/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 02:01:02 UTC
  • Revision ID: josh@9ix.org-20130619020102-gw53ss3mrq8gjiud
add enemy state switch

Show diffs side-by-side

added added

removed removed

Lines of Context:
16
16
require 'bullet'
17
17
require 'rock'
18
18
require 'boom'
 
19
require 'planet'
 
20
require 'trade_view'
 
21
require 'shield'
19
22
 
20
23
util = {
21
24
   signOf = function(value)
71
74
}
72
75
 
73
76
GameView = View:extend {
74
 
   lastRock = 0,
75
 
   rockInterval = 1,
76
 
   gameStart = 0,
77
77
   onNew = function (self)
78
 
              -- for x = 1,30 do
79
 
              --    for y = 1,30 do
80
 
              --       self:add(Fill:new{x=x*400, y=y*400,
81
 
              --                         width = 32, height = 32,
82
 
              --                         fill = {0,0,255}
83
 
              --                      })
84
 
              --    end
85
 
              -- end
86
 
 
87
78
              the.storage = Storage:new{filename = 'scores.lua'}
88
79
              the.storage:load()
89
 
              if not the.storage.data.highScore then
90
 
                 print('initializing storage')
91
 
                 the.storage.data = {highScore = 0}
92
 
              end
 
80
              --if not the.storage.data.highScore then
 
81
              --   print('initializing storage')
 
82
              --   the.storage.data = {highScore = 0}
 
83
              --end
93
84
 
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()
99
87
              the.planets = Group:new()
100
88
              the.indicators = Group:new()
 
89
              the.enemies = Group:new()
101
90
 
102
91
              the.bg = Tile:new{
103
92
                 image = 'data/stars3.png',
109
98
              self:add(the.planets)
110
99
 
111
100
              --the.player = CrystalPlayer:new{x=400,y=300}
112
 
              the.player = SpacePlayer:new{x=1366,y=768}
 
101
              the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
113
102
              self:add(the.player)
114
103
              self:add(the.player.thrust)
115
 
 
116
 
              --self:add(Enemy:new{x=400, y=300})
 
104
              self:add(the.player.shield)
 
105
 
 
106
              self:add(the.enemies)
 
107
 
 
108
              for _ = 1, 5 do
 
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}
 
112
                 the.enemies:add(e)
 
113
                 self:add(e.thrust) -- why doesn't this work in Enemy.new?
 
114
                 self:add(e.shield)
 
115
              end
117
116
 
118
117
              self:add(the.bullets)
119
 
              --self:add(the.rockColliders)
120
 
              self:add(the.mirrors)
121
 
              --self:add(the.rocks)
122
118
              self:add(the.indicators)
123
119
              self:add(the.interface)
124
120
 
125
121
              for _ = 1, math.random(6) do
126
 
                 local planet = Tile:new{
127
 
                    image = 'data/planet1.png',
 
122
                 local planet = Planet:new{
128
123
                    x = math.random(the.app.width / 2,
129
124
                                    the.bg.width - the.app.width / 2),
130
125
                    y = math.random(the.app.height / 2,
132
127
                    rotation = math.random() * math.pi
133
128
                 }
134
129
                 the.planets:add(planet)
135
 
 
136
 
                 planet.indicator = Tile:new{
137
 
                    image = 'data/planet1ind.png',
138
 
                 }
139
 
                 the.indicators:add(planet.indicator)
140
130
              end
141
131
 
142
132
              the.cursor = Cursor:new()
143
133
              self:add(the.cursor)
144
134
 
145
 
              the.score = Text:new{
146
 
                 x = 8,
147
 
                 y = 8,
148
 
                 width = the.app.width,
149
 
                 --align = 'center',
150
 
                 font = 25}
151
 
              --the.interface:add(the.score)
152
 
 
153
 
              local hs = the.storage.data.highScore
154
 
              local m = hs / 60
155
 
              local s = hs % 60
156
 
 
157
 
              the.highScore = Text:new{
158
 
                 x = -8,
159
 
                 y = 8,
160
 
                 width = the.app.width,
161
 
                 align = 'right',
162
 
                 font = 25,
163
 
                 text = string.format('High Score: %d:%02d', m, s)
164
 
              }
165
 
              --the.interface:add(the.highScore)
166
 
 
167
135
              the.over = Text:new{
168
136
                 y = the.app.height / 2,
169
137
                 width = the.app.width,
189
157
              love.mouse.setVisible(false)
190
158
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
191
159
 
192
 
              --self:loadLayers('data/map.lua')
193
160
              self.focus = the.player
194
 
