/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: 2013-06-25 16:59:14 UTC
  • Revision ID: josh@9ix.org-20130625165914-egx7p44y1v0ulwyj
pause screen

Show diffs side-by-side

added added

removed removed

Lines of Context:
18
18
require 'boom'
19
19
require 'planet'
20
20
require 'trade_view'
 
21
require 'shield'
 
22
require 'pause_view'
21
23
 
22
24
util = {
23
25
   signOf = function(value)
27
29
                  return -1
28
30
               end
29
31
            end,
30
 
   shortestVector = function(from, to)
31
 
                       if STRICT then
32
 
                          if from.x < the.app.width / 2 or
33
 
                             from.x > the.bg.width - the.app.width / 2 or
34
 
                             from.y < the.app.height / 2 or
35
 
                             from.y > the.bg.height - the.app.height / 2 then
36
 
                             error('"from" coordinate out of bounds: X='..from.x..' Y='..from.y)
37
 
                          end
38
 
 
39
 
                          if to.x < the.app.width / 2 or
40
 
                             to.x > the.bg.width - the.app.width / 2 or
41
 
                             to.y < the.app.height / 2 or
42
 
                             to.y > the.bg.height - the.app.height / 2 then
43
 
                             error('"to" coordinate out of bounds: X='..to.x..' Y='..to.y)
44
 
                          end
45
 
                       end
46
 
 
47
 
                       -- normalize grid to account for mirror zones
48
 
                       local fx = from.x - the.app.width / 2
49
 
                       local fy = from.y - the.app.height / 2
50
 
                       local tx = to.x - the.app.width / 2
51
 
                       local ty = to.y - the.app.height / 2
52
 
 
53
 
                       local short = {}
54
 
 
55
 
                       -- pick shorter x
56
 
                       if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
57
 
                          -- straight path is shorter
58
 
                          short.x = tx - fx
59
 
                       else
60
 
                          short.x = tx - fx - (the.bg.width - the.app.width)
61
 
                       end
62
 
 
63
 
                       -- pick shorter y
64
 
                       if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
65
 
                          -- straight path is shorter
66
 
                          short.y = ty - fy
67
 
                       else
68
 
                          short.y = ty - fy - (the.bg.height - the.app.height)
69
 
                       end
70
 
 
71
 
                       return vector.new(short.x, short.y)
72
 
                    end
73
32
}
74
33
 
75
34
GameView = View:extend {
85
44
              the.interface = Group:new()
86
45
              the.planets = Group:new()
87
46
              the.indicators = Group:new()
 
47
              the.enemies = Group:new()
88
48
 
89
49
              the.bg = Tile:new{
90
50
                 image = 'data/stars3.png',
91
 
                 width = 13660,
92
 
                 height = 7680
 
51
                 width = 27320,
 
52
                 height = 15360
93
53
              }
94
54
              self:add(the.bg)
95
55
 
99
59
              the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
100
60
              self:add(the.player)
101
61
              self:add(the.player.thrust)
102
 
 
103
 
              self:add(Enemy:new{x=400, y=300})
 
62
              self:add(the.player.shield)
 
63
 
 
64
              self:add(the.enemies)
 
65
 
 
66
              for _ = 1, 20 do
 
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}
 
70
                 the.enemies:add(e)
 
71
                 self:add(e.thrust) -- why doesn't this work in Enemy.new?
 
72
                 self:add(e.shield)
 
73
              end
104
74
 
105
75
              self:add(the.bullets)
106
76
              self:add(the.indicators)
107
77
              self:add(the.interface)
108
78
 
109
 
              for _ = 1, math.random(6) do
 
79
              for _ = 1, math.random(3, 6) do
110
80
                 local planet = Planet:new{
111
81
                    x = math.random(the.app.width / 2,
112
82
                                    the.bg.width - the.app.width / 2),
120
90
              the.cursor = Cursor:new()
121
91
              self:add(the.cursor)
122
92
 
 
93
              the.over = Text:new{
 
94
                 y = the.app.height / 2,
 
95
                 width = the.app.width,
 
96
                 align = 'center',
 
97
                 font = 25,
 
98
                 text = "Game Over",
 
99
                 visible = false
 
100
              }
 
101
              the.interface:add(the.over)
 
102
 
 
103
 
 
104
              the.instructions = Text:new{
 
105
                 y = the.app.height / 2 + 32,
 
106
                 width = the.app.width,
 
107
                 align = 'center',
 
108
                 font = 12,
 
109
                 text = "Press Enter to start a new game\nPress Q to quit",
 
110
                 visible = false
 
111
              }
 
112
              the.interface:add(the.instructions)
 
113
 
123
114
              love.mouse.setGrab(true)
124
115
              love.mouse.setVisible(false)
125
116
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
127
118
              self.focus = the.player
128
119
           end,
129
120
   onUpdate = function(self, dt)
 
121
                 if the.keys:justPressed('escape') then
 
122
                    PauseView:new():activate()
 
123
                 end
 
124
 
130
125
                 the.bullets:collide(the.planets)
 
126
                 the.bullets:collide(the.player)
 
127
                 the.bullets:collide(the.enemies)
131
128
              end,
132
129
   onEndFrame = function(self)
133
130
                   the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
179
176
           end,
180
177
   onUpdate = function (self, dt)
181
178
                 if not (DEBUG and the.console.visible) then
182
 
                    if the.keys:justPressed('q') then
183
 
                       self.quit()
184
 
                    elseif the.keys:justPressed('return') then
185
 
                       if the.keys:pressed('alt') then
186
 
                          love.graphics.toggleFullscreen()
187
 
                       else
188
 
                          self.view = GameView:new()
189
 
                       end
 
179
                    if the.keys:justPressed('return') and the.keys:pressed('alt') then
 
180
                       love.graphics.toggleFullscreen()
190
181
                    elseif the.keys:justPressed('f1') then
191
182
                       local ss = love.graphics.newScreenshot()
192
183
                       ss:encode('screenshot-' ..love.timer.getTime()..'.png')