24
34
GameView = View:extend {
25
35
onNew = function (self)
28
self:add(Fill:new{x=x*400, y=y*400,
29
width = 32, height = 32,
36
the.storage = Storage:new{filename = 'world.lua'}
38
--if not the.storage.data.highScore then
39
-- print('initializing storage')
40
-- the.storage.data = {highScore = 0}
43
the.bullets = Group:new()
44
the.interface = Group:new()
45
the.planets = Group:new()
46
the.indicators = Group:new()
47
the.enemies = Group:new()
49
-- init bg before build/load since planets need to know bg size
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)
98
-- reload storage as we've turned it all into objects
35
--the.player = CrystalPlayer:new{x=400,y=300}
36
the.player = SpacePlayer:new{x=400,y=300}
102
self:add(the.planets)
37
104
self:add(the.player)
39
self:add(Enemy:new{x=400, y=300})
41
self:add(Cursor:new())
105
self:add(the.player.thrust)
106
self:add(the.player.shield)
108
self:add(the.enemies)
111
local e = Enemy:new{x = math.random(the.bg.width),
112
y = math.random(the.bg.height)}
113
--local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
115
self:add(e.thrust) -- why doesn't this work in Enemy.new?
119
self:add(the.bullets)
120
self:add(the.indicators)
121
self:add(the.interface)
123
the.cursor = Cursor:new()
127
y = the.app.height / 2,
128
width = the.app.width,
134
the.interface:add(the.over)
137
the.instructions = Text:new{
138
y = the.app.height / 2 + 32,
139
width = the.app.width,
142
text = "Press Enter to start a new game\nPress Q to quit",
145
the.interface:add(the.instructions)
43
147
love.mouse.setGrab(true)
44
148
love.mouse.setVisible(false)
149
love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
46
--self:loadLayers('data/map.lua')
47
151
self.focus = the.player
48
--self:clampTo(self.map)
153
onUpdate = function(self, dt)
154
if the.keys:justPressed('escape') then
155
PauseView:new():activate()
158
the.bullets:collide(the.planets)
159
the.bullets:collide(the.player)
160
the.bullets:collide(the.enemies)
162
onEndFrame = function(self)
163
the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
164
the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
50
166
draw = function (self, x, y)
51
167
View.draw(self, x, y)
52
love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
168
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
56
172
MenuScreen = View:extend {
70
186
the.app = App:new {
71
187
onRun = function (self)
72
188
print('Version: ' .. VERSION)
190
math.randomseed(os.time())
73
192
self.view = GameView:new()
75
195
self.console:watch('VERSION', 'VERSION')
76
196
self.console:watch('updateTook', 'the.updateTook')
197
self.console:watch('the.player.x', 'the.player.x')
198
self.console:watch('the.player.y', 'the.player.y')
199
self.console:watch('the.app.width', 'the.app.width')
200
self.console:watch('the.app.height', 'the.app.height')
201
self.console:watch('num mirrors', '#the.mirrors.sprites')
202
self.console:watch('num rocks', '#the.rocks.sprites')
203
self.console:watch('num planets', '#the.planets.sprites')
204
self.console:watch('num enemies', 'the.enemies:count()')
77
205
--self.console:watch('drawTook', 'the.drawTook')
207
-- back off that dark overlay a bit
208
self.console.fill.fill[4] = 75
80
211
onUpdate = function (self, dt)
81
if the.keys:justPressed('escape') then
212
if not (DEBUG and the.console.visible) then
213
if the.keys:justPressed('return') and the.keys:pressed('alt') then
214
love.graphics.toggleFullscreen()
215
elseif the.keys:justPressed('f1') then
216
local ss = love.graphics.newScreenshot()
217
ss:encode('screenshot-' ..love.timer.getTime()..'.png')
218
elseif the.keys:justPressed('f11') then
219
love.graphics.toggleFullscreen()
85
223
update = function (self, dt)