/traderous

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Viewing changes to planet.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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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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   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 = PlanetNames[math.random(#PlanetNames)]
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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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              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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              self.label = Text:new {
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                 text = self.name,
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                 x = self.x,
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                 y = self.y - 32,
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                 width = self.width,
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                 align = 'center',
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                 font = 20
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              }
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              the.planetLabels:add(self.label)
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              self.keyLabel = Text:new {
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                 text = 'Press L to land',
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                 x = self.x,
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                 y = self.y + self.height + 12,
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                 width = self.width,
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                 align = 'center',
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                 font = 20
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              }
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              the.planetLabels:add(self.keyLabel)
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           end,
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   onUpdate = function (self)
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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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                    self.label.visible = true
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                    self.keyLabel.visible = true
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                    the.player.onPlanet = self
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                    if the.keys:justPressed('l') then
 
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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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                       the.player:save()
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                       -- disengage all the enemies
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                       for _, enemy in pairs(the.enemies.sprites) do
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                          if enemy.state == 'combat' then
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                             enemy.state = 'patrolling'
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                          end
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                       end
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                       tradeView = TradeView:new{ planet = self }
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                       tradeView:activate()
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                    end
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                 else
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                    self.label.visible = false
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                    self.keyLabel.visible = false
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                    if the.player.onPlanet == self then
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                       the.player.onPlanet = false
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                    end
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                 end
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              end,
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   onEndFrame = function (self)