/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 'rock'
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require 'boom'
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19
require 'planet'
 
20
require 'trade_view'
 
21
require 'shield'
 
22
require 'pause_view'
20
23
 
21
24
util = {
22
25
   signOf = function(value)
26
29
                  return -1
27
30
               end
28
31
            end,
29
 
   shortestVector = function(from, to)
30
 
                       if STRICT then
31
 
                          if from.x < the.app.width / 2 or
32
 
                             from.x > the.bg.width - the.app.width / 2 or
33
 
                             from.y < the.app.height / 2 or
34
 
                             from.y > the.bg.height - the.app.height / 2 then
35
 
                             error('"from" coordinate out of bounds: X='..from.x..' Y='..from.y)
36
 
                          end
37
 
 
38
 
                          if to.x < the.app.width / 2 or
39
 
                             to.x > the.bg.width - the.app.width / 2 or
40
 
                             to.y < the.app.height / 2 or
41
 
                             to.y > the.bg.height - the.app.height / 2 then
42
 
                             error('"to" coordinate out of bounds: X='..to.x..' Y='..to.y)
43
 
                          end
44
 
                       end
45
 
 
46
 
                       -- normalize grid to account for mirror zones
47
 
                       local fx = from.x - the.app.width / 2
48
 
                       local fy = from.y - the.app.height / 2
49
 
                       local tx = to.x - the.app.width / 2
50
 
                       local ty = to.y - the.app.height / 2
51
 
 
52
 
                       local short = {}
53
 
 
54
 
                       -- pick shorter x
55
 
                       if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
56
 
                          -- straight path is shorter
57
 
                          short.x = tx - fx
58
 
                       else
59
 
                          short.x = tx - fx - (the.bg.width - the.app.width)
60
 
                       end
61
 
 
62
 
                       -- pick shorter y
63
 
                       if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
64
 
                          -- straight path is shorter
65
 
                          short.y = ty - fy
66
 
                       else
67
 
                          short.y = ty - fy - (the.bg.height - the.app.height)
68
 
                       end
69
 
 
70
 
                       return vector.new(short.x, short.y)
71
 
                    end
72
32
}
73
33
 
74
34
GameView = View:extend {
75
 
   lastRock = 0,
76
 
   rockInterval = 1,
77
 
   gameStart = 0,
78
35
   onNew = function (self)
79
 
              -- for x = 1,30 do
80
 
              --    for y = 1,30 do
81
 
              --       self:add(Fill:new{x=x*400, y=y*400,
82
 
              --                         width = 32, height = 32,
83
 
              --                         fill = {0,0,255}
84
 
              --                      })
85
 
              --    end
86
 
              -- end
87
 
 
88
36
              the.storage = Storage:new{filename = 'scores.lua'}
89
37
              the.storage:load()
90
 
              if not the.storage.data.highScore then
91
 
                 print('initializing storage')
92
 
                 the.storage.data = {highScore = 0}
93
 
              end
 
38
              --if not the.storage.data.highScore then
 
39
              --   print('initializing storage')
 
40
              --   the.storage.data = {highScore = 0}
 
41
              --end
94
42
 
95
 
              --the.rockColliders = Group:new()
96
43
              the.bullets = Group:new()
97
 
              the.mirrors = Group:new()
98
 
              --the.rocks = Group:new()
99
44
              the.interface = Group:new()
100
45
              the.planets = Group:new()
101
46
              the.indicators = Group:new()
 
47
              the.enemies = Group:new()
102
48
 
103
49
              the.bg = Tile:new{
104
50
                 image = 'data/stars3.png',
105
 
                 width = 13660,
106
 
                 height = 7680
 
51
                 width = 27320,
 
52
                 height = 15360
107
53
              }
108
54
              self:add(the.bg)
109
55
 
113
59
              the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
114
60
              self:add(the.player)
115
61
              self:add(the.player.thrust)
116
 
 
117
 
              --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
118
74
 
119
75
              self:add(the.bullets)
120
 
              --self:add(the.rockColliders)
121
 
              self:add(the.mirrors)
122
 
              --self:add(the.rocks)
123
76
              self:add(the.indicators)
124
77
              self:add(the.interface)
125
78
 
126
 
              for _ = 1, math.random(6) do
 
79
              for _ = 1, math.random(3, 6) do
127
80
                 local planet = Planet:new{
128
81
                    x = math.random(the.app.width / 2,
129
82
                                    the.bg.width - the.app.width / 2),
137
90
              the.cursor = Cursor:new()
138
91
              self:add(the.cursor)
139
92
 
140
 
              the.score = Text:new{
141
 
                 x = 8,
142
 
                 y = 8,
143
 
                 width = the.app.width,
144
 
                 --align = 'center',
145
 
                 font = 25}
146
 
              --the.interface:add(the.score)
147
 
 
148
 
              local hs = the.storage.data.highScore
149
 
              local m = hs / 60
150
 
              local s = hs % 60
151
 
 
152
 
              the.highScore = Text:new{
153
 
                 x = -8,
154
 
                 y = 8,
155
 
                 width = the.app.width,
156
 
                 align = 'right',
157
 
                 font = 25,
158
 
                 text = string.format('High Score: %d:%02d', m, s)
159
 
              }
160
 
              --the.interface:add(the.highScore)
161
 
 
162
93
              the.over = Text:new{
163
94
                 y = the.app.height / 2,
164
95
                 width = the.app.width,
184
115
              love.mouse.setVisible(false)
185
116
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
186
117
 
187
 
              --self:loadLayers('data/map.lua')
188
118
              self.focus = the.player
189
 
              --self:clampTo(self.map)
190
 
 
191
 
              self.gameStart = love.timer.getTime()
192
119
           end,
193
120
   onUpdate = function(self, dt)
194
 
                 if false and the.player.active and love.timer.getTime() > self.lastRock + self.rockInterval then
195
 
                    local unseenRock = nil
196
 
                    while not unseenRock do
197
 
                       local rock = Rock:new{
198
 
                          x = math.random(the.app.width / 2,
199
 
                                          the.bg.width - the.app.width / 2),
200
 
                          y = math.random(the.app.height / 2,
201
 
                                          the.bg.height - the.app.height / 2),
202
 
                          velocity = {
203
 
                             x = math.random(-300, 300),
204
 
                             y = math.random(-300, 300),
205
 
                             rotation = math.random(-7, 7)
206
 
                          },
207
 
                          scale = math.random() + 0.5
208
 
                       }
209
 
 
210
 
                       local rockToPlayer = util.shortestVector(rock, the.player)
211
 
                       if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
212
 
                           math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
213
 
                         unseenRock = rock
214
 
                        end
215
 
                    end
216
 
 
217
 
                    the.rocks:add(unseenRock)
218
 
 
219
 
                    self.lastRock = love.timer.getTime()
220
 
                 end
221
 
 
222
 
                 the.bullets:collide(the.rockColliders)
223
 
 
224
 
                 -- this should really go somewhere else...
225
 
                 for _, planet in ipairs(the.planets.sprites) do
226
 
                    local indx, indy
227
 
                    local pvec = vector.new(
228
 
                       planet.x - the.player.x + planet.width / 2,
229
 
                       planet.y - the.player.y + planet.height / 2 )
230
 
 
231
 
                    -- TODO: is there a better way to specify the
232
 
                    -- screen rectangle?
233
 
                    if planet:intersects(the.player.x - the.app.width / 2,
234
 
                                         the.player.y - the.app.height / 2,
235
 
                                         the.app.width,
236
 
                                         the.app.height) then
237
 
                       -- planet is on the screen
238
 
                       planet.indicator.visible = false
239
 
                    else
240
 
                       planet.indicator.visible = true
241
 
 
242
 
                       if math.abs(pvec.x) / math.abs(pvec.y) > the.app.width / the.app.height then
243
 
                          indx = (the.app.width / 2 - 10) * util.signOf(pvec.x) + 8
244
 
                          indy = (the.app.width / 2 - 10) * pvec.y / math.abs(pvec.x)
245
 
                       else
246
 
                          indy = (the.app.height / 2 - 10) * util.signOf(pvec.y) + 8
247
 
                          indx = (the.app.height / 2 - 10) * pvec.x / math.abs(pvec.y)
248
 
                       end
249
 
 
250
 
                       planet.indicator.x = the.player.x + indx
251
 
                       planet.indicator.y = the.player.y + indy
252
 
                    end
253
 
                 end
254
 
 
255
 
                 -- for _, mirror in ipairs(the.mirrors.sprites) do
256
 
                 --    if not mirror.of then
257
 
                 --       print('mirror:' .. inspect(mirror))
258
 
                 --       error('mirror OF NOTHING')
259
 
                 --    end
260
 
                 -- end
 
121
                 if the.keys:justPressed('escape') then
 
122
                    PauseView:new():activate()
 
123
                 end
 
124
 
 
125
                 the.bullets:collide(the.planets)
 
126
                 the.bullets:collide(the.player)
 
127
                 the.bullets:collide(the.enemies)
261
128
              end,
262
129
   onEndFrame = function(self)
263
130
                   the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
264
131
                   the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
265
 
 
266
 
                   if the.player.active then
267
 
                      self:updateScore()
268
 
                   end
269
132
                end,
270
133
   draw = function (self, x, y)
271
134
             View.draw(self, x, y)
272
135
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
273
136
          end,
274
 
   updateScore = function(self)
275
 
                    local t = love.timer.getTime() - self.gameStart
276
 
                    local m = t / 60
277
 
                    local s = t % 60
278
 
 
279
 
                    the.score.text = string.format('Score: %d:%02d', m, s)
280
 
                    --the.score.y = the.player.y - the.app.height / 2 + the.player.height
281
 
                    --the.score.x = the.player.x - the.app.width / 2 + the.player.width
282
 
 
283
 
                    --the.highScore.y = the.player.y - the.app.height / 2 + the.player.height
284
 
                    --the.highScore.x = the.player.x - the.app.width / 2
285
 
                 end
286
137
}
287
138
 
288
139
MenuScreen = View:extend {
317
168
                 self.console:watch('num mirrors', '#the.mirrors.sprites')
318
169
                 self.console:watch('num rocks', '#the.rocks.sprites')
319
170
                 self.console:watch('num planets', '#the.planets.sprites')
 
171
                 self.console:watch('num enemies', 'the.enemies:count()')
320
172
                 --self.console:watch('drawTook', 'the.drawTook')
321
173
 
322
174
                 -- back off that dark overlay a bit
325
177
           end,
326
178
   onUpdate = function (self, dt)
327
179
                 if not (DEBUG and the.console.visible) then
328
 
                    if the.keys:justPressed('q') then
329
 
                       self.quit()
330
 
                    elseif the.keys:justPressed('return') then
331
 
                       if the.keys:pressed('alt') then
332
 
                          love.graphics.toggleFullscreen()
333
 
                       else
334
 
                          self.view = GameView:new()
335
 
                       end
 
180
                    if the.keys:justPressed('return') and the.keys:pressed('alt') then
 
181
                       love.graphics.toggleFullscreen()
336
182
                    elseif the.keys:justPressed('f1') then
337
183
                       local ss = love.graphics.newScreenshot()
338
184
                       ss:encode('screenshot-' ..love.timer.getTime()..'.png')