/traderous

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Viewing changes to main.lua

  • Committer: Josh C
  • Date: 2013-06-25 17:14:14 UTC
  • Revision ID: josh@9ix.org-20130625171414-khfaax8xfufz0mml
respawn enemies

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require 'zoetrope'
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vector = require 'vector'
 
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--inspect = require 'inspect'
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require 'group'
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require 'bullet'
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require 'rock'
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require 'boom'
 
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require 'planet'
 
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require 'trade_view'
 
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require 'shield'
 
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require 'pause_view'
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util = {
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   signOf = function(value)
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                  return -1
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               end
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            end,
27
 
   shortestVector = function(from, to)
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                       if STRICT then
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                          if from.x < the.app.width / 2 or
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                             from.x > the.bg.width - the.app.width / 2 or
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                             from.y < the.app.height / 2 or
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                             from.y > the.bg.height - the.app.height / 2 then
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                             error('"from" coordinate out of bounds: X='..from.x..' Y='..from.y)
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                          end
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                          if to.x < the.app.width / 2 or
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                             to.x > the.bg.width - the.app.width / 2 or
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                             to.y < the.app.height / 2 or
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                             to.y > the.bg.height - the.app.height / 2 then
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                             error('"to" coordinate out of bounds: X='..to.x..' Y='..to.y)
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                          end
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                       end
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                       -- normalize grid to account for mirror zones
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                       local fx = from.x - the.app.width / 2
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                       local fy = from.y - the.app.height / 2
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                       local tx = to.x - the.app.width / 2
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                       local ty = to.y - the.app.height / 2
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50
 
                       local short = {}
51
 
 
52
 
                       -- pick shorter x
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                       if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
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                          -- straight path is shorter
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                          short.x = tx - fx
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                       else
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                          short.x = tx - fx - (the.bg.width - the.app.width)
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                       end
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60
 
                       -- pick shorter y
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                       if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
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                          -- straight path is shorter
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                          short.y = ty - fy
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                       else
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                          short.y = ty - fy - (the.bg.height - the.app.height)
66
 
                       end
67
 
 
68
 
                       return vector.new(short.x, short.y)
69
 
                    end
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}
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GameView = View:extend {
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   lastRock = 0,
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   rockInterval = 1,
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   gameStart = 0,
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   onNew = function (self)
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              -- for x = 1,30 do
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              --    for y = 1,30 do
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              --       self:add(Fill:new{x=x*400, y=y*400,
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              --                         width = 32, height = 32,
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              --                         fill = {0,0,255}
82
 
              --                      })
83
 
              --    end
84
 
              -- end
 
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              the.storage = Storage:new{filename = 'scores.lua'}
 
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              the.storage:load()
 
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              --if not the.storage.data.highScore then
 
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              --   print('initializing storage')
 
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              --   the.storage.data = {highScore = 0}
 
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              --end
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42
 
86
 
              the.rockColliders = Group:new()
87
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              the.bullets = Group:new()
88
 
              the.mirrors = Group:new()
89
 
              the.rocks = Group:new()
 
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              the.interface = Group:new()
 
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              the.planets = Group:new()
 
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              the.indicators = Group:new()
 
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              the.enemies = Group:new()
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91
49
              the.bg = Tile:new{
92
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                 image = 'data/stars3.png',
93
 
                 -- 1366x768 * 3
94
 
                 width = 4098,
95
 
                 height = 2304
 
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                 width = 27320,
 
52
                 height = 15360
96
53
              }
97
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              self:add(the.bg)
98
55
 
 
56
              self:add(the.planets)
 
57
 
99
58
              --the.player = CrystalPlayer:new{x=400,y=300}
100
 
              the.player = SpacePlayer:new{x=1366,y=768}
 
59
              the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
101
60
              self:add(the.player)
102
 
 
103
 
              --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
 
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                 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
104
74
 
105
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              self:add(the.bullets)
106
 
              self:add(the.rockColliders)
107
 
              self:add(the.mirrors)
108
 
              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,
 
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                                    the.bg.width - the.app.width / 2),
 
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                    y = math.random(the.app.height / 2,
 
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                                    the.bg.height - the.app.height / 2),
 
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                    rotation = math.random() * math.pi
 
86
                 }
 
87
                 the.planets:add(planet)
 
88
              end
109
89
 
110
90
              the.cursor = Cursor:new()
111
91
              self:add(the.cursor)
112
92
 
 
93
              the.over = Text:new{
 
94
                 y = the.app.height / 2,
 
95
                 width = the.app.width,
 
96
                 align = 'center',
 
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                 font = 25,
 
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                 text = "Game Over",
 
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                 visible = false
 
