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()
99
87
the.planets = Group:new()
100
88
the.indicators = Group:new()
89
the.enemies = Group:new()
102
91
the.bg = Tile:new{
103
92
image = 'data/stars3.png',
109
98
self:add(the.planets)
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)
116
--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?
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)
125
for _ = 1, math.random(6) do
126
local planet = Tile:new{
127
image = 'data/planet1.png',
121
for _ = 1, math.random(3, 6) do
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
134
129
the.planets:add(planet)
136
planet.indicator = Tile:new{
137
image = 'data/planet1ind.png',
139
the.indicators:add(planet.indicator)
142
132
the.cursor = Cursor:new()
143
133
self:add(the.cursor)
145
the.score = Text:new{
148
width = the.app.width,
151
--the.interface:add(the.score)
153
local hs = the.storage.data.highScore
157
the.highScore = Text:new{
160
width = the.app.width,
163
text = string.format('High Score: %d:%02d', m, s)
165
--the.interface:add(the.highScore)
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)
192
--self:loadLayers('data/map.lua')
193
160
self.focus = the.player
194
--self:clampTo(self.map)
196
self.gameStart = love.timer.getTime()
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),
208
x = math.random(-300, 300),
209
y = math.random(-300, 300),
210
rotation = math.random(-7, 7)
212
scale = math.random() + 0.5
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
222
the.rocks:add(unseenRock)
224
self.lastRock = love.timer.getTime()
227
the.bullets:collide(the.rockColliders)
229
-- this should really go somewhere else...
230
for _, planet in ipairs(the.planets.sprites) do
232
local pvec = vector.new(
233
planet.x - the.player.x + planet.width / 2,
234
planet.y - the.player.y + planet.height / 2 )
236
-- TODO: is there a better way to specify the
238
if planet:intersects(the.player.x - the.app.width / 2,
239
the.player.y - the.app.height / 2,
242
-- planet is on the screen
243
planet.indicator.visible = false
245
planet.indicator.visible = true
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)
251
indy = the.app.height / 2 * util.signOf(pvec.y) + 8
252
indx = the.app.height / 2 * pvec.x / math.abs(pvec.y)
255
planet.indicator.x = the.player.x + indx
256
planet.indicator.y = the.player.y + indy
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')
163
the.bullets:collide(the.planets)
164
the.bullets:collide(the.player)
165
the.bullets:collide(the.enemies)
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
271
if the.player.active then
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)
279
updateScore = function(self)
280
local t = love.timer.getTime() - self.gameStart
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
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
293
177
MenuScreen = View:extend {