30
shortestVector = function(from, to)
32
if from.x < the.app.width / 2 or
33
from.x > the.bg.width - the.app.width / 2 or
34
from.y < the.app.height / 2 or
35
from.y > the.bg.height - the.app.height / 2 then
36
error('"from" coordinate out of bounds: X='..from.x..' Y='..from.y)
39
if to.x < the.app.width / 2 or
40
to.x > the.bg.width - the.app.width / 2 or
41
to.y < the.app.height / 2 or
42
to.y > the.bg.height - the.app.height / 2 then
43
error('"to" coordinate out of bounds: X='..to.x..' Y='..to.y)
47
-- normalize grid to account for mirror zones
48
local fx = from.x - the.app.width / 2
49
local fy = from.y - the.app.height / 2
50
local tx = to.x - the.app.width / 2
51
local ty = to.y - the.app.height / 2
56
if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
57
-- straight path is shorter
60
short.x = tx - fx - (the.bg.width - the.app.width)
64
if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
65
-- straight path is shorter
68
short.y = ty - fy - (the.bg.height - the.app.height)
71
return vector.new(short.x, short.y)
75
34
GameView = View:extend {
85
44
the.interface = Group:new()
86
45
the.planets = Group:new()
87
46
the.indicators = Group:new()
47
the.enemies = Group:new()
90
50
image = 'data/stars3.png',
99
59
the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
100
60
self:add(the.player)
101
61
self:add(the.player.thrust)
103
local e = Enemy:new{x=400, y=300}
105
self:add(e.thrust) -- why doesn't this work in Enemy.new?
62
self:add(the.player.shield)
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}
71
self:add(e.thrust) -- why doesn't this work in Enemy.new?
107
75
self:add(the.bullets)
108
76
self:add(the.indicators)
109
77
self:add(the.interface)
111
for _ = 1, math.random(6) do
79
for _ = 1, math.random(3, 6) do
112
80
local planet = Planet:new{
113
81
x = math.random(the.app.width / 2,
114
82
the.bg.width - the.app.width / 2),
122
90
the.cursor = Cursor:new()
123
91
self:add(the.cursor)
94
y = the.app.height / 2,
95
width = the.app.width,
101
the.interface:add(the.over)
104
the.instructions = Text:new{
105
y = the.app.height / 2 + 32,
106
width = the.app.width,
109
text = "Press Enter to start a new game\nPress Q to quit",
112
the.interface:add(the.instructions)
125
114
love.mouse.setGrab(true)
126
115
love.mouse.setVisible(false)
127
116
love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
129
118
self.focus = the.player
131
120
onUpdate = function(self, dt)
121
if the.keys:justPressed('escape') then
122
PauseView:new():activate()
132
125
the.bullets:collide(the.planets)
126
the.bullets:collide(the.player)
127
the.bullets:collide(the.enemies)
134
129
onEndFrame = function(self)
135
130
the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
173
168
self.console:watch('num mirrors', '#the.mirrors.sprites')
174
169
self.console:watch('num rocks', '#the.rocks.sprites')
175
170
self.console:watch('num planets', '#the.planets.sprites')
171
self.console:watch('num enemies', 'the.enemies:count()')
176
172
--self.console:watch('drawTook', 'the.drawTook')
178
174
-- back off that dark overlay a bit
182
178
onUpdate = function (self, dt)
183
179
if not (DEBUG and the.console.visible) then
184
if the.keys:justPressed('q') then
186
elseif the.keys:justPressed('return') then
187
if the.keys:pressed('alt') then
188
love.graphics.toggleFullscreen()
190
self.view = GameView:new()
180
if the.keys:justPressed('return') and the.keys:pressed('alt') then
181
love.graphics.toggleFullscreen()
192
182
elseif the.keys:justPressed('f1') then
193
183
local ss = love.graphics.newScreenshot()
194
184
ss:encode('screenshot-' ..love.timer.getTime()..'.png')