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 {
79
35
onNew = function (self)
82
-- self:add(Fill:new{x=x*400, y=y*400,
83
-- width = 32, height = 32,
89
the.storage = Storage:new{filename = 'scores.lua'}
36
the.storage = Storage:new{filename = 'world.lua'}
91
if not the.storage.data.highScore then
92
print('initializing storage')
93
the.storage.data = {highScore = 0}
38
--if not the.storage.data.highScore then
39
-- print('initializing storage')
40
-- the.storage.data = {highScore = 0}
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()
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',
57
if self.newWorld or not the.storage.data.player then
58
the.storage.data = {planets = {}}
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
69
the.planets:add(planet)
70
table.insert(the.storage.data.planets, {
73
rotation = planet.rotation,
79
local player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
81
the.storage.data.player = {x = player.x,
85
cargoSpace = player.cargoSpace
90
-- load planets with x, y, goods
91
for _, planetData in ipairs(the.storage.data.planets) do
92
the.planets:add(Planet:new(planetData))
95
-- load player with cargo, money, position
96
the.player = SpacePlayer:new(the.storage.data.player)
111
99
self:add(the.planets)
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)
118
--self:add(Enemy:new{x=400, y=300})
103
self:add(the.player.shield)
105
self:add(the.enemies)
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}
112
self:add(e.thrust) -- why doesn't this work in Enemy.new?
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)
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
135
the.planets:add(planet)
138
120
the.cursor = Cursor:new()
139
121
self:add(the.cursor)
141
the.score = Text:new{
144
width = the.app.width,
147
--the.interface:add(the.score)
149
local hs = the.storage.data.highScore
153
the.highScore = Text:new{
156
width = the.app.width,
159
text = string.format('High Score: %d:%02d', m, s)
161
--the.interface:add(the.highScore)
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)
188
--self:loadLayers('data/map.lua')
189
148
self.focus = the.player
190
--self:clampTo(self.map)
192
self.gameStart = love.timer.getTime()
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),
204
x = math.random(-300, 300),
205
y = math.random(-300, 300),
206
rotation = math.random(-7, 7)
208
scale = math.random() + 0.5
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
218
the.rocks:add(unseenRock)
220
self.lastRock = love.timer.getTime()
223
the.bullets:collide(the.rockColliders)
225
-- this should really go somewhere else...
226
for _, planet in ipairs(the.planets.sprites) do
228
local pvec = vector.new(
229
planet.x - the.player.x + planet.width / 2,
230
planet.y - the.player.y + planet.height / 2 )
232
-- TODO: is there a better way to specify the
234
if planet:intersects(the.player.x - the.app.width / 2,
235
the.player.y - the.app.height / 2,
238
-- planet is on the screen
239
planet.indicator.visible = false
241
planet.indicator.visible = true
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)
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)
251
planet.indicator.x = the.player.x + indx
252
planet.indicator.y = the.player.y + indy
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')
151
if the.keys:justPressed('escape') then
152
PauseView:new():activate()
155
the.bullets:collide(the.planets)
156
the.bullets:collide(the.player)
157
the.bullets:collide(the.enemies)
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
267
if the.player.active then
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)
275
updateScore = function(self)
276
local t = love.timer.getTime() - self.gameStart
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
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
289
169
MenuScreen = View:extend {