73
76
GameView = View:extend {
77
77
onNew = function (self)
80
-- self:add(Fill:new{x=x*400, y=y*400,
81
-- width = 32, height = 32,
87
78
the.storage = Storage:new{filename = 'scores.lua'}
89
if not the.storage.data.highScore then
90
print('initializing storage')
91
the.storage.data = {highScore = 0}
80
--if not the.storage.data.highScore then
81
-- print('initializing storage')
82
-- the.storage.data = {highScore = 0}
94
the.rockColliders = Group:new()
95
85
the.bullets = Group:new()
96
the.mirrors = Group:new()
97
the.rocks = Group:new()
98
86
the.interface = Group:new()
87
the.planets = Group:new()
88
the.indicators = Group:new()
89
the.enemies = Group:new()
100
91
the.bg = Tile:new{
101
92
image = 'data/stars3.png',
108
100
--the.player = CrystalPlayer:new{x=400,y=300}
109
the.player = SpacePlayer:new{x=1366,y=768}
101
the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
110
102
self:add(the.player)
112
--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)
109
local e = Enemy:new{x = math.random(the.bg.width),
110
y = math.random(the.bg.height)}
111
--local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
113
self:add(e.thrust) -- why doesn't this work in Enemy.new?
114
117
self:add(the.bullets)
115
self:add(the.rockColliders)
116
self:add(the.mirrors)
118
self:add(the.indicators)
118
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)
120
132
the.cursor = Cursor:new()
121
133
self:add(the.cursor)
123
the.score = Text:new{
126
width = the.app.width,
129
the.interface:add(the.score)
131
local hs = the.storage.data.highScore
135
the.highScore = Text:new{
138
width = the.app.width,
141
text = string.format('High Score: %d:%02d', m, s)
143
the.interface:add(the.highScore)
145
135
the.over = Text:new{
146
136
y = the.app.height / 2,
147
137
width = the.app.width,
167
157
love.mouse.setVisible(false)
168
158
love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
170
--self:loadLayers('data/map.lua')
171
160
self.focus = the.player
172
--self:clampTo(self.map)
174
self.gameStart = love.timer.getTime()
176
162
onUpdate = function(self, dt)
177
if the.player.active and love.timer.getTime() > self.lastRock + self.rockInterval then
178
local unseenRock = nil
179
while not unseenRock do
180
local rock = Rock:new{
181
x = math.random(the.app.width / 2,
182
the.bg.width - the.app.width / 2),
183
y = math.random(the.app.height / 2,
184
the.bg.height - the.app.height / 2),
186
x = math.random(-300, 300),
187
y = math.random(-300, 300),
188
rotation = math.random(-7, 7)
190
scale = math.random() + 0.5
193
local rockToPlayer = util.shortestVector(rock, the.player)
194
if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
195
math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
200
the.rocks:add(unseenRock)
202
self.lastRock = love.timer.getTime()
205
the.bullets:collide(the.rockColliders)
207
-- for _, mirror in ipairs(the.mirrors.sprites) do
208
-- if not mirror.of then
209
-- print('mirror:' .. inspect(mirror))
210
-- error('mirror OF NOTHING')
163
the.bullets:collide(the.planets)
164
the.bullets:collide(the.player)
165
the.bullets:collide(the.enemies)
214
167
onEndFrame = function(self)
215
168
the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
216
169
the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
218
if the.player.active then
222
171
draw = function (self, x, y)
223
172
View.draw(self, x, y)
224
173
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
226
updateScore = function(self)
227
local t = love.timer.getTime() - self.gameStart
231
the.score.text = string.format('Score: %d:%02d', m, s)
232
--the.score.y = the.player.y - the.app.height / 2 + the.player.height
233
--the.score.x = the.player.x - the.app.width / 2 + the.player.width
235
--the.highScore.y = the.player.y - the.app.height / 2 + the.player.height
236
--the.highScore.x = the.player.x - the.app.width / 2
240
177
MenuScreen = View:extend {
267
205
self.console:watch('the.app.height', 'the.app.height')
268
206
self.console:watch('num mirrors', '#the.mirrors.sprites')
269
207
self.console:watch('num rocks', '#the.rocks.sprites')
208
self.console:watch('num planets', '#the.planets.sprites')
270
209
--self.console:watch('drawTook', 'the.drawTook')
272
211
-- back off that dark overlay a bit
276
215
onUpdate = function (self, dt)
277
if the.keys:justPressed('escape') then
216
if not (DEBUG and the.console.visible) then
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()
225
elseif the.keys:justPressed('f1') then
226
local ss = love.graphics.newScreenshot()
227
ss:encode('screenshot-' ..love.timer.getTime()..'.png')
228
elseif the.keys:justPressed('f11') then
229
love.graphics.toggleFullscreen()
281
233
update = function (self, dt)