/traderous

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Viewing changes to planet.lua

  • Committer: Josh C
  • Date: 2013-05-05 14:00:45 UTC
  • Revision ID: josh@9ix.org-20130505140045-o1dcza3m347rkx3i
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Planet = Tile:extend {
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   image = 'data/planet1.png',
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   potentialGoods = {
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      {name = 'Bobble-Headed Dolls',
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       low = 50, med = 100, high = 150,
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       chance = 0.5},
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      {name = 'Alliance Foodstuffs',
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       low = 100, med = 250, high = 400,
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       chance = 0.8},
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      {name = 'Antique Weapons',
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       low = 5000, med = 6000, high = 8000,
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       chance = 0.1}
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   },
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   potentialNames = {
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      'Planet A',
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      'Planet B',
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      'Planet C',
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      'Planet D',
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      'Planet E',
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      'Planet F',
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   },
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   goods = {},
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   onNew = function (self)
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              self.indicator = Tile:new{ image = 'data/planet1ind.png' }
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              the.indicators:add(self.indicator)
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              while not self.name do
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                 local name = self.potentialNames[math.random(#self.potentialNames)]
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                 local inUse = false
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                 for _, planet in ipairs(the.planets.sprites) do
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                    if name == planet.name then inUse = true end
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                 end
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                 if not inUse then
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                    self.name = name
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                 end
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              end
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              while #self.goods == 0 do
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                 for _, good in ipairs(self.potentialGoods) do
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                    if math.random() < good.chance then
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                       local tier = math.random(4) -- betw 1 and 4
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                       if tier == 1 then
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                          table.insert(self.goods, {good.name, good.low})
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                       elseif tier ==2 then
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                          table.insert(self.goods, {good.name, good.high})
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                       else
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                          -- double chance for med (3 or 4)
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                          table.insert(self.goods, {good.name, good.med})
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                       end
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                    end
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                 end
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              end
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           end,
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   onUpdate = function (self)
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                 if the.keys:justPressed('l') then
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                    local hw = self.width / 2
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                    local pvec = vector.new(the.player.x - (self.x + hw),
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                                            the.player.y - (self.y + hw))
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                    if pvec:len2() < hw ^ 2 then
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                       the.player.velocity = {x=0, y=0}
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                       the.player.acceleration = {x=0, y=0}
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                       -- save player data
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                       the.storage.data.player = {x = the.player.x,
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                                                  y = the.player.y,
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                                                  money = the.player.money,
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                                                  goods = the.player.goods,
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                                                  cargoSpace = the.player.cargoSpace
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                                               }
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                       the.storage:save()
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                       tradeView = TradeView:new{ planet = self }
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                       tradeView:activate()
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                    end
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                 end
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              end,
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   onEndFrame = function (self)
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                   local indx, indy
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                   local pvec = vector.new(
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                      self.x - the.player.x + self.width / 2,
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                      self.y - the.player.y + self.height / 2 )
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                   -- TODO: is there a better way to specify the
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                   -- screen rectangle?
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                   if self:intersects(the.player.x - the.app.width / 2,
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                                      the.player.y - the.app.height / 2,
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                                      the.app.width,
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                                      the.app.height) then
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                      -- planet is on the screen
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                      self.indicator.visible = false
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                   else
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                      self.indicator.visible = true
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                      if math.abs(pvec.x) / math.abs(pvec.y) > the.app.width / the.app.height then
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                         indx = (the.app.width / 2 - 10) * util.signOf(pvec.x) + 8
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                         indy = (the.app.width / 2 - 10) * pvec.y / math.abs(pvec.x)
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                      else
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                         indy = (the.app.height / 2 - 10) * util.signOf(pvec.y) + 8
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                         indx = (the.app.height / 2 - 10) * pvec.x / math.abs(pvec.y)
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                      end
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                      self.indicator.x = the.player.x + indx
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                      self.indicator.y = the.player.y + indy
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                   end
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                end,
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   onCollide = function (self, other)
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                  if other:instanceOf(Bullet) then
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                     the.bullets:remove(other)
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                     other:die()
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                  end
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               end
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}
 
 
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