/traderous

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  • Committer: Josh C
  • Date: 2013-06-23 02:28:12 UTC
  • Revision ID: josh@9ix.org-20130623022812-zhz3azvff45bgsw1
bigger space, slower movement, maintain enemy density

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DEBUG = true
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require 'zoetrope'
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--__ = require 'underscore'
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vector = require 'vector'
 
6
--inspect = require 'inspect'
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8
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require 'group'
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9
 
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require 'cursor'
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require 'bullet'
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require 'rock'
 
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require 'boom'
 
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require 'planet'
 
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require 'trade_view'
 
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require 'shield'
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22
 
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util = {
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   signOf = function(value)
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                  return -1
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               end
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            end,
27
 
   shortestVector = function(from, to)
28
 
                       if STRICT then
29
 
                          if from.x < the.app.width / 2 or
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                             from.x > the.bg.width - the.app.width / 2 or
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                             from.y < the.app.height / 2 or
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                             from.y > the.bg.height - the.app.height / 2 then
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                             error('"from" coordinate out of bounds: X='..from.x..' Y='..from.y)
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                          end
35
 
 
36
 
                          if to.x < the.app.width / 2 or
37
 
                             to.x > the.bg.width - the.app.width / 2 or
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                             to.y < the.app.height / 2 or
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                             to.y > the.bg.height - the.app.height / 2 then
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                             error('"to" coordinate out of bounds: X='..to.x..' Y='..to.y)
41
 
                          end
42
 
                       end
43
 
 
44
 
                       -- normalize grid to account for mirror zones
45
 
                       local fx = from.x - the.app.width / 2
46
 
                       local fy = from.y - the.app.height / 2
47
 
                       local tx = to.x - the.app.width / 2
48
 
                       local ty = to.y - the.app.height / 2
49
 
 
50
 
                       local short = {}
51
 
 
52
 
                       -- pick shorter x
53
 
                       if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
54
 
                          -- straight path is shorter
55
 
                          short.x = tx - fx
56
 
                       else
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                          short.x = tx - fx - (the.bg.width - the.app.width)
58
 
                       end
59
 
 
60
 
                       -- pick shorter y
61
 
                       if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
62
 
                          -- straight path is shorter
63
 
                          short.y = ty - fy
64
 
                       else
65
 
                          short.y = ty - fy - (the.bg.height - the.app.height)
66
 
                       end
67
 
 
68
 
                       return vector.new(short.x, short.y)
69
 
                    end
70
31
}
71
32
 
72
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GameView = View:extend {
73
 
   lastRock = 0,
74
 
   rockInterval = 1,
75
 
   gameStart = 0,
76
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   onNew = function (self)
77
 
              -- for x = 1,30 do
78
 
              --    for y = 1,30 do
79
 
              --       self:add(Fill:new{x=x*400, y=y*400,
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              --                         width = 32, height = 32,
81
 
              --                         fill = {0,0,255}
82
 
              --                      })
83
 
              --    end
84
 
              -- end
 
35
              the.storage = Storage:new{filename = 'scores.lua'}
 
36
              the.storage:load()
 
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              --if not the.storage.data.highScore then
 
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              --   print('initializing storage')
 
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              --   the.storage.data = {highScore = 0}
 
40
              --end
 
41
 
 
42
              the.bullets = Group:new()
 
43
              the.interface = Group:new()
 
44
              the.planets = Group:new()
 
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              the.indicators = Group:new()
 
46
              the.enemies = Group:new()
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86
48
              the.bg = Tile:new{
87
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                 image = 'data/stars3.png',
88
 
                 -- 1366x768 * 3
89
 
                 width = 4098,
90
 
                 height = 2304
 
50
                 width = 27320,
 
51
                 height = 15360
91
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              }
92
53
              self:add(the.bg)
93
54
 
 
55
              self:add(the.planets)
 
56
 
94
57
              --the.player = CrystalPlayer:new{x=400,y=300}
95
 
              the.player = SpacePlayer:new{x=1366,y=768}
 
58
              the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
96
59
              self:add(the.player)
97
 
 
98
 
              --self:add(Enemy:new{x=400, y=300})
 
60
              self:add(the.player.thrust)
 
61
              self:add(the.player.shield)
 
62
 
 
63
              self:add(the.enemies)
 
64
 
 
65
              for _ = 1, 20 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
 
73
 
 
74
              self:add(the.bullets)
 
75
              self:add(the.indicators)
 
76
              self:add(the.interface)
 
77
 
 
78
              for _ = 1, math.random(3, 6) do
 
79
                 local planet = Planet:new{
 
80
                    x = math.random(the.app.width / 2,
 
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                                    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
99
88
 
100
89
              the.cursor = Cursor:new()
101
90
              self:add(the.cursor)
102
91
 
 
92
              the.over = Text:new{
 
93
                 y = the.app.height / 2,
 
94
                 width = the.app.width,
 
95
                 align = 'center',
 
96
                 font = 25,
 
97
                 text = "Game Over",
 
98
                 visible = false
 
99
              }
 
100
              the.interface:add(the.over)
 
101
 
 
102
 
 
103
              the.instructions = Text:new{
 
104
                 y = the.app.height / 2 + 32,
 
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                 width = the.app.width,
 
106
                 align = 'center',
 
107
                 font = 12,
 
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                 text = "Press Enter to start a new game\nPress Q to quit",
 
109
                 visible = false
 
110
              }
 
111
              the.interface:add(the.instructions)
 
112
 
103
113
              love.mouse.setGrab(true)
104
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              love.mouse.setVisible(false)
 
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              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
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106
 
              --self:loadLayers('data/map.lua')
107
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              self.focus = the.player
108
 
              --self:clampTo(self.map)
109
 
 
110
 
              self.gameStart = love.timer.getTime()
111
118
           end,
112
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   onUpdate = function(self, dt)
113
 
                 if love.timer.getTime() > self.lastRock + self.rockInterval then
114
 
                    local unseenRock = nil
115
 
                    while not unseenRock do
116
 
                       local rock = Rock:new{
117
 
                          x = math.random(the.app.width / 2,
118
 
                                          the.bg.width - the.app.width / 2),
119
 
                          y = math.random(the.app.height / 2,
120
 
                                          the.bg.height - the.app.height / 2),
121
 
                          velocity = {
122
 
                             x = math.random(-300, 300),
123
 
                             y = math.random(-300, 300),
124
 
                             rotation = math.random(-7, 7)
125
 
                          },
126
 
                          scale = math.random() + 0.5
127
 
                       }
128
 
 
129
 
                       local rockToPlayer = util.shortestVector(rock, the.player)
130
 
                       if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
131
 
                           math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
132
 
                         unseenRock = rock
133
 
                        end
134
 
                    end
135
 
 
136
 
                    self:add(unseenRock)
137
 
 
138
 
                    self.lastRock = love.timer.getTime()
139
 
                 end
 
120
                 the.bullets:collide(the.planets)
 
121
                 the.bullets:collide(the.player)
 
122
                 the.bullets:collide(the.enemies)
140
123
              end,
 
124
   onEndFrame = function(self)
 
125
                   the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
 
126
                   the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
 
127
                end,
141
128
   draw = function (self, x, y)
142
129
             View.draw(self, x, y)
143
 
             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
144
 
          end
 
130
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
 
131
          end,
145
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}
146
133
 
147
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MenuScreen = View:extend {
165
152
              math.randomseed(os.time())
166
153
 
167
154
              self.view = GameView:new()
 
155
 
168
156
              if DEBUG then
169
157
                 self.console:watch('VERSION', 'VERSION')
170
158
                 self.console:watch('updateTook', 'the.updateTook')
172
160
                 self.console:watch('the.player.y', 'the.player.y')
173
161
                 self.console:watch('the.app.width', 'the.app.width')
174
162
                 self.console:watch('the.app.height', 'the.app.height')
 
163
                 self.console:watch('num mirrors', '#the.mirrors.sprites')
 
164
                 self.console:watch('num rocks', '#the.rocks.sprites')
 
165
                 self.console:watch('num planets', '#the.planets.sprites')
175
166
                 --self.console:watch('drawTook', 'the.drawTook')
176
167
 
177
168
                 -- back off that dark overlay a bit
179
170
              end
180
171
           end,
181
172
   onUpdate = function (self, dt)
182
 
                 if the.keys:justPressed('escape') then
183
 
                    self.quit()
 
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
 
186
                       love.graphics.toggleFullscreen()
 
187
                    end
184
188
                 end
185
189
              end,
186
190
   update = function (self, dt)
191
195
               end
192
196
            end
193
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'