5
vector = require 'vector'
6
--inspect = require 'inspect'
25
signOf = function(value)
8
34
GameView = View:extend {
9
35
onNew = function (self)
10
t = Text:new{y = 300, width = the.app.width, align = 'center',
11
text = 'This space intentionally left blank'}
14
--self:loadLayers('data/map.lua')
15
--self.focus = the.player
16
--self:clampTo(self.map)
36
the.storage = Storage:new{filename = 'scores.lua'}
38
--if not the.storage.data.highScore then
39
-- print('initializing storage')
40
-- the.storage.data = {highScore = 0}
43
the.bullets = Group:new()
44
the.interface = Group:new()
45
the.planets = Group:new()
46
the.indicators = Group:new()
47
the.enemies = Group:new()
50
image = 'data/stars3.png',
58
--the.player = CrystalPlayer:new{x=400,y=300}
59
the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
61
self:add(the.player.thrust)
62
self:add(the.player.shield)
67
local e = Enemy:new{x = math.random(the.bg.width),
68
y = math.random(the.bg.height)}
69
--local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
71
self:add(e.thrust) -- why doesn't this work in Enemy.new?
76
self:add(the.indicators)
77
self:add(the.interface)
79
for _ = 1, math.random(3, 6) do
80
local planet = Planet:new{
81
x = math.random(the.app.width / 2,
82
the.bg.width - the.app.width / 2),
83
y = math.random(the.app.height / 2,
84
the.bg.height - the.app.height / 2),
85
rotation = math.random() * math.pi
87
the.planets:add(planet)
90
the.cursor = Cursor:new()
94
y = the.app.height / 2,
95
width = the.app.width,
101
the.interface:add(the.over)
104
the.instructions = Text:new{
105
y = the.app.height / 2 + 32,
106
width = the.app.width,
109
text = "Press Enter to start a new game\nPress Q to quit",
112
the.interface:add(the.instructions)
114
love.mouse.setGrab(true)
115
love.mouse.setVisible(false)
116
love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
118
self.focus = the.player
120
onUpdate = function(self, dt)
121
if the.keys:justPressed('escape') then
122
PauseView:new():activate()
125
the.bullets:collide(the.planets)
126
the.bullets:collide(the.player)
127
the.bullets:collide(the.enemies)
129
onEndFrame = function(self)
130
the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
131
the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
18
133
draw = function (self, x, y)
19
134
View.draw(self, x, y)
20
love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
135
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
24
139
MenuScreen = View:extend {
38
153
the.app = App:new {
39
154
onRun = function (self)
40
155
print('Version: ' .. VERSION)
157
math.randomseed(os.time())
41
159
self.view = GameView:new()
43
162
self.console:watch('VERSION', 'VERSION')
44
163
self.console:watch('updateTook', 'the.updateTook')
164
self.console:watch('the.player.x', 'the.player.x')
165
self.console:watch('the.player.y', 'the.player.y')
166
self.console:watch('the.app.width', 'the.app.width')
167
self.console:watch('the.app.height', 'the.app.height')
168
self.console:watch('num mirrors', '#the.mirrors.sprites')
169
self.console:watch('num rocks', '#the.rocks.sprites')
170
self.console:watch('num planets', '#the.planets.sprites')
45
171
--self.console:watch('drawTook', 'the.drawTook')
173
-- back off that dark overlay a bit
174
self.console.fill.fill[4] = 75
48
177
onUpdate = function (self, dt)
49
if the.keys:justPressed('escape') then
178
if not (DEBUG and the.console.visible) then
179
if the.keys:justPressed('return') and the.keys:pressed('alt') then
180
love.graphics.toggleFullscreen()
181
elseif the.keys:justPressed('f1') then
182
local ss = love.graphics.newScreenshot()
183
ss:encode('screenshot-' ..love.timer.getTime()..'.png')
184
elseif the.keys:justPressed('f11') then
185
love.graphics.toggleFullscreen()
53
189
update = function (self, dt)