 
                 align = 'right',
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                 font = 25,
135
 
                 text = string.format('High Score: %d:%02d', m, s)
136
 
              }
137
 
              self:add(the.highScore)
 
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,
 
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                 width = the.app.width,
 
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                 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)
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152
 
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              love.mouse.setGrab(true)
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              love.mouse.setVisible(false)
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              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
142
156
 
143
 
              --self:loadLayers('data/map.lua')
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              self.focus = the.player
145
 
              --self:clampTo(self.map)
146
 
 
147
 
              self.gameStart = love.timer.getTime()
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           end,
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   onUpdate = function(self, dt)
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                 if the.player.active and love.timer.getTime() > self.lastRock + self.rockInterval then
151
 
                    local unseenRock = nil
152
 
                    while not unseenRock do
153
 
                       local rock = Rock:new{
154
 
                          x = math.random(the.app.width / 2,
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                                          the.bg.width - the.app.width / 2),
156
 
                          y = math.random(the.app.height / 2,
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                                          the.bg.height - the.app.height / 2),
158
 
                          velocity = {
159
 
                             x = math.random(-300, 300),
160
 
                             y = math.random(-300, 300),
161
 
                             rotation = math.random(-7, 7)
162
 
                          },
163
 
                          scale = math.random() + 0.5
164
 
                       }
165
 
 
166
 
                       local rockToPlayer = util.shortestVector(rock, the.player)
167
 
                       if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
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                           math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
169
 
                         unseenRock = rock
170
 
                        end
171
 
                    end
172
 
 
173
 
                    the.rocks:add(unseenRock)
174
 
 
175
 
                    self.lastRock = love.timer.getTime()
176
 
                 end
177
 
 
178
 
                 the.bullets:collide(the.rockColliders)
179
 
 
180
 
                 -- for _, mirror in ipairs(the.mirrors.sprites) do
181
 
                 --    if not mirror.of then
182
 
                 --       print('mirror:' .. inspect(mirror))
183
 
                 --       error('mirror OF NOTHING')
184
 
                 --    end
185
 
                 -- end
 
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                 the.bullets:collide(the.planets)
 
161
                 the.bullets:collide(the.player)
 
162
                 the.bullets:collide(the.enemies)
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              end,
187
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   onEndFrame = function(self)
188
 
                   if the.player.active then
189
 
                      self:updateScore()
190
 
                   end
 
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
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                end,
192
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   draw = function (self, x, y)
193
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             View.draw(self, x, y)
194
 
             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
 
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             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
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          end,
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   updateScore = function(self)
197
 
                    local t = love.timer.getTime() - self.gameStart
198
 
                    local m = t / 60
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                    local s = t % 60
200
 
 
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                    the.score.text = string.format('Score: %d:%02d', m, s)
202
 
                    the.score.y = the.player.y - the.app.height / 2 + the.player.height
203
 
                    the.score.x = the.player.x - the.app.width / 2
204
 
 
205
 
                    the.highScore.y = the.player.y - the.app.height / 2 + the.player.height
206
 
                    the.highScore.x = the.player.x - the.app.width / 2
207
 
                 end
208
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}
209
173
 
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MenuScreen = View:extend {
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              math.randomseed(os.time())
229
193
 
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              self.view = GameView:new()
 
195
 
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              if DEBUG then
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                 self.console:watch('VERSION', 'VERSION')
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                 self.console:watch('updateTook', 'the.updateTook')
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                 self.console:watch('the.app.height', 'the.app.height')
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                 self.console:watch('num mirrors', '#the.mirrors.sprites')
239
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                 self.console:watch('num rocks', '#the.rocks.sprites')
 
205
                 self.console:watch('num planets', '#the.planets.sprites')
240
206
                 --self.console:watch('drawTook', 'the.drawTook')
241
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242
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                 -- back off that dark overlay a bit
244
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              end
245
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           end,
246
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   onUpdate = function (self, dt)
247
 
                 if the.keys:justPressed('escape') then
248
 
                    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
249
228
                 end
250
229
              end,
251
230
   update = function (self, dt)
256
235
               end
257
236
            end
258
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'