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)
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'}
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()
53
-- init bg before build/load since planets need to know bg size
55
92
image = 'data/stars3.png',
61
if self.newWorld or not the.storage.data.player then
62
the.storage.data = {planets = {}}
64
-- build planets from random
65
for _ = 1, math.random(5, 7) 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
73
the.planets:add(planet)
74
table.insert(the.storage.data.planets, {
77
rotation = planet.rotation,
86
local player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
88
the.storage.data.player = {x = player.x,
92
cargoSpace = player.cargoSpace
97
-- load planets with x, y, goods
98
for _, planetData in ipairs(the.storage.data.planets) do
99
the.planets:add(Planet:new(planetData))
102
-- load player with cargo, money, position
103
the.player = SpacePlayer:new(the.storage.data.player)
105
-- reload storage as we've turned it all into objects
109
98
self:add(the.planets)
110
self:add(the.planetLabels)
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)
116
106
self:add(the.enemies)
119
109
local e = Enemy:new{x = math.random(the.bg.width),
120
110
y = math.random(the.bg.height)}
121
111
--local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
128
118
self:add(the.indicators)
129
119
self:add(the.interface)
121
for _ = 1, math.random(6) do
122
local planet = Planet:new{
123
x = math.random(the.app.width / 2,
124
the.bg.width - the.app.width / 2),
125
y = math.random(the.app.height / 2,
126
the.bg.height - the.app.height / 2),
127
rotation = math.random() * math.pi
129
the.planets:add(planet)
131
132
the.cursor = Cursor:new()
132
133
self:add(the.cursor)
136
y = the.app.height / 2,
137
width = the.app.width,
143
the.interface:add(the.over)
146
the.instructions = Text:new{
147
y = the.app.height / 2 + 32,
148
width = the.app.width,
151
text = "Press Enter to start a new game\nPress Q to quit",
154
the.interface:add(the.instructions)
134
156
love.mouse.setGrab(true)
135
157
love.mouse.setVisible(false)
136
158
love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
138
160
self.focus = the.player
140
162
onUpdate = function(self, dt)
141
if the.keys:justPressed('escape') then
142
PauseView:new():activate()
145
163
the.bullets:collide(the.planets)
146
164
the.bullets:collide(the.player)
147
165
the.bullets:collide(the.enemies)
189
206
self.console:watch('num mirrors', '#the.mirrors.sprites')
190
207
self.console:watch('num rocks', '#the.rocks.sprites')
191
208
self.console:watch('num planets', '#the.planets.sprites')
192
self.console:watch('num enemies', 'the.enemies:count()')
193
self.console:watch('onPlanet', 'the.player.onPlanet')
194
self.console:watch('kills', 'the.player.kills')
195
209
--self.console:watch('drawTook', 'the.drawTook')
197
211
-- back off that dark overlay a bit
201
215
onUpdate = function (self, dt)
202
216
if not (DEBUG and the.console.visible) then
203
if the.keys:justPressed('return') and the.keys:pressed('alt') then
204
love.graphics.toggleFullscreen()
217
if the.keys:justPressed('q') then
219
elseif the.keys:justPressed('return') then
220
if the.keys:pressed('alt') then
221
love.graphics.toggleFullscreen()
223
self.view = GameView:new()
205
225
elseif the.keys:justPressed('f1') then
206
226
local ss = love.graphics.newScreenshot()
207
227
ss:encode('screenshot-' ..love.timer.getTime()..'.png')