/traderous

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Viewing changes to main.lua

  • Committer: Josh C
  • Date: 2013-06-25 17:05:31 UTC
  • Revision ID: josh@9ix.org-20130625170531-4es1bgbdaf0q8sch
fix start new game

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require 'bullet'
17
17
require 'rock'
18
18
require 'boom'
 
19
require 'planet'
 
20
require 'trade_view'
 
21
require 'shield'
 
22
require 'pause_view'
19
23
 
20
24
util = {
21
25
   signOf = function(value)
25
29
                  return -1
26
30
               end
27
31
            end,
28
 
   shortestVector = function(from, to)
29
 
                       if STRICT then
30
 
                          if from.x < the.app.width / 2 or
31
 
                             from.x > the.bg.width - the.app.width / 2 or
32
 
                             from.y < the.app.height / 2 or
33
 
                             from.y > the.bg.height - the.app.height / 2 then
34
 
                             error('"from" coordinate out of bounds: X='..from.x..' Y='..from.y)
35
 
                          end
36
 
 
37
 
                          if to.x < the.app.width / 2 or
38
 
                             to.x > the.bg.width - the.app.width / 2 or
39
 
                             to.y < the.app.height / 2 or
40
 
                             to.y > the.bg.height - the.app.height / 2 then
41
 
                             error('"to" coordinate out of bounds: X='..to.x..' Y='..to.y)
42
 
                          end
43
 
                       end
44
 
 
45
 
                       -- normalize grid to account for mirror zones
46
 
                       local fx = from.x - the.app.width / 2
47
 
                       local fy = from.y - the.app.height / 2
48
 
                       local tx = to.x - the.app.width / 2
49
 
                       local ty = to.y - the.app.height / 2
50
 
 
51
 
                       local short = {}
52
 
 
53
 
                       -- pick shorter x
54
 
                       if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
55
 
                          -- straight path is shorter
56
 
                          short.x = tx - fx
57
 
                       else
58
 
                          short.x = tx - fx - (the.bg.width - the.app.width)
59
 
                       end
60
 
 
61
 
                       -- pick shorter y
62
 
                       if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
63
 
                          -- straight path is shorter
64
 
                          short.y = ty - fy
65
 
                       else
66
 
                          short.y = ty - fy - (the.bg.height - the.app.height)
67
 
                       end
68
 
 
69
 
                       return vector.new(short.x, short.y)
70
 
                    end
71
32
}
72
33
 
73
34
GameView = View:extend {
74
 
   lastRock = 0,
75
 
   rockInterval = 1,
76
 
   gameStart = 0,
77
35
   onNew = function (self)
78
 
              -- for x = 1,30 do
79
 
              --    for y = 1,30 do
80
 
              --       self:add(Fill:new{x=x*400, y=y*400,
81
 
              --                         width = 32, height = 32,
82
 
              --                         fill = {0,0,255}
83
 
              --                      })
84
 
              --    end
85
 
              -- end
86
 
 
87
36
              the.storage = Storage:new{filename = 'scores.lua'}
88
37
              the.storage:load()
89
 
              if not the.storage.data.highScore then
90
 
                 print('initializing storage')
91
 
                 the.storage.data = {highScore = 0}
92
 
              end
 
38
              --if not the.storage.data.highScore then
 
39
              --   print('initializing storage')
 
40
              --   the.storage.data = {highScore = 0}
 
41
              --end
93
42
 
94
 
              the.rockColliders = Group:new()
95
43
              the.bullets = Group:new()
96
 
              the.mirrors = Group:new()
97
 
              the.rocks = Group:new()
 
44
              the.interface = Group:new()
 
45
              the.planets = Group:new()
 
46
              the.indicators = Group:new()
 
47
              the.enemies = Group:new()
98
48
 
99
49
              the.bg = Tile:new{
100
50
                 image = 'data/stars3.png',
101
 
                 -- 1366x768 * 3
102
 
                 width = 4098,
103
 
                 height = 2304
 
51
                 width = 27320,
 
52
                 height = 15360
104
53
              }
105
54
              self:add(the.bg)
106
55
 
 
56
              self:add(the.planets)
 
57
 
107
58
              --the.player = CrystalPlayer:new{x=400,y=300}
108
 
              the.player = SpacePlayer:new{x=1366,y=768}
 
59
              the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
109
60
              self:add(the.player)
110
 
 
111
 
              --self:add(Enemy:new{x=400, y=300})
 
61
              self:add(the.player.thrust)
 
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
112
74
 
113
75
              self:add(the.bullets)
114
 
              self:add(the.rockColliders)
115
 
              self:add(the.mirrors)
116
 
              self:add(the.rocks)
 
76
              self:add(the.indicators)
 
77
              self:add(the.interface)
 
78
 
 
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
 
86
                 }
 
87
                 the.planets:add(planet)
 
88
              end
117
89
 
118
90
              the.cursor = Cursor:new()
119
91
              self:add(the.cursor)
120
92
 
