16
16
self.indicator = Tile:new{ image = 'data/planet1ind.png' }
17
17
the.indicators:add(self.indicator)
19
for _, good in ipairs(self.potentialGoods) do
20
if math.random() < good.chance then
21
local tier = math.random(4) -- betw 1 and 4
23
table.insert(self.goods, {good.name, good.low})
25
table.insert(self.goods, {good.name, good.high})
27
-- double chance for med (3 or 4)
28
table.insert(self.goods, {good.name, good.med})
19
while #self.goods == 0 do
20
for _, good in ipairs(self.potentialGoods) do
21
if math.random() < good.chance then
22
local tier = math.random(4) -- betw 1 and 4
24
table.insert(self.goods, {good.name, good.low})
26
table.insert(self.goods, {good.name, good.high})
28
-- double chance for med (3 or 4)
29
table.insert(self.goods, {good.name, good.med})
37
39
the.player.y - (self.y + hw))
39
41
if pvec:len2() < hw ^ 2 then
42
the.player.velocity = {x=0, y=0}
43
the.player.acceleration = {x=0, y=0}
40
45
tradeView = TradeView:new{ planet = self }
41
46
tradeView:activate()
50
onEndFrame = function (self)
52
local pvec = vector.new(
53
self.x - the.player.x + self.width / 2,
54
self.y - the.player.y + self.height / 2 )
56
-- TODO: is there a better way to specify the
58
if self:intersects(the.player.x - the.app.width / 2,
59
the.player.y - the.app.height / 2,
62
-- planet is on the screen
63
self.indicator.visible = false
65
self.indicator.visible = true
67
if math.abs(pvec.x) / math.abs(pvec.y) > the.app.width / the.app.height then
68
indx = (the.app.width / 2 - 10) * util.signOf(pvec.x) + 8
69
indy = (the.app.width / 2 - 10) * pvec.y / math.abs(pvec.x)
71
indy = (the.app.height / 2 - 10) * util.signOf(pvec.y) + 8
72
indx = (the.app.height / 2 - 10) * pvec.x / math.abs(pvec.y)
75
self.indicator.x = the.player.x + indx
76
self.indicator.y = the.player.y + indy
80
onCollide = function (self, other)
81
if other:instanceOf(Bullet) then
82
the.bullets:remove(other)
b'\\ No newline at end of file'