31
shortestVector = function(from, to)
33
if from.x < the.app.width / 2 or
34
from.x > the.bg.width - the.app.width / 2 or
35
from.y < the.app.height / 2 or
36
from.y > the.bg.height - the.app.height / 2 then
37
error('"from" coordinate out of bounds: X='..from.x..' Y='..from.y)
40
if to.x < the.app.width / 2 or
41
to.x > the.bg.width - the.app.width / 2 or
42
to.y < the.app.height / 2 or
43
to.y > the.bg.height - the.app.height / 2 then
44
error('"to" coordinate out of bounds: X='..to.x..' Y='..to.y)
48
-- normalize grid to account for mirror zones
49
local fx = from.x - the.app.width / 2
50
local fy = from.y - the.app.height / 2
51
local tx = to.x - the.app.width / 2
52
local ty = to.y - the.app.height / 2
57
if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
58
-- straight path is shorter
61
short.x = tx - fx - (the.bg.width - the.app.width)
65
if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
66
-- straight path is shorter
69
short.y = ty - fy - (the.bg.height - the.app.height)
72
return vector.new(short.x, short.y)
76
34
GameView = View:extend {
77
35
onNew = function (self)
78
the.storage = Storage:new{filename = 'scores.lua'}
36
the.storage = Storage:new{filename = 'world.lua'}
80
38
--if not the.storage.data.highScore then
81
39
-- print('initializing storage')
88
46
the.indicators = Group:new()
89
47
the.enemies = Group:new()
49
-- init bg before build/load since planets need to know bg size
92
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
98
102
self:add(the.planets)
100
--the.player = CrystalPlayer:new{x=400,y=300}
101
the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
102
104
self:add(the.player)
103
105
self:add(the.player.thrust)
104
106
self:add(the.player.shield)
106
108
self:add(the.enemies)
109
111
local e = Enemy:new{x = math.random(the.bg.width),
110
112
y = math.random(the.bg.height)}
111
113
--local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
118
120
self:add(the.indicators)
119
121
self:add(the.interface)
121
for _ = 1, math.random(3, 6) do
122
local planet = Planet:new{
123
x = math.random(the.app.width / 2,
124
the.bg.width - the.app.width / 2),
125
y = math.random(the.app.height / 2,
126
the.bg.height - the.app.height / 2),
127
rotation = math.random() * math.pi
129
the.planets:add(planet)
132
123
the.cursor = Cursor:new()
133
124
self:add(the.cursor)
160
151
self.focus = the.player
162
153
onUpdate = function(self, dt)
154
if the.keys:justPressed('escape') then
155
PauseView:new():activate()
163
158
the.bullets:collide(the.planets)
164
159
the.bullets:collide(the.player)
165
160
the.bullets:collide(the.enemies)
206
201
self.console:watch('num mirrors', '#the.mirrors.sprites')
207
202
self.console:watch('num rocks', '#the.rocks.sprites')
208
203
self.console:watch('num planets', '#the.planets.sprites')
204
self.console:watch('num enemies', 'the.enemies:count()')
209
205
--self.console:watch('drawTook', 'the.drawTook')
211
207
-- back off that dark overlay a bit
215
211
onUpdate = function (self, dt)
216
212
if not (DEBUG and the.console.visible) then
217
if the.keys:justPressed('q') then
219
elseif the.keys:justPressed('return') then
220
if the.keys:pressed('alt') then
221
love.graphics.toggleFullscreen()
223
self.view = GameView:new()
213
if the.keys:justPressed('return') and the.keys:pressed('alt') then
214
love.graphics.toggleFullscreen()
225
215
elseif the.keys:justPressed('f1') then
226
216
local ss = love.graphics.newScreenshot()
227
217
ss:encode('screenshot-' ..love.timer.getTime()..'.png')