46
45
the.indicators = Group:new()
47
46
the.enemies = Group:new()
49
-- init bg before build/load since planets need to know bg size
51
49
image = 'data/stars3.png',
57
if self.newWorld or not the.storage.data.player then
58
the.storage.data = {planets = {}}
60
-- build planets from random
61
for _ = 1, math.random(3, 6) do
62
local planet = Planet:new{
63
x = math.random(the.app.width / 2,
64
the.bg.width - the.app.width / 2),
65
y = math.random(the.app.height / 2,
66
the.bg.height - the.app.height / 2),
67
rotation = math.random() * math.pi
69
the.planets:add(planet)
70
table.insert(the.storage.data.planets, {
73
rotation = planet.rotation,
79
local player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
81
the.storage.data.player = {x = player.x,
85
cargoSpace = player.cargoSpace
90
-- load planets with x, y, goods
91
for _, planetData in ipairs(the.storage.data.planets) do
92
the.planets:add(Planet:new(planetData))
95
-- load player with cargo, money, position
96
the.player = SpacePlayer:new(the.storage.data.player)
98
-- reload storage as we've turned it all into objects
102
55
self:add(the.planets)
57
--the.player = CrystalPlayer:new{x=400,y=300}
58
the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
104
59
self:add(the.player)
105
60
self:add(the.player.thrust)
106
61
self:add(the.player.shield)
120
75
self:add(the.indicators)
121
76
self:add(the.interface)
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
86
the.planets:add(planet)
123
89
the.cursor = Cursor:new()
124
90
self:add(the.cursor)
151
117
self.focus = the.player
153
119
onUpdate = function(self, dt)
154
if the.keys:justPressed('escape') then
155
PauseView:new():activate()
158
120
the.bullets:collide(the.planets)
159
121
the.bullets:collide(the.player)
160
122
the.bullets:collide(the.enemies)
201
163
self.console:watch('num mirrors', '#the.mirrors.sprites')
202
164
self.console:watch('num rocks', '#the.rocks.sprites')
203
165
self.console:watch('num planets', '#the.planets.sprites')
204
self.console:watch('num enemies', 'the.enemies:count()')
205
166
--self.console:watch('drawTook', 'the.drawTook')
207
168
-- back off that dark overlay a bit
211
172
onUpdate = function (self, dt)
212
173
if not (DEBUG and the.console.visible) then
213
if the.keys:justPressed('return') and the.keys:pressed('alt') then
214
love.graphics.toggleFullscreen()
174
if the.keys:justPressed('q') then
176
elseif the.keys:justPressed('return') then
177
if the.keys:pressed('alt') then
178
love.graphics.toggleFullscreen()
180
self.view = GameView:new()
215
182
elseif the.keys:justPressed('f1') then
216
183
local ss = love.graphics.newScreenshot()
217
184
ss:encode('screenshot-' ..love.timer.getTime()..'.png')