31
shortestVector = function(from, to)
33
if from.x < the.app.width / 2 or
34
from.x > the.bg.width - the.app.width / 2 or
35
from.y < the.app.height / 2 or
36
from.y > the.bg.height - the.app.height / 2 then
37
error('"from" coordinate out of bounds: X='..from.x..' Y='..from.y)
40
if to.x < the.app.width / 2 or
41
to.x > the.bg.width - the.app.width / 2 or
42
to.y < the.app.height / 2 or
43
to.y > the.bg.height - the.app.height / 2 then
44
error('"to" coordinate out of bounds: X='..to.x..' Y='..to.y)
48
-- normalize grid to account for mirror zones
49
local fx = from.x - the.app.width / 2
50
local fy = from.y - the.app.height / 2
51
local tx = to.x - the.app.width / 2
52
local ty = to.y - the.app.height / 2
57
if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
58
-- straight path is shorter
61
short.x = tx - fx - (the.bg.width - the.app.width)
65
if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
66
-- straight path is shorter
69
short.y = ty - fy - (the.bg.height - the.app.height)
72
return vector.new(short.x, short.y)
76
34
GameView = View:extend {
106
64
self:add(the.enemies)
108
local e = Enemy:new{x=400, y=300}
109
--local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
111
self:add(e.thrust) -- why doesn't this work in Enemy.new?
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?
114
75
self:add(the.bullets)
115
76
self:add(the.indicators)
116
77
self:add(the.interface)
118
for _ = 1, math.random(6) do
79
for _ = 1, math.random(3, 6) do
119
80
local planet = Planet:new{
120
81
x = math.random(the.app.width / 2,
121
82
the.bg.width - the.app.width / 2),
157
118
self.focus = the.player
159
120
onUpdate = function(self, dt)
121
if the.keys:justPressed('escape') then
122
PauseView:new():activate()
160
125
the.bullets:collide(the.planets)
161
126
the.bullets:collide(the.player)
162
127
the.bullets:collide(the.enemies)
212
177
onUpdate = function (self, dt)
213
178
if not (DEBUG and the.console.visible) then
214
if the.keys:justPressed('q') then
216
elseif the.keys:justPressed('return') then
217
if the.keys:pressed('alt') then
218
love.graphics.toggleFullscreen()
220
self.view = GameView:new()
179
if the.keys:justPressed('return') and the.keys:pressed('alt') then
180
love.graphics.toggleFullscreen()
222
181
elseif the.keys:justPressed('f1') then
223
182
local ss = love.graphics.newScreenshot()
224
183
ss:encode('screenshot-' ..love.timer.getTime()..'.png')