121
 
              the.score = Text:new{
 
93
              the.over = Text:new{
 
94
                 y = the.app.height / 2,
122
95
                 width = the.app.width,
123
96
                 align = 'center',
124
 
                 font = 25}
125
 
              self:add(the.score)
126
 
 
127
 
              local hs = the.storage.data.highScore
128
 
              local m = hs / 60
129
 
              local s = hs % 60
130
 
 
131
 
              the.highScore = Text:new{
132
 
                 width = the.app.width,
133
 
                 align = 'right',
134
97
                 font = 25,
135
 
                 text = string.format('High Score: %d:%02d', m, s)
136
 
              }
137
 
              self:add(the.highScore)
 
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)
138
113
 
139
114
              love.mouse.setGrab(true)
140
115
              love.mouse.setVisible(false)
141
116
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
142
117
 
143
 
              --self:loadLayers('data/map.lua')
144
118
              self.focus = the.player
145
 
              --self:clampTo(self.map)
146
 
 
147
 
              self.gameStart = love.timer.getTime()
148
119
           end,
149
120
   onUpdate = function(self, dt)
150
 
                 if the.player.active and love.timer.getTime() > self.lastRock + self.rockInterval then
151
 
                    local unseenRock = nil
152
 
                    while not unseenRock do
153
 
                       local rock = Rock:new{
154
 
                          x = math.random(the.app.width / 2,
155
 
                                          the.bg.width - the.app.width / 2),
156
 
                          y = math.random(the.app.height / 2,
157
 
                                          the.bg.height - the.app.height / 2),
158
 
                          velocity = {
159
 
                             x = math.random(-300, 300),
160
 
                             y = math.random(-300, 300),
161
 
                             rotation = math.random(-7, 7)
162
 
                          },
163
 
                          scale = math.random() + 0.5
164
 
                       }
165
 
 
166
 
                       local rockToPlayer = util.shortestVector(rock, the.player)
167
 
                       if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
168
 
                           math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
169
 
                         unseenRock = rock
170
 
                        end
171
 
                    end
172
 
 
173
 
                    the.rocks:add(unseenRock)
174
 
 
175
 
                    self.lastRock = love.timer.getTime()
 
121
                 if the.keys:justPressed('escape') then
 
122
                    PauseView:new():activate()
176
123
                 end
177
124
 
178
 
                 the.bullets:collide(the.rockColliders)
179
 
 
180
 
                 -- for _, mirror in ipairs(the.mirrors.sprites) do
181
 
                 --    if not mirror.of then
182
 
                 --       print('mirror:' .. inspect(mirror))
183
 
                 --       error('mirror OF NOTHING')
184
 
                 --    end
185
 
                 -- end
 
125
                 the.bullets:collide(the.planets)
 
126
                 the.bullets:collide(the.player)
 
127
                 the.bullets:collide(the.enemies)
186
128
              end,
187
129
   onEndFrame = function(self)
188
 
                   if the.player.active then
189
 
                      self:updateScore()
190
 
                   end
 
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
191
132
                end,
192
133
   draw = function (self, x, y)
193
134
             View.draw(self, x, y)
194
 
             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
 
135
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
195
136
          end,
196
 
   updateScore = function(self)
197
 
                    local t = love.timer.getTime() - self.gameStart
198
 
                    local m = t / 60
199
 
                    local s = t % 60
200
 
 
201
 
                    the.score.text = string.format('Score: %d:%02d', m, s)
202
 
                    the.score.y = the.player.y - the.app.height / 2 + the.player.height
203
 
                    the.score.x = the.player.x - the.app.width / 2
204
 
 
205
 
                    the.highScore.y = the.player.y - the.app.height / 2 + the.player.height
206
 
                    the.highScore.x = the.player.x - the.app.width / 2
207
 
                 end
208
137
}
209
138
 
210
139
MenuScreen = View:extend {
228
157
              math.randomseed(os.time())
229
158
 
230
159
              self.view = GameView:new()
 
160
 
231
161
              if DEBUG then
232
162
                 self.console:watch('VERSION', 'VERSION')
233
163
                 self.console:watch('updateTook', 'the.updateTook')
237
167
                 self.console:watch('the.app.height', 'the.app.height')
238
168
                 self.console:watch('num mirrors', '#the.mirrors.sprites')
239
169
                 self.console:watch('num rocks', '#the.rocks.sprites')
 
170
                 self.console:watch('num planets', '#the.planets.sprites')
240
171
                 --self.console:watch('drawTook', 'the.drawTook')
241
172
 
242
173
                 -- back off that dark overlay a bit
244
175
              end
245
176
           end,
246
177
   onUpdate = function (self, dt)
247
 
                 if the.keys:justPressed('escape') then
248
 
                    self.quit()
 
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()
 
186
                    end
249
187
                 end
250
188
              end,
251
189
   update = function (self, dt)
256
194
               end
257
195
            end
258
196
}
 
197
 
 
198
realRun = love.run
 
199
function love.run()
 
200
   -- should fail silently if it can't go to fullscreen...
 
201
   love.graphics.toggleFullscreen()
 
202
 
 
203
   realRun()
 
204
end
 
 
b'\\ No newline at end of file'