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
22
GameView = View:extend {
77
23
onNew = function (self)
78
the.storage = Storage:new{filename = 'scores.lua'}
80
--if not the.storage.data.highScore then
81
-- print('initializing storage')
82
-- the.storage.data = {highScore = 0}
85
the.bullets = Group:new()
86
the.interface = Group:new()
87
the.planets = Group:new()
88
the.indicators = Group:new()
89
the.enemies = Group:new()
92
image = 'data/stars3.png',
26
self:add(Fill:new{x=x*400, y=y*400,
27
width = 32, height = 32,
100
33
--the.player = CrystalPlayer:new{x=400,y=300}
101
the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
34
the.player = SpacePlayer:new{x=400,y=300}
102
35
self:add(the.player)
103
self:add(the.player.thrust)
104
self:add(the.player.shield)
106
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?
114
self:add(the.bullets)
115
self:add(the.indicators)
116
self:add(the.interface)
118
for _ = 1, math.random(6) do
119
local planet = Planet:new{
120
x = math.random(the.app.width / 2,
121
the.bg.width - the.app.width / 2),
122
y = math.random(the.app.height / 2,
123
the.bg.height - the.app.height / 2),
124
rotation = math.random() * math.pi
126
the.planets:add(planet)
129
the.cursor = Cursor:new()
37
self:add(Enemy:new{x=400, y=300})
39
self:add(Cursor:new())
132
41
love.mouse.setGrab(true)
133
42
love.mouse.setVisible(false)
134
love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
44
--self:loadLayers('data/map.lua')
136
45
self.focus = the.player
46
--self:clampTo(self.map)
138
onUpdate = function(self, dt)
139
the.bullets:collide(the.planets)
140
the.bullets:collide(the.player)
141
the.bullets:collide(the.enemies)
143
onEndFrame = function(self)
144
the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
145
the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
147
48
draw = function (self, x, y)
148
49
View.draw(self, x, y)
149
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
50
love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
153
54
MenuScreen = View:extend {
167
68
the.app = App:new {
168
69
onRun = function (self)
169
70
print('Version: ' .. VERSION)
171
math.randomseed(os.time())
173
71
self.view = GameView:new()
176
73
self.console:watch('VERSION', 'VERSION')
177
74
self.console:watch('updateTook', 'the.updateTook')
178
self.console:watch('the.player.x', 'the.player.x')
179
self.console:watch('the.player.y', 'the.player.y')
180
self.console:watch('the.app.width', 'the.app.width')
181
self.console:watch('the.app.height', 'the.app.height')
182
self.console:watch('num mirrors', '#the.mirrors.sprites')
183
self.console:watch('num rocks', '#the.rocks.sprites')
184
self.console:watch('num planets', '#the.planets.sprites')
185
75
--self.console:watch('drawTook', 'the.drawTook')
187
-- back off that dark overlay a bit
188
self.console.fill.fill[4] = 75
191
78
onUpdate = function (self, dt)
192
if not (DEBUG and the.console.visible) then
193
if the.keys:justPressed('q') then
195
elseif the.keys:justPressed('return') then
196
if the.keys:pressed('alt') then
197
love.graphics.toggleFullscreen()
199
self.view = GameView:new()
201
elseif the.keys:justPressed('f1') then
202
local ss = love.graphics.newScreenshot()
203
ss:encode('screenshot-' ..love.timer.getTime()..'.png')
204
elseif the.keys:justPressed('f11') then
205
love.graphics.toggleFullscreen()
79
if the.keys:justPressed('escape') then
209
83
update = function (self, dt)