100
              }
 
101
              the.interface:add(the.over)
 
102
 
 
103
 
 
104
              the.instructions = Text:new{
 
105
                 y = the.app.height / 2 + 32,
 
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                 width = the.app.width,
 
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                 align = 'center',
 
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                 font = 12,
 
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                 text = "Press Enter to start a new game\nPress Q to quit",
 
110
                 visible = false
 
111
              }
 
112
              the.interface:add(the.instructions)
 
113
 
113
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              love.mouse.setGrab(true)
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              love.mouse.setVisible(false)
 
116
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
115
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116
 
              --self:loadLayers('data/map.lua')
117
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              self.focus = the.player
118
 
              --self:clampTo(self.map)
119
 
 
120
 
              self.gameStart = love.timer.getTime()
121
119
           end,
122
120
   onUpdate = function(self, dt)
123
 
                 if love.timer.getTime() > self.lastRock + self.rockInterval then
124
 
                    local unseenRock = nil
125
 
                    while not unseenRock do
126
 
                       local rock = Rock:new{
127
 
                          x = math.random(the.app.width / 2,
128
 
                                          the.bg.width - the.app.width / 2),
129
 
                          y = math.random(the.app.height / 2,
130
 
                                          the.bg.height - the.app.height / 2),
131
 
                          velocity = {
132
 
                             x = math.random(-300, 300),
133
 
                             y = math.random(-300, 300),
134
 
                             rotation = math.random(-7, 7)
135
 
                          },
136
 
                          scale = math.random() + 0.5
137
 
                       }
138
 
 
139
 
                       local rockToPlayer = util.shortestVector(rock, the.player)
140
 
                       if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
141
 
                           math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
142
 
                         unseenRock = rock
143
 
                        end
144
 
                    end
145
 
 
146
 
                    the.rocks:add(unseenRock)
147
 
 
148
 
                    self.lastRock = love.timer.getTime()
 
121
                 if the.keys:justPressed('escape') then
 
122
                    PauseView:new():activate()
149
123
                 end
150
124
 
151
 
                 the.bullets:collide(the.rockColliders)
 
125
                 the.bullets:collide(the.planets)
 
126
                 the.bullets:collide(the.player)
 
127
                 the.bullets:collide(the.enemies)
152
128
              end,
 
129
   onEndFrame = function(self)
 
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
 
132
                end,
153
133
   draw = function (self, x, y)
154
134
             View.draw(self, x, y)
155
 
             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
156
 
          end
 
135
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
 
136
          end,
157
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}
158
138
 
159
139
MenuScreen = View:extend {
177
157
              math.randomseed(os.time())
178
158
 
179
159
              self.view = GameView:new()
 
160
 
180
161
              if DEBUG then
181
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                 self.console:watch('VERSION', 'VERSION')
182
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                 self.console:watch('updateTook', 'the.updateTook')
184
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                 self.console:watch('the.player.y', 'the.player.y')
185
166
                 self.console:watch('the.app.width', 'the.app.width')
186
167
                 self.console:watch('the.app.height', 'the.app.height')
 
168
                 self.console:watch('num mirrors', '#the.mirrors.sprites')
 
169
                 self.console:watch('num rocks', '#the.rocks.sprites')
 
170
                 self.console:watch('num planets', '#the.planets.sprites')
 
171
                 self.console:watch('num enemies', 'the.enemies:count()')
187
172
                 --self.console:watch('drawTook', 'the.drawTook')
188
173
 
189
174
                 -- back off that dark overlay a bit
191
176
              end
192
177
           end,
193
178
   onUpdate = function (self, dt)
194
 
                 if the.keys:justPressed('escape') then
195
 
                    self.quit()
 
179
                 if not (DEBUG and the.console.visible) then
 
180
                    if the.keys:justPressed('return') and the.keys:pressed('alt') then
 
181
                       love.graphics.toggleFullscreen()
 
182
                    elseif the.keys:justPressed('f1') then
 
183
                       local ss = love.graphics.newScreenshot()
 
184
                       ss:encode('screenshot-' ..love.timer.getTime()..'.png')
 
185
                    elseif the.keys:justPressed('f11') then
 
186
                       love.graphics.toggleFullscreen()
 
187
                    end
196
188
                 end
197
189
              end,
198
190
   update = function (self, dt)
203
195
               end
204
196
            end
205
197
}
 
198
 
 
199
realRun = love.run
 
200
function love.run()
 
201
   -- should fail silently if it can't go to fullscreen...
 
202
   love.graphics.toggleFullscreen()
 
203
 
 
204
   realRun()
 
205
end
 
 
b'\\ No newline at end of file'