/traderous

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Viewing changes to main.lua

  • Committer: Josh C
  • Date: 2013-06-23 02:06:35 UTC
  • Revision ID: josh@9ix.org-20130623020635-31ov2mbrb67xe0h0
more mirror cleanup

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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)
25
28
                  return -1
26
29
               end
27
30
            end,
28
 
   shortestVector = function(from, to)
29
 
                       if STRICT then
30
 
                          if from.x < the.app.width / 2 or
31
 
                             from.x > the.bg.width - the.app.width / 2 or
32
 
                             from.y < the.app.height / 2 or
33
 
                             from.y > the.bg.height - the.app.height / 2 then
34
 
                             error('"from" coordinate out of bounds: X='..from.x..' Y='..from.y)
35
 
                          end
36
 
 
37
 
                          if to.x < the.app.width / 2 or
38
 
                             to.x > the.bg.width - the.app.width / 2 or
39
 
                             to.y < the.app.height / 2 or
40
 
                             to.y > the.bg.height - the.app.height / 2 then
41
 
                             error('"to" coordinate out of bounds: X='..to.x..' Y='..to.y)
42
 
                          end
43
 
                       end
44
 
 
45
 
                       -- normalize grid to account for mirror zones
46
 
                       local fx = from.x - the.app.width / 2
47
 
                       local fy = from.y - the.app.height / 2
48
 
                       local tx = to.x - the.app.width / 2
49
 
                       local ty = to.y - the.app.height / 2
50
 
 
51
 
                       local short = {}
52
 
 
53
 
                       -- pick shorter x
54
 
                       if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
55
 
                          -- straight path is shorter
56
 
                          short.x = tx - fx
57
 
                       else
58
 
                          short.x = tx - fx - (the.bg.width - the.app.width)
59
 
                       end
60
 
 
61
 
                       -- pick shorter y
62
 
                       if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
63
 
                          -- straight path is shorter
64
 
                          short.y = ty - fy
65
 
                       else
66
 
                          short.y = ty - fy - (the.bg.height - the.app.height)
67
 
                       end
68
 
 
69
 
                       return vector.new(short.x, short.y)
70
 
                    end
71
31
}
72
32
 
73
33
GameView = View:extend {
74
 
   lastRock = 0,
75
 
   rockInterval = 1,
76
 
   gameStart = 0,
77
34
   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
35
              the.storage = Storage:new{filename = 'scores.lua'}
88
36
              the.storage:load()
89
 
              if not the.storage.data.highScore then
90
 
                 print('initializing storage')
91
 
                 the.storage.data = {highScore = 0}
92
 
              end
 
37
              --if not the.storage.data.highScore then
 
38
              --   print('initializing storage')
 
39
              --   the.storage.data = {highScore = 0}
 
40
              --end
93
41
 
94
 
              --the.rockColliders = Group:new()
95
42
              the.bullets = Group:new()
96
 
              the.mirrors = Group:new()
97
 
              --the.rocks = Group:new()
98
43
              the.interface = Group:new()
99
44
              the.planets = Group:new()
 
45
              the.indicators = Group:new()
 
46
              the.enemies = Group:new()
100
47
 
101
48
              the.bg = Tile:new{
102
49
                 image = 'data/stars3.png',
103
 
                 -- 1366x768 * 3
104
 
                 width = 4098,
105
 
                 height = 2304
 
50
                 width = 13660,
 
51
                 height = 7680
106
52
              }
107
53
              self:add(the.bg)
108
54
 
109
55
              self:add(the.planets)
110
56
 
111
57
              --the.player = CrystalPlayer:new{x=400,y=300}
112
 
              the.player = SpacePlayer:new{x=1366,y=768}
 
58
              the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
113
59
              self:add(the.player)
114
60
              self:add(the.player.thrust)
115
 
 
116
 
              --self:add(Enemy:new{x=400, y=300})
 
61
              self:add(the.player.shield)
 
62
 
 
63
              self:add(the.enemies)
 
64
 
 
65
              for _ = 1, 5 do
 
66
                 local e = Enemy:new{x = math.random(the.bg.width),
 
67
                                     y = math.random(the.bg.height)}
 
68
                 --local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
 
69
                 the.enemies:add(e)
 
70
                 self:add(e.thrust) -- why doesn't this work in Enemy.new?
 
71
                 self:add(e.shield)
 
72
              end
117
73
 
118
74
              self:add(the.bullets)
119
 
              --self:add(the.rockColliders)
120
 
              self:add(the.mirrors)
121
 
              --self:add(the.rocks)
 
75
              self:add(the.indicators)
122
76
              self:add(the.interface)
123
77
 
124
 
              local planet = Tile:new{
125
 
                 image = 'data/planet1.png',
126
 
                 x = math.random(the.app.width / 2,
127
 
                                 the.bg.width - the.app.width / 2),
128
 
                 y = math.random(the.app.height / 2,
129
 
                                 the.bg.height - the.app.height / 2),
130
 
              }
131
 
              the.planets:add(planet)
 
78
              for _ = 1, math.random(3, 6) do
 
79
                 local planet = Planet:new{
 
80
                    x = math.random(the.app.width / 2,
 
81
                                    the.bg.width - the.app.width / 2),
 
82
                    y = math.random(the.app.height / 2,
 
83
                                    the.bg.height - the.app.height / 2),
 
84
                    rotation = math.random() * math.pi
 
85
                 }
 
86
                 the.planets:add(planet)
 
87
              end
132
88
 
133
89
              the.cursor = Cursor:new()
134
90
              self:add(the.cursor)
135
91
 
136
 
              the.score = Text:new{
137
 
                 x = 8,
138
 
                 y = 8,
139
 
                 width = the.app.width,
140
 
                 --align = 'center',
141
 
                 font = 25}
142
 
              the.interface:add(the.score)
143
 
 
144
 
              local hs = the.storage.data.highScore
145
 
              local m = hs / 60
146
 
              local s = hs % 60
147
 
 
148
 
              the.highScore = Text:new{
149
 
                 x = -8,
150
 
                 y = 8,
151
 
                 width = the.app.width,
152
 
                 align = 'right',
153
 
                 font = 25,
154
 
                 text = string.format('High Score: %d:%02d', m, s)
155
 
              }
156
 
              the.interface:add(the.highScore)
157
 
 
158
92
              the.over = Text:new{
159
93
                 y = the.app.height / 2,
160
94
                 width = the.app.width,
180
114
              love.mouse.setVisible(false)
181
115
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
182
116
 
183
 
              --self:loadLayers('data/map.lua')
184
117
              self.focus = the.player
185
 
              --self:clampTo(self.map)
186
 
 
187
 
              self.gameStart = love.timer.getTime()
188
118
           end,
189
119
   onUpdate = function(self, dt)
190
 
                 if false and the.player.active and love.timer.getTime() > self.lastRock + self.rockInterval then
191
 
                    local unseenRock = nil
192
 
                    while not unseenRock do
193
 
                       local rock = Rock:new{
194
 
                          x = math.random(the.app.width / 2,
195
 
                                          the.bg.width - the.app.width / 2),
196
 
                          y = math.random(the.app.height / 2,
197
 
                                          the.bg.height - the.app.height / 2),
198
 
                          velocity = {
199
 
                             x = math.random(-300, 300),
200
 
                             y = math.random(-300, 300),
201
 
                             rotation = math.random(-7, 7)
202
 
                          },
203
 
                          scale = math.random() + 0.5
204
 
                       }
205
 
 
206
 
                       local rockToPlayer = util.shortestVector(rock, the.player)
207
 
                       if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
208
 
                           math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
209
 
                         unseenRock = rock
210
 
                        end
211
 
                    end
212
 
 
213
 
                    the.rocks:add(unseenRock)
214
 
 
215
 
                    self.lastRock = love.timer.getTime()
216
 
                 end
217
 
 
218
 
                 the.bullets:collide(the.rockColliders)
219
 
 
220
 
                 -- for _, mirror in ipairs(the.mirrors.sprites) do
221
 
                 --    if not mirror.of then
222
 
                 --       print('mirror:' .. inspect(mirror))
223
 
                 --       error('mirror OF NOTHING')
224
 
                 --    end
225
 
                 -- end
 
120
                 the.bullets:collide(the.planets)
 
121
                 the.bullets:collide(the.player)
 
122
                 the.bullets:collide(the.enemies)
226
123
              end,
227
124
   onEndFrame = function(self)
228
125
                   the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
229
126
                   the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
230
 
 
231
 
                   if the.player.active then
232
 
                      self:updateScore()
233
 
                   end
234
127
                end,
235
128
   draw = function (self, x, y)
236
129
             View.draw(self, x, y)
237
130
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
238
131
          end,
239
 
   updateScore = function(self)
240
 
                    local t = love.timer.getTime() - self.gameStart
241
 
                    local m = t / 60
242
 
                    local s = t % 60
243
 
 
244
 
                    the.score.text = string.format('Score: %d:%02d', m, s)
245
 
                    --the.score.y = the.player.y - the.app.height / 2 + the.player.height
246
 
                    --the.score.x = the.player.x - the.app.width / 2 + the.player.width
247
 
 
248
 
                    --the.highScore.y = the.player.y - the.app.height / 2 + the.player.height
249
 
                    --the.highScore.x = the.player.x - the.app.width / 2
250
 
                 end
251
132
}
252
133
 
253
134
MenuScreen = View:extend {
272
153
 
273
154
              self.view = GameView:new()
274
155
 
275
 
              -- should fail silently if it can't go to fullscreen...
276
 
              love.graphics.toggleFullscreen()
277
 
 
278
156
              if DEBUG then
279
157
                 self.console:watch('VERSION', 'VERSION')
280
158
                 self.console:watch('updateTook', 'the.updateTook')
284
162
                 self.console:watch('the.app.height', 'the.app.height')
285
163
                 self.console:watch('num mirrors', '#the.mirrors.sprites')
286
164
                 self.console:watch('num rocks', '#the.rocks.sprites')
 
165
                 self.console:watch('num planets', '#the.planets.sprites')
287
166
                 --self.console:watch('drawTook', 'the.drawTook')
288
167
 
289
168
                 -- back off that dark overlay a bit
291
170
              end
292
171
           end,
293
172
   onUpdate = function (self, dt)
294
 
                 if the.keys:justPressed('q') then
295
 
                    self.quit()
296
 
                 elseif the.keys:justPressed('return') then
297
 
                    if the.keys:pressed('alt') then
 
173
                 if not (DEBUG and the.console.visible) then
 
174
                    if the.keys:justPressed('q') then
 
175
                       self.quit()
 
176
                    elseif the.keys:justPressed('return') then
 
177
                       if the.keys:pressed('alt') then
 
178
                          love.graphics.toggleFullscreen()
 
179
                       else
 
180
                          self.view = GameView:new()
 
181
                       end
 
182
                    elseif the.keys:justPressed('f1') then
 
183
                       local ss = love.graphics.newScreenshot()
 
184
                       ss:encode('screenshot-' ..love.timer.getTime()..'.png')
 
185
                    elseif the.keys:justPressed('f11') then
298
186
                       love.graphics.toggleFullscreen()
299
 
                    else
300
 
                       self.view = GameView:new()
301
187
                    end
302
 
                 elseif the.keys:justPressed('f1') then
303
 
                    local ss = love.graphics.newScreenshot()
304
 
                    ss:encode('screenshot-' ..love.timer.getTime()..'.png')
305
 
                 elseif the.keys:justPressed('f11') then
306
 
                    love.graphics.toggleFullscreen()
307
188
                 end
308
189
              end,
309
190
   update = function (self, dt)
314
195
               end
315
196
            end
316
197
}
 
198
 
 
199
realRun = love.run
 
200
function love.run()
 
201
   -- should fail silently if it can't go to fullscreen...
 
202
   love.graphics.toggleFullscreen()
 
203
 
 
204
   realRun()
 
205
end
 
 
b'\\ No newline at end of file'