/traderous

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  • Committer: Josh C
  • Date: 2013-06-25 19:55:40 UTC
  • Revision ID: josh@9ix.org-20130625195540-f4nwz7ffj9f6658a
patch zoetrope storage so it can save lists (arrays indexed by number)

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require 'zoetrope'
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vector = require 'vector'
 
6
--inspect = require 'inspect'
6
7
 
7
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require 'group'
8
9
 
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require 'bullet'
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require 'rock'
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require 'boom'
 
19
require 'planet'
 
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require 'trade_view'
 
21
require 'shield'
 
22
require 'pause_view'
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23
 
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util = {
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   signOf = function(value)
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29
                  return -1
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30
               end
26
31
            end,
27
 
   shortestVector = function(from, to)
28
 
                       if STRICT then
29
 
                          if from.x < the.app.width / 2 or
30
 
                             from.x > the.bg.width - the.app.width / 2 or
31
 
                             from.y < the.app.height / 2 or
32
 
                             from.y > the.bg.height - the.app.height / 2 then
33
 
                             error('"from" coordinate out of bounds: X='..from.x..' Y='..from.y)
34
 
                          end
35
 
 
36
 
                          if to.x < the.app.width / 2 or
37
 
                             to.x > the.bg.width - the.app.width / 2 or
38
 
                             to.y < the.app.height / 2 or
39
 
                             to.y > the.bg.height - the.app.height / 2 then
40
 
                             error('"to" coordinate out of bounds: X='..to.x..' Y='..to.y)
41
 
                          end
42
 
                       end
43
 
 
44
 
                       -- normalize grid to account for mirror zones
45
 
                       local fx = from.x - the.app.width / 2
46
 
                       local fy = from.y - the.app.height / 2
47
 
                       local tx = to.x - the.app.width / 2
48
 
                       local ty = to.y - the.app.height / 2
49
 
 
50
 
                       local short = {}
51
 
 
52
 
                       -- pick shorter x
53
 
                       if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
54
 
                          -- straight path is shorter
55
 
                          short.x = tx - fx
56
 
                       else
57
 
                          short.x = tx - fx - (the.bg.width - the.app.width)
58
 
                       end
59
 
 
60
 
                       -- pick shorter y
61
 
                       if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
62
 
                          -- straight path is shorter
63
 
                          short.y = ty - fy
64
 
                       else
65
 
                          short.y = ty - fy - (the.bg.height - the.app.height)
66
 
                       end
67
 
 
68
 
                       return vector.new(short.x, short.y)
69
 
                    end
70
32
}
71
33
 
72
34
GameView = View:extend {
73
 
   lastRock = 0,
74
 
   rockInterval = 1,
75
 
   gameStart = 0,
76
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   onNew = function (self)
77
 
              -- for x = 1,30 do
78
 
              --    for y = 1,30 do
79
 
              --       self:add(Fill:new{x=x*400, y=y*400,
80
 
              --                         width = 32, height = 32,
81
 
              --                         fill = {0,0,255}
82
 
              --                      })
83
 
              --    end
84
 
              -- end
 
36
              the.storage = Storage:new{filename = 'world.lua'}
 
37
              the.storage:load()
 
38
              --if not the.storage.data.highScore then
 
39
              --   print('initializing storage')
 
40
              --   the.storage.data = {highScore = 0}
 
41
              --end
85
42
 
86
 
              the.rockColliders = Group:new()
87
43
              the.bullets = Group:new()
88
 
              the.mirrors = Group:new()
89
 
              the.rocks = Group:new()
 
44
              the.interface = Group:new()
 
45
              the.planets = Group:new()
 
46
              the.indicators = Group:new()
 
47
              the.enemies = Group:new()
90
48
 
 
49
              -- init bg before build/load since planets need to know bg size
91
50
              the.bg = Tile:new{
92
51
                 image = 'data/stars3.png',
93
 
                 -- 1366x768 * 3
94
 
                 width = 4098,
95
 
                 height = 2304
 
52
                 width = 27320,
 
53
                 height = 15360
96
54
              }
97
55
              self:add(the.bg)
98
56
 
99
 
              --the.player = CrystalPlayer:new{x=400,y=300}
100
 
              the.player = SpacePlayer:new{x=1366,y=768}
 
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
 
 
99
              self:add(the.planets)
 
100
 
101
101
              self:add(the.player)
102
 
 
103
 
              --self:add(Enemy:new{x=400, y=300})
 
102
              self:add(the.player.thrust)
 
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
104
115
 
105
116
              self:add(the.bullets)
106
 
              self:add(the.rockColliders)
107
 
              self:add(the.mirrors)
108
 
              self:add(the.rocks)
 
117
              self:add(the.indicators)
 
118
              self:add(the.interface)
109
119
 
110
120
              the.cursor = Cursor:new()
111
121
              self:add(the.cursor)
112
122
 
113
 
              the.score = Text:new{
114
 
                 width = the.app.width,
115
 
                 align = 'center',
116
 
                 font = 25}
117
 
              self:add(the.score)
 
123
              the.over = Text:new{
 
124
                 y = the.app.height / 2,
 
125
                 width = the.app.width,
 
126
                 align = 'center',
 
127
                 font = 25,
 
128
                 text = "Game Over",
 
129
                 visible = false
 
130
              }
 
131
              the.interface:add(the.over)
 
