/traderous

To get this branch, use:
bzr branch http://9ix.org/bzr/traderous

« back to all changes in this revision

Viewing changes to main.lua

  • Committer: Josh C
  • Date: 2013-06-25 21:47:47 UTC
  • Revision ID: josh@9ix.org-20130625214747-bqjfaktdqj76aq8o
game over timer & penalty

Show diffs side-by-side

added added

removed removed

Lines of Context:
18
18
require 'boom'
19
19
require 'planet'
20
20
require 'trade_view'
 
21
require 'shield'
 
22
require 'pause_view'
 
23
require 'game_over'
21
24
 
22
25
util = {
23
26
   signOf = function(value)
27
30
                  return -1
28
31
               end
29
32
            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
33
}
74
34
 
75
35
GameView = View:extend {
76
36
   onNew = function (self)
77
 
              the.storage = Storage:new{filename = 'scores.lua'}
 
37
              the.storage = Storage:new{filename = 'world.lua'}
78
38
              the.storage:load()
79
39
              --if not the.storage.data.highScore then
80
40
              --   print('initializing storage')
85
45
              the.interface = Group:new()
86
46
              the.planets = Group:new()
87
47
              the.indicators = Group:new()
 
48
              the.enemies = Group:new()
88
49
 
 
50
              -- init bg before build/load since planets need to know bg size
89
51
              the.bg = Tile:new{
90
52
                 image = 'data/stars3.png',
91
 
                 width = 13660,
92
 
                 height = 7680
 
53
                 width = 27320,
 
54
                 height = 15360
93
55
              }
94
56
              self:add(the.bg)
95
57
 
 
58
              if self.newWorld or not the.storage.data.player then
 
59
                 the.storage.data = {planets = {}}
 
60
 
 
61
                 -- build planets from random
 
62
                 for _ = 1, math.random(3, 6) do
 
63
                    local planet = Planet:new{
 
64
                       x = math.random(the.app.width / 2,
 
65
                                       the.bg.width - the.app.width / 2),
 
66
                       y = math.random(the.app.height / 2,
 
67
                                       the.bg.height - the.app.height / 2),
 
68
                       rotation = math.random() * math.pi
 
69