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)
111
103
self:add(the.player.thrust)
113
--self:add(Enemy:new{x=400, y=300})
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?
115
117
self:add(the.bullets)
116
self:add(the.rockColliders)
117
self:add(the.mirrors)
118
self:add(the.indicators)
119
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)
121
132
the.cursor = Cursor:new()
122
133
self:add(the.cursor)
124
the.score = Text:new{
127
width = the.app.width,
130
the.interface:add(the.score)
132
local hs = the.storage.data.highScore
136
the.highScore = Text:new{
139
width = the.app.width,
142
text = string.format('High Score: %d:%02d', m, s)
144
the.interface:add(the.highScore)
146
135
the.over = Text:new{
147
136
y = the.app.height / 2,
148
137
width = the.app.width,
168
157
love.mouse.setVisible(false)
169
158
love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
171
--self:loadLayers('data/map.lua')
172
160
self.focus = the.player
173
--self:clampTo(self.map)
175
self.gameStart = love.timer.getTime()
177
162
onUpdate = function(self, dt)
178
if the.player.active and love.timer.getTime() > self.lastRock + self.rockInterval then
179
local unseenRock = nil
180
while not unseenRock do
181
local rock = Rock:new{
182
x = math.random(the.app.width / 2,
183
the.bg.width - the.app.width / 2),
184
y = math.random(the.app.height / 2,
185
the.bg.height - the.app.height / 2),
187
x = math.random(-300, 300),
188
y = math.random(-300, 300),
189
rotation = math.random(-7, 7)
191
scale = math.random() + 0.5
194
local rockToPlayer = util.shortestVector(rock, the.player)
195
if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
196
math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
201
the.rocks:add(unseenRock)
203
self.lastRock = love.timer.getTime()
206
the.bullets:collide(the.rockColliders)
208
-- for _, mirror in ipairs(the.mirrors.sprites) do
209
-- if not mirror.of then
210
-- print('mirror:' .. inspect(mirror))
211
-- error('mirror OF NOTHING')
163
the.bullets:collide(the.planets)
164
the.bullets:collide(the.player)
165
the.bullets:collide(the.enemies)
215
167
onEndFrame = function(self)
216
168
the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
217
169
the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
219
if the.player.active then
223
171
draw = function (self, x, y)
224
172
View.draw(self, x, y)
225
173
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
227
updateScore = function(self)
228
local t = love.timer.getTime() - self.gameStart
232
the.score.text = string.format('Score: %d:%02d', m, s)
233
--the.score.y = the.player.y - the.app.height / 2 + the.player.height
234
--the.score.x = the.player.x - the.app.width / 2 + the.player.width
236
--the.highScore.y = the.player.y - the.app.height / 2 + the.player.height
237
--the.highScore.x = the.player.x - the.app.width / 2
241
177
MenuScreen = View:extend {
261
197
self.view = GameView:new()
263
-- try going fullscreen. should fail silently if it
264
-- can't go to fullscreen.
265
love.graphics.toggleFullscreen()
268
200
self.console:watch('VERSION', 'VERSION')
269
201
self.console:watch('updateTook', 'the.updateTook')
273
205
self.console:watch('the.app.height', 'the.app.height')
274
206
self.console:watch('num mirrors', '#the.mirrors.sprites')
275
207
self.console:watch('num rocks', '#the.rocks.sprites')
208
self.console:watch('num planets', '#the.planets.sprites')
276
209
--self.console:watch('drawTook', 'the.drawTook')
278
211
-- back off that dark overlay a bit
282
215
onUpdate = function (self, dt)
283
if the.keys:justPressed('q') then
285
elseif the.keys:justPressed('return') then
286
self.view = GameView:new()
287
elseif the.keys:justPressed('f1') then
288
local ss = love.graphics.newScreenshot()
289
ss:encode('screenshot-' ..love.timer.getTime()..'.png')
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()
292
233
update = function (self, dt)