132
 
 
133
 
 
134
              the.instructions = Text:new{
 
135
                 y = the.app.height / 2 + 32,
 
136
                 width = the.app.width,
 
137
                 align = 'center',
 
138
                 font = 12,
 
139
                 text = "Press Enter to start a new game\nPress Q to quit",
 
140
                 visible = false
 
141
              }
 
142
              the.interface:add(the.instructions)
118
143
 
119
144
              love.mouse.setGrab(true)
120
145
              love.mouse.setVisible(false)
121
146
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
122
147
 
123
 
              --self:loadLayers('data/map.lua')
124
148
              self.focus = the.player
125
 
              --self:clampTo(self.map)
126
 
 
127
 
              self.gameStart = love.timer.getTime()
128
149
           end,
129
150
   onUpdate = function(self, dt)
130
 
                 if love.timer.getTime() > self.lastRock + self.rockInterval then
131
 
                    local unseenRock = nil
132
 
                    while not unseenRock do
133
 
                       local rock = Rock:new{
134
 
                          x = math.random(the.app.width / 2,
135
 
                                          the.bg.width - the.app.width / 2),
136
 
                          y = math.random(the.app.height / 2,
137
 
                                          the.bg.height - the.app.height / 2),
138
 
                          velocity = {
139
 
                             x = math.random(-300, 300),
140
 
                             y = math.random(-300, 300),
141
 
                             rotation = math.random(-7, 7)
142
 
                          },
143
 
                          scale = math.random() + 0.5
144
 
                       }
145
 
 
146
 
                       local rockToPlayer = util.shortestVector(rock, the.player)
147
 
                       if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
148
 
                           math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
149
 
                         unseenRock = rock
150
 
                        end
151
 
                    end
152
 
 
153
 
                    the.rocks:add(unseenRock)
154
 
 
155
 
                    self.lastRock = love.timer.getTime()
 
151
                 if the.keys:justPressed('escape') then
 
152
                    PauseView:new():activate()
156
153
                 end
157
154
 
158
 
                 the.bullets:collide(the.rockColliders)
 
155
                 the.bullets:collide(the.planets)
 
156
                 the.bullets:collide(the.player)
 
157
                 the.bullets:collide(the.enemies)
159
158
              end,
160
159
   onEndFrame = function(self)
161
 
                   if the.player.active then
162
 
                      local t = love.timer.getTime() - self.gameStart
163
 
                      local m = t / 60
164
 
                      local s = t % 60
165
 
 
166
 
                      the.score.text = string.format('Score: %d:%02d', m, s)
167
 
                      the.score.y = the.player.y - the.app.height / 2 + the.player.height
168
 
                      the.score.x = the.player.x - the.app.width / 2
169
 
                   end
 
160
                   the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
 
161
                   the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
170
162
                end,
171
163
   draw = function (self, x, y)
172
164
             View.draw(self, x, y)
173
 
             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
174
 
          end
 
165
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
 
166
          end,
175
167
}
176
168
 
177
169
MenuScreen = View:extend {
195
187
              math.randomseed(os.time())
196
188
 
197
189
              self.view = GameView:new()
 
190
 
198
191
              if DEBUG then
199
192
                 self.console:watch('VERSION', 'VERSION')
200
193
                 self.console:watch('updateTook', 'the.updateTook')
202
195
                 self.console:watch('the.player.y', 'the.player.y')
203
196
                 self.console:watch('the.app.width', 'the.app.width')
204
197
                 self.console:watch('the.app.height', 'the.app.height')
 
198
                 self.console:watch('num mirrors', '#the.mirrors.sprites')
 
199
                 self.console:watch('num rocks', '#the.rocks.sprites')
 
200
                 self.console:watch('num planets', '#the.planets.sprites')
 
201
                 self.console:watch('num enemies', 'the.enemies:count()')
205
202
                 --self.console:watch('drawTook', 'the.drawTook')
206
203
 
207
204
                 -- back off that dark overlay a bit
209
206
              end
210
207
           end,
211
208
   onUpdate = function (self, dt)
212
 
                 if the.keys:justPressed('escape') then
213
 
                    self.quit()
 
209
                 if not (DEBUG and the.console.visible) then
 
210
                    if the.keys:justPressed('return') and the.keys:pressed('alt') then
 
211
                       love.graphics.toggleFullscreen()
 
212
                    elseif the.keys:justPressed('f1') then
 
213
                       local ss = love.graphics.newScreenshot()
 
214
                       ss:encode('screenshot-' ..love.timer.getTime()..'.png')
 
215
                    elseif the.keys:justPressed('f11') then
 
216
                       love.graphics.toggleFullscreen()
 
217
                    end
214
218
                 end
215
219
              end,
216
220
   update = function (self, dt)
221
225
               end
222
226
            end
223
227
}
 
228
 
 
229
realRun = love.run
 
230
function love.run()
 
231
   -- should fail silently if it can't go to fullscreen...
 
232
   love.graphics.toggleFullscreen()
 
233
 
 
234
   realRun()
 
235
end
 
 
b'\\ No newline at end of file'