/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: 2013-06-23 02:52:56 UTC
  • Revision ID: josh@9ix.org-20130623025256-o80jq1o3hy8dw7lh
available cargo space

Show diffs side-by-side

added added

removed removed

Lines of Context:
2
2
DEBUG = true
3
3
 
4
4
require 'zoetrope'
5
 
--__ = require 'underscore'
 
5
vector = require 'vector'
 
6
--inspect = require 'inspect'
 
7
 
 
8
require 'group'
6
9
 
7
10
require 'version'
 
11
require 'wrap_tile'
 
12
require 'mirror'
8
13
require 'player'
9
14
require 'enemy'
 
15
require 'cursor'
 
16
require 'bullet'
 
17
require 'rock'
 
18
require 'boom'
 
19
require 'planet'
 
20
require 'trade_view'
 
21
require 'shield'
10
22
 
11
23
util = {
12
24
   signOf = function(value)
15
27
               else
16
28
                  return -1
17
29
               end
18
 
            end
 
30
            end,
19
31
}
20
32
 
21
33
GameView = View:extend {
22
34
   onNew = function (self)
23
 
              for x = 1,30 do
24
 
                 for y = 1,30 do
25
 
                    self:add(Fill:new{x=x*400, y=y*400,
26
 
                                      width = 32, height = 32,
27
 
                                      fill = {0,0,255}
28
 
                                   })
29
 
                 end
30
 
              end
 
35
              the.storage = Storage:new{filename = 'scores.lua'}
 
36
              the.storage:load()
 
37
              --if not the.storage.data.highScore then
 
38
              --   print('initializing storage')
 
39
              --   the.storage.data = {highScore = 0}
 
40
              --end
 
41
 
 
42
              the.bullets = Group:new()
 
43
              the.interface = Group:new()
 
44
              the.planets = Group:new()
 
45
              the.indicators = Group:new()
 
46
              the.enemies = Group:new()
 
47
 
 
48
              the.bg = Tile:new{
 
49
                 image = 'data/stars3.png',
 
50
                 width = 27320,
 
51
                 height = 15360
 
52
              }
 
53
              self:add(the.bg)
 
54
 
 
55
              self:add(the.planets)
31
56
 
32
57
              --the.player = CrystalPlayer:new{x=400,y=300}
33
 
              the.player = SpacePlayer:new{x=400,y=300}
 
58
              the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
34
59
              self:add(the.player)
35
 
 
36
 
              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,
 
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
 
88
 
 
89
              the.cursor = Cursor:new()
 
90
              self:add(the.cursor)
 
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,
 
105
                 width = the.app.width,
 
106
                 align = 'center',
 
107
                 font = 12,
 
108
                 text = "Press Enter to start a new game\nPress Q to quit",
 
109
                 visible = false
 
110
              }
 
111
              the.interface:add(the.instructions)
37
112
 
38
113
              love.mouse.setGrab(true)
39
 
              --love.mouse.setVisible(false)
 
114
              love.mouse.setVisible(false)
 
115
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
40
116
 
41
 
              --self:loadLayers('data/map.lua')
42
117
              self.focus = the.player
43
 
              --self:clampTo(self.map)
44
118
           end,
 
119
   onUpdate = function(self, dt)
 
120
                 the.bullets:collide(the.planets)
 
121
                 the.bullets:collide(the.player)
 
122
                 the.bullets:collide(the.enemies)
 
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,
45
128
   draw = function (self, x, y)
46
129
             View.draw(self, x, y)
47
 
             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
48
 
          end
 
130
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
 
131
          end,
49
132
}
50
133
 
51
134
MenuScreen = View:extend {
65
148
the.app = App:new {
66
149
   onRun = function (self)
67
150
              print('Version: ' .. VERSION)
 
151
 
 
152
              math.randomseed(os.time())
 
153
 
68
154
              self.view = GameView:new()
 
155
 
69
156
              if DEBUG then
70
157
                 self.console:watch('VERSION', 'VERSION')
71
158
                 self.console:watch('updateTook', 'the.updateTook')
 
159
                 self.console:watch('the.player.x', 'the.player.x')
 
160
                 self.console:watch('the.player.y', 'the.player.y')
 
161
                 self.console:watch('the.app.width', 'the.app.width')
 
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')
72
166
                 --self.console:watch('drawTook', 'the.drawTook')
 
167
 
 
168
                 -- back off that dark overlay a bit
 
169
                 self.console.fill.fill[4] = 75
73
170
              end
74
171
           end,
75
172
   onUpdate = function (self, dt)
76
 
                 if the.keys:justPressed('escape') then
77
 
                    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
78
188
                 end
79
189
              end,
80
190
   update = function (self, dt)
85
195
               end
86
196
            end
87
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'