/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 'bullet'
17
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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()
98
44
              the.interface = Group:new()
99
45
              the.planets = Group:new()
 
46
              the.indicators = Group:new()
 
47
              the.enemies = Group:new()
100
48
 
101
49
              the.bg = Tile:new{
102
50
                 image = 'data/stars3.png',
103
 
                 width = 13660,
104
 
                 height = 7680
 
51
                 width = 27320,
 
52
                 height = 15360
105
53
              }
106
54
              self:add(the.bg)
107
55
 
108
56
              self:add(the.planets)
109
57
 
110
58
              --the.player = CrystalPlayer:new{x=400,y=300}
111
 
              the.player = SpacePlayer:new{x=1366,y=768}
 
59
              the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
112
60
              self:add(the.player)
113
61
              self:add(the.player.thrust)
114
 
 
115
 
              --self:add(Enemy:new{x=400, y=300})
 
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
116
74
 
117
75
              self:add(the.bullets)
118
 
              --self:add(the.rockColliders)
119
 
              self:add(the.mirrors)
120
 
              --self:add(the.rocks)
 
76
              self:add(the.indicators)
121
77
              self:add(the.interface)
122
78
 
123
 
              for _ = 1, math.random(6) do
124
 
                 local planet = Tile:new{
125
 
                    image = 'data/planet1.png',
 
79
              for _ = 1, math.random(3, 6) do
 
80
                 local planet = Planet:new{
126
81
                    x = math.random(the.app.width / 2,
127
82
                                    the.bg.width - the.app.width / 2),
128
83
                    y = math.random(the.app.height / 2,
135
90
              the.cursor = Cursor:new()
136
91
              self:add(the.cursor)
137
92
 
138
 
              the.score = Text:new{
139
 
                 x = 8,
140
 
                 y = 8,
141
 
                 width = the.app.width,
142
 
                 --align = 'center',
143
 
                 font = 25}
144
 
              the.interface:add(the.score)
145
 
 
146
 
              local hs = the.storage.data.highScore
147
 
              local m = hs / 60
148
 
              local s = hs % 60
149
 
 
150
 
              the.highScore = Text:new{
151
 
                 x = -8,
152
 
                 y = 8,
153
 
                 width = the.app.width,
154
 
                 align = 'right',
155
 
                 font = 25,
156
 
                 text = string.format('High Score: %d:%02d', m, s)
157
 
              }
158
 
              the.interface:add(the.highScore)
159
 
 
160
93
              the.over = Text:new{
161
94
                 y = the.app.height / 2,
162
95
                 width = the.app.width,
182
115
              love.mouse.setVisible(false)
183
116
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
184
117
 
185
 
              --self:loadLayers('data/map.lua')
186
118
              self.focus = the.player
187
 
              --self:clampTo(self.map)
188
 
 
189
 
              self.gameStart = love.timer.getTime()
190
119
           end,
191
120
   onUpdate = function(self, dt)
192
 
                 if false and the.player.active and love.timer.getTime() > self.lastRock + self.rockInterval then
193
 
                    local unseenRock = nil
194
 
                    while not unseenRock do
195
 
                       local rock = Rock:new{
196
 
                          x = math.random(the.app.width / 2,
197
 
                                          the.bg.width - the.app.width / 2),
198
 
                          y = math.random(the.app.height / 2,
199
 
                                          the.bg.height - the.app.height / 2),
200
 
                          velocity = {
201
 
                             x = math.random(-300, 300),
202
 
                             y = math.random(-300, 300),
203
 
                             rotation = math.random(-7, 7)
204
 
                          },
205
 
                          scale = math.random() + 0.5
206
 
                       }
207
 
 
208
 
                       local rockToPlayer = util.shortestVector(rock, the.player)
209
 
                       if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
210
 
                           math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
211
 
                         unseenRock = rock
212
 
                        end
213
 
                    end
214
 
 
215
 
                    the.rocks:add(unseenRock)
216
 
 
217
 
                    self.lastRock = love.timer.getTime()
 
121
                 if the.keys:justPressed('escape') then
 
122
                    PauseView:new():activate()
218
123
                 end
219
124
 
220
 
                 the.bullets:collide(the.rockColliders)
221
 
 
222
 
                 -- for _, mirror in ipairs(the.mirrors.sprites) do
223
 
                 --    if not mirror.of then
224
 
                 --       print('mirror:' .. inspect(mirror))
225
 
                 --       error('mirror OF NOTHING')
226
 
                 --    end
227
 
                 -- end
 
125
                 the.bullets:collide(the.planets)
 
126
                 the.bullets:collide(the.player)
 
127
                 the.bullets:collide(the.enemies)
228
128
              end,
229
129
   onEndFrame = function(self)
230
130
                   the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
231
131
                   the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
232
 
 
233
 
                   if the.player.active then
234
 
                      self:updateScore()
235
 
                   end
236
132
                end,
237
133
   draw = function (self, x, y)
238
134
             View.draw(self, x, y)
239
135
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
240
136
          end,
241
 
   updateScore = function(self)
242
 
                    local t = love.timer.getTime() - self.gameStart
243
 
                    local m = t / 60
244
 
                    local s = t % 60
245
 
 
246
 
                    the.score.text = string.format('Score: %d:%02d', m, s)
247
 
                    --the.score.y = the.player.y - the.app.height / 2 + the.player.height
248
 
                    --the.score.x = the.player.x - the.app.width / 2 + the.player.width
249
 
 
250
 
                    --the.highScore.y = the.player.y - the.app.height / 2 + the.player.height
251
 
                    --the.highScore.x = the.player.x - the.app.width / 2
252
 
                 end
253
137
}
254
138
 
255
139
MenuScreen = View:extend {
274
158
 
275
159
              self.view = GameView:new()
276
160
 
277
 
              -- should fail silently if it can't go to fullscreen...
278
 
              love.graphics.toggleFullscreen()
279
 
 
280
161
              if DEBUG then
281
162
                 self.console:watch('VERSION', 'VERSION')
282
163
                 self.console:watch('updateTook', 'the.updateTook')
287
168
                 self.console:watch('num mirrors', '#the.mirrors.sprites')
288
169
                 self.console:watch('num rocks', '#the.rocks.sprites')
289
170
                 self.console:watch('num planets', '#the.planets.sprites')
 
171
                 self.console:watch('num enemies', 'the.enemies:count()')
290
172
                 --self.console:watch('drawTook', 'the.drawTook')
291
173
 
292
174
                 -- back off that dark overlay a bit
295
177
           end,
296
178
   onUpdate = function (self, dt)
297
179
                 if not (DEBUG and the.console.visible) then
298
 
                    if the.keys:justPressed('q') then
299
 
                       self.quit()
300
 
                    elseif the.keys:justPressed('return') then
301
 
                       if the.keys:pressed('alt') then
302
 
                          love.graphics.toggleFullscreen()
303
 
                       else
304
 
                          self.view = GameView:new()
305
 
                       end
 
180
                    if the.keys:justPressed('return') and the.keys:pressed('alt') then
 
181
                       love.graphics.toggleFullscreen()
306
182
                    elseif the.keys:justPressed('f1') then
307
183
                       local ss = love.graphics.newScreenshot()
308
184
                       ss:encode('screenshot-' ..love.timer.getTime()..'.png')
319
195
               end
320
196
            end
321
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'