              --self:clampTo(self.map)
195
 
 
196
 
              self.gameStart = love.timer.getTime()
197
161
           end,
198
162
   onUpdate = function(self, dt)
199
 
                 if false and the.player.active and love.timer.getTime() > self.lastRock + self.rockInterval then
200
 
                    local unseenRock = nil
201
 
                    while not unseenRock do
202
 
                       local rock = Rock:new{
203
 
                          x = math.random(the.app.width / 2,
204
 
                                          the.bg.width - the.app.width / 2),
205
 
                          y = math.random(the.app.height / 2,
206
 
                                          the.bg.height - the.app.height / 2),
207
 
                          velocity = {
208
 
                             x = math.random(-300, 300),
209
 
                             y = math.random(-300, 300),
210
 
                             rotation = math.random(-7, 7)
211
 
                          },
212
 
                          scale = math.random() + 0.5
213
 
                       }
214
 
 
215
 
                       local rockToPlayer = util.shortestVector(rock, the.player)
216
 
                       if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
217
 
                           math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
218
 
                         unseenRock = rock
219
 
                        end
220
 
                    end
221
 
 
222
 
                    the.rocks:add(unseenRock)
223
 
 
224
 
                    self.lastRock = love.timer.getTime()
225
 
                 end
226
 
 
227
 
                 the.bullets:collide(the.rockColliders)
228
 
 
229
 
                 -- this should really go somewhere else...
230
 
                 for _, planet in ipairs(the.planets.sprites) do
231
 
                    local indx, indy
232
 
                    local pvec = vector.new(
233
 
                       planet.x - the.player.x + planet.width / 2,
234
 
                       planet.y - the.player.y + planet.height / 2 )
235
 
 
236
 
                    -- TODO: is there a better way to specify the
237
 
                    -- screen rectangle?
238
 
                    if planet:intersects(the.player.x - the.app.width / 2,
239
 
                                         the.player.y - the.app.height / 2,
240
 
                                         the.app.width,
241
 
                                         the.app.height) then
242
 
                       -- planet is on the screen
243
 
                       planet.indicator.visible = false
244
 
                    else
245
 
                       planet.indicator.visible = true
246
 
 
247
 
                       if math.abs(pvec.x) / math.abs(pvec.y) > the.app.width / the.app.height then
248
 
                          indx = the.app.width / 2 * util.signOf(pvec.x) + 8
249
 
                          indy = the.app.width / 2 * pvec.y / math.abs(pvec.x)
250
 
                       else
251
 
                          indy = the.app.height / 2 * util.signOf(pvec.y) + 8
252
 
                          indx = the.app.height / 2 * pvec.x / math.abs(pvec.y)
253
 
                       end
254
 
 
255
 
                       planet.indicator.x = the.player.x + indx
256
 
                       planet.indicator.y = the.player.y + indy
257
 
                    end
258
 
                 end
259
 
 
260
 
                 -- for _, mirror in ipairs(the.mirrors.sprites) do
261
 
                 --    if not mirror.of then
262
 
                 --       print('mirror:' .. inspect(mirror))
263
 
                 --       error('mirror OF NOTHING')
264
 
                 --    end
265
 
                 -- end
 
163
                 the.bullets:collide(the.planets)
 
164
                 the.bullets:collide(the.player)
 
165
                 the.bullets:collide(the.enemies)
266
166
              end,
267
167
   onEndFrame = function(self)
268
168
                   the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
269
169
                   the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
270
 
 
271
 
                   if the.player.active then
272
 
                      self:updateScore()
273
 
                   end
274
170
                end,
275
171
   draw = function (self, x, y)
276
172
             View.draw(self, x, y)
277
173
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
278
174
          end,
279
 
   updateScore = function(self)
280
 
                    local t = love.timer.getTime() - self.gameStart
281
 
                    local m = t / 60
282
 
                    local s = t % 60
283
 
 
284
 
                    the.score.text = string.format('Score: %d:%02d', m, s)
285
 
                    --the.score.y = the.player.y - the.app.height / 2 + the.player.height
286
 
                    --the.score.x = the.player.x - the.app.width / 2 + the.player.width
287
 
 
288
 
                    --the.highScore.y = the.player.y - the.app.height / 2 + the.player.height
289
 
                    --the.highScore.x = the.player.x - the.app.width / 2
290
 
                 end
291
175
}
292
176
 
293
177
MenuScreen = View:extend {
312
196
 
313
197
              self.view = GameView:new()
314
198
 
315
 
              -- should fail silently if it can't go to fullscreen...
316
 
              love.graphics.toggleFullscreen()
317
 
 
318
199
              if DEBUG then
319
200
                 self.console:watch('VERSION', 'VERSION')
320
201
                 self.console:watch('updateTook', 'the.updateTook')
357
238
               end
358
239
            end
359
240
}
 
241
 
 
242
realRun = love.run
 
243
function love.run()
 
244
   -- should fail silently if it can't go to fullscreen...
 
245
   love.graphics.toggleFullscreen()
 
246
 
 
247
   realRun()
 
248
end
 
 
b'\\ No newline at end of file'