/traderous

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Viewing changes to main.lua

  • Committer: Josh C
  • Date: 2013-06-25 18:23:38 UTC
  • Revision ID: josh@9ix.org-20130625182338-gkx8evr4z93zh9x7
load/save (not working yet)

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require 'boom'
19
19
require 'planet'
20
20
require 'trade_view'
 
21
require 'shield'
 
22
require 'pause_view'
21
23
 
22
24
util = {
23
25
   signOf = function(value)
27
29
                  return -1
28
30
               end
29
31
            end,
30
 
   shortestVector = function(from, to)
31
 
                       if STRICT then
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)
37
 
                          end
38
 
 
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)
44
 
                          end
45
 
                       end
46
 
 
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
52
 
 
53
 
                       local short = {}
54
 
 
55
 
                       -- pick shorter x
56
 
                       if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
57
 
                          -- straight path is shorter
58
 
                          short.x = tx - fx
59
 
                       else
60
 
                          short.x = tx - fx - (the.bg.width - the.app.width)
61
 
                       end
62
 
 
63
 
                       -- pick shorter y
64
 
                       if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
65
 
                          -- straight path is shorter
66
 
                          short.y = ty - fy
67
 
                       else
68
 
                          short.y = ty - fy - (the.bg.height - the.app.height)
69
 
                       end
70
 
 
71
 
                       return vector.new(short.x, short.y)
72
 
                    end
73
32
}
74
33
 
75
34
GameView = View:extend {
76
 
   lastRock = 0,
77
 
   rockInterval = 1,
78
 
   gameStart = 0,
79
35
   onNew = function (self)
80
 
              -- for x = 1,30 do
81
 
              --    for y = 1,30 do
82
 
              --       self:add(Fill:new{x=x*400, y=y*400,
83
 
              --                         width = 32, height = 32,
84
 
              --                         fill = {0,0,255}
85
 
              --                      })
86
 
              --    end
87
 
              -- end
88
 
 
89
 
              the.storage = Storage:new{filename = 'scores.lua'}
 
36
              the.storage = Storage:new{filename = 'world.lua'}
90
37
              the.storage:load()
91
 
              if not the.storage.data.highScore then
92
 
                 print('initializing storage')
93
 
                 the.storage.data = {highScore = 0}
94
 
              end
 
38
              --if not the.storage.data.highScore then
 
39
              --   print('initializing storage')
 
40
              --   the.storage.data = {highScore = 0}
 
41
              --end
95
42
 
96
 
              --the.rockColliders = Group:new()
97
43
              the.bullets = Group:new()
98
 
              the.mirrors = Group:new()
99
 
              --the.rocks = Group:new()
100
44
              the.interface = Group:new()
101
45
              the.planets = Group:new()
102
46
              the.indicators = Group:new()
 
47
              the.enemies = Group:new()
103
48
 
 
49
              -- init bg before build/load since planets need to know bg size
104
50
              the.bg = Tile:new{
105
51
                 image = 'data/stars3.png',
106
 
                 width = 13660,
107
 
                 height = 7680
 
52
                 width = 27320,
 
53
                 height = 15360
108
54
              }
109
55
              self:add(the.bg)
110
56
 
 
57
              if self.newWorld or not the.storage.data.player then
 
58
                 the.storage.data = {planets = {}}
 
59
 
 
60
                 -- build planets from random
 
61
                 for _ = 1, math.random(3, 6) do
 
62
                    local planet = Planet:new{
 
63
                       x = math.random(the.app.width / 2,
 
64
                                       the.bg.width - the.app.width / 2),
 
65
                       y = math.random(the.app.height / 2,
 
66
                                       the.bg.height - the.app.height / 2),
 
67
                       rotation = math.random() * math.pi
 
68
                    }
 
69
                    the.planets:add(planet)
 
70
                    table.insert(the.storage.data.planets, {
 
71
                                    x = planet.x,
 
72
                                    y = planet.y,
 
73
                                    rotation = planet.rotation,
 
74
                                    goods = planet.goods
 
75
                                 })
 
76
                 end
 
77
 
 
78
                 -- build fresh player
 
79
                 local player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
 
80
                 the.player = player
 
81
                 the.storage.data.player = {x = player.x,
 
82
                                            y = player.y,
 
83
                                            money = player.money,
 
84
                                            goods = player.goods,
 
85
                                            cargoSpace = player.cargoSpace
 
86
                                         }
 
87
 
 
88
                 the.storage:save()
 
89
              else
 
90
                 -- load planets with x, y, goods
 
91
                 for _, planetData in ipairs(the.storage.data.planets) do
 
92
                    the.planets:add(Planet:new(planetData))
 
93
                 end
 
94
 
 
95
                 -- load player with cargo, money, position
 
96
                 the.player = SpacePlayer:new(the.storage.data.player)
 
97
              end
 
98
 
111
99
              self:add(the.planets)
112
100
 
113
 
              --the.player = CrystalPlayer:new{x=400,y=300}
114
 
              the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
115
101
              self:add(the.player)
116
102
              self:add(the.player.thrust)
117
 
 
118
 
              --self:add(Enemy:new{x=400, y=300})
 
103
              self:add(the.player.shield)
 
104
 
 
105
              self:add(the.enemies)
 
106
 
 
107
              for _ = 1, 20 do
 
108
                 local e = Enemy:new{x = math.random(the.bg.width),
 
109
                                     y = math.random(the.bg.height)}
 
110
                 --local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
 
111
                 the.enemies:add(e)
 
112
                 self:add(e.thrust) -- why doesn't this work in Enemy.new?
 
113
                 self:add(e.shield)
 
114
              end
119
115
 
120
116
              self:add(the.bullets)
121
 
              --self:add(the.rockColliders)
122
 
              self:add(the.mirrors)
123
 
              --self:add(the.rocks)
124
117
              self:add(the.indicators)
125
118
              self:add(the.interface)
126
119
 
127
 
              for _ = 1, math.random(6) do
128
 
                 local planet = Planet:new{
129
 
                    x = math.random(the.app.width / 2,
130
 
                                    the.bg.width - the.app.width / 2),
131
 
                    y = math.random(the.app.height / 2,
132
 
                                    the.bg.height - the.app.height / 2),
133
 
                    rotation = math.random() * math.pi
134
 
                 }
135
 
                 the.planets:add(planet)
136
 
              end
137
 
 
138
120
              the.cursor = Cursor:new()
139
121
              self:add(the.cursor)
140
122
 
141
 
              the.score = Text:new{
142
 
                 x = 8,
143
 
                 y = 8,
144
 
                 width = the.app.width,
145
 
                 --align = 'center',
146
 
                 font = 25}
147
 
              --the.interface:add(the.score)
148
 
 
149
 
              local hs = the.storage.data.highScore
150
 
              local m = hs / 60
151
 
              local s = hs % 60
152
 
 
153
 
              the.highScore = Text:new{
154
 
                 x = -8,
155
 
                 y = 8,
156
 
                 width = the.app.width,
157
 
                 align = 'right',
158
 
                 font = 25,
159
 
                 text = string.format('High Score: %d:%02d', m, s)
160
 
              }
161
 
              --the.interface:add(the.highScore)
162
 
 
163
123
              the.over = Text:new{
164
124
                 y = the.app.height / 2,
165
125
                 width = the.app.width,
185
145
              love.mouse.setVisible(false)
186
146
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
187
147
 
188
 
              --self:loadLayers('data/map.lua')
189
148
              self.focus = the.player
190
 
              --self:clampTo(self.map)
191
 
 
192
 
              self.gameStart = love.timer.getTime()
193
149
           end,
194
150
   onUpdate = function(self, dt)
195
 
                 if false and the.player.active and love.timer.getTime() > self.lastRock + self.rockInterval then
196
 
                    local unseenRock = nil
197
 
                    while not unseenRock do
198
 
                       local rock = Rock:new{
199
 
                          x = math.random(the.app.width / 2,
200
 
                                          the.bg.width - the.app.width / 2),
201
 
                          y = math.random(the.app.height / 2,
202
 
                                          the.bg.height - the.app.height / 2),
203
 
                          velocity = {
204
 
                             x = math.random(-300, 300),
205
 
                             y = math.random(-300, 300),
206
 
                             rotation = math.random(-7, 7)
207
 
                          },
208
 
                          scale = math.random() + 0.5
209
 
                       }
210
 
 
211
 
                       local rockToPlayer = util.shortestVector(rock, the.player)
212
 
                       if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
213
 
                           math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
214
 
                         unseenRock = rock
215
 
                        end
216
 
                    end
217
 
 
218
 
                    the.rocks:add(unseenRock)
219
 
 
220
 
                    self.lastRock = love.timer.getTime()
221
 
                 end
222
 
 
223
 
                 the.bullets:collide(the.rockColliders)
224
 
 
225
 
                 -- this should really go somewhere else...
226
 
                 for _, planet in ipairs(the.planets.sprites) do
227
 
                    local indx, indy
228
 
                    local pvec = vector.new(
229
 
                       planet.x - the.player.x + planet.width / 2,
230
 
                       planet.y - the.player.y + planet.height / 2 )
231
 
 
232
 
                    -- TODO: is there a better way to specify the
233
 
                    -- screen rectangle?
234
 
                    if planet:intersects(the.player.x - the.app.width / 2,
235
 
                                         the.player.y - the.app.height / 2,
236
 
                                         the.app.width,
237
 
                                         the.app.height) then
238
 
                       -- planet is on the screen
239
 
                       planet.indicator.visible = false
240
 
                    else
241
 
                       planet.indicator.visible = true
242
 
 
243
 
                       if math.abs(pvec.x) / math.abs(pvec.y) > the.app.width / the.app.height then
244
 
                          indx = (the.app.width / 2 - 10) * util.signOf(pvec.x) + 8
245
 
                          indy = (the.app.width / 2 - 10) * pvec.y / math.abs(pvec.x)
246
 
                       else
247
 
                          indy = (the.app.height / 2 - 10) * util.signOf(pvec.y) + 8
248
 
                          indx = (the.app.height / 2 - 10) * pvec.x / math.abs(pvec.y)
249
 
                       end
250
 
 
251
 
                       planet.indicator.x = the.player.x + indx
252
 
                       planet.indicator.y = the.player.y + indy
253
 
                    end
254
 
                 end
255
 
 
256
 
                 -- for _, mirror in ipairs(the.mirrors.sprites) do
257
 
                 --    if not mirror.of then
258
 
                 --       print('mirror:' .. inspect(mirror))
259
 
                 --       error('mirror OF NOTHING')
260
 
                 --    end
261
 
                 -- end
 
151
                 if the.keys:justPressed('escape') then
 
152
                    PauseView:new():activate()
 
153
                 end
 
154
 
 
155
                 the.bullets:collide(the.planets)
 
156
                 the.bullets:collide(the.player)
 
157
                 the.bullets:collide(the.enemies)
262
158
              end,
263
159
   onEndFrame = function(self)
264
160
                   the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
265
161
                   the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
266
 
 
267
 
                   if the.player.active then
268
 
                      self:updateScore()
269
 
                   end
270
162
                end,
271
163
   draw = function (self, x, y)
272
164
             View.draw(self, x, y)
273
165
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
274
166
          end,
275
 
   updateScore = function(self)
276
 
                    local t = love.timer.getTime() - self.gameStart
277
 
                    local m = t / 60
278
 
                    local s = t % 60
279
 
 
280
 
                    the.score.text = string.format('Score: %d:%02d', m, s)
281
 
                    --the.score.y = the.player.y - the.app.height / 2 + the.player.height
282
 
                    --the.score.x = the.player.x - the.app.width / 2 + the.player.width
283
 
 
284
 
                    --the.highScore.y = the.player.y - the.app.height / 2 + the.player.height
285
 
                    --the.highScore.x = the.player.x - the.app.width / 2
286
 
                 end
287
167
}
288
168
 
289
169
MenuScreen = View:extend {
318
198
                 self.console:watch('num mirrors', '#the.mirrors.sprites')
319
199
                 self.console:watch('num rocks', '#the.rocks.sprites')
320
200
                 self.console:watch('num planets', '#the.planets.sprites')
 
201
                 self.console:watch('num enemies', 'the.enemies:count()')
321
202
                 --self.console:watch('drawTook', 'the.drawTook')
322
203
 
323
204
                 -- back off that dark overlay a bit
326
207
           end,
327
208
   onUpdate = function (self, dt)
328
209
                 if not (DEBUG and the.console.visible) then
329
 
                    if the.keys:justPressed('q') then
330
 
                       self.quit()
331
 
                    elseif the.keys:justPressed('return') then
332
 
                       if the.keys:pressed('alt') then
333
 
                          love.graphics.toggleFullscreen()
334
 
                       else
335
 
                          self.view = GameView:new()
336
 
                       end
 
210
                    if the.keys:justPressed('return') and the.keys:pressed('alt') then
 
211
                       love.graphics.toggleFullscreen()
337
212
                    elseif the.keys:justPressed('f1') then
338
213
                       local ss = love.graphics.newScreenshot()
339
214
                       ss:encode('screenshot-' ..love.timer.getTime()..'.png')