75
76
GameView = View:extend {
79
77
onNew = function (self)
82
-- self:add(Fill:new{x=x*400, y=y*400,
83
-- width = 32, height = 32,
89
78
the.storage = Storage:new{filename = 'scores.lua'}
91
if not the.storage.data.highScore then
92
print('initializing storage')
93
the.storage.data = {highScore = 0}
80
--if not the.storage.data.highScore then
81
-- print('initializing storage')
82
-- the.storage.data = {highScore = 0}
96
--the.rockColliders = Group:new()
97
85
the.bullets = Group:new()
98
the.mirrors = Group:new()
99
--the.rocks = Group:new()
100
86
the.interface = Group:new()
101
87
the.planets = Group:new()
102
88
the.indicators = Group:new()
89
the.enemies = Group:new()
104
91
the.bg = Tile:new{
105
92
image = 'data/stars3.png',
114
101
the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
115
102
self:add(the.player)
116
103
self:add(the.player.thrust)
118
--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?
120
117
self:add(the.bullets)
121
--self:add(the.rockColliders)
122
self:add(the.mirrors)
123
--self:add(the.rocks)
124
118
self:add(the.indicators)
125
119
self:add(the.interface)
127
for _ = 1, math.random(6) do
121
for _ = 1, math.random(3, 6) do
128
122
local planet = Planet:new{
129
123
x = math.random(the.app.width / 2,
130
124
the.bg.width - the.app.width / 2),
185
157
love.mouse.setVisible(false)
186
158
love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
188
--self:loadLayers('data/map.lua')
189
160
self.focus = the.player
190
--self:clampTo(self.map)
192
self.gameStart = love.timer.getTime()
194
162
onUpdate = function(self, dt)
195
if false and the.player.active and love.timer.getTime() > self.lastRock + self.rockInterval then
196
local unseenRock = nil
197
while not unseenRock do
198
local rock = Rock:new{
199
x = math.random(the.app.width / 2,
200
the.bg.width - the.app.width / 2),
201
y = math.random(the.app.height / 2,
202
the.bg.height - the.app.height / 2),
204
x = math.random(-300, 300),
205
y = math.random(-300, 300),
206
rotation = math.random(-7, 7)
208
scale = math.random() + 0.5
211
local rockToPlayer = util.shortestVector(rock, the.player)
212
if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
213
math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
218
the.rocks:add(unseenRock)
220
self.lastRock = love.timer.getTime()
223
the.bullets:collide(the.rockColliders)
225
-- this should really go somewhere else...
226
for _, planet in ipairs(the.planets.sprites) do
228
local pvec = vector.new(
229
planet.x - the.player.x + planet.width / 2,
230
planet.y - the.player.y + planet.height / 2 )
232
-- TODO: is there a better way to specify the
234
if planet:intersects(the.player.x - the.app.width / 2,
235
the.player.y - the.app.height / 2,
238
-- planet is on the screen
239
planet.indicator.visible = false
241
planet.indicator.visible = true
243
if math.abs(pvec.x) / math.abs(pvec.y) > the.app.width / the.app.height then
244
indx = (the.app.width / 2 - 10) * util.signOf(pvec.x) + 8
245
indy = (the.app.width / 2 - 10) * pvec.y / math.abs(pvec.x)
247
indy = (the.app.height / 2 - 10) * util.signOf(pvec.y) + 8
248
indx = (the.app.height / 2 - 10) * pvec.x / math.abs(pvec.y)
251
planet.indicator.x = the.player.x + indx
252
planet.indicator.y = the.player.y + indy
256
-- for _, mirror in ipairs(the.mirrors.sprites) do
257
-- if not mirror.of then
258
-- print('mirror:' .. inspect(mirror))
259
-- error('mirror OF NOTHING')
163
the.bullets:collide(the.planets)
164
the.bullets:collide(the.player)
165
the.bullets:collide(the.enemies)
263
167
onEndFrame = function(self)
264
168
the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
265
169
the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
267
if the.player.active then
271
171
draw = function (self, x, y)
272
172
View.draw(self, x, y)
273
173
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
275
updateScore = function(self)
276
local t = love.timer.getTime() - self.gameStart
280
the.score.text = string.format('Score: %d:%02d', m, s)
281
--the.score.y = the.player.y - the.app.height / 2 + the.player.height
282
--the.score.x = the.player.x - the.app.width / 2 + the.player.width
284
--the.highScore.y = the.player.y - the.app.height / 2 + the.player.height
285
--the.highScore.x = the.player.x - the.app.width / 2
289
177
MenuScreen = View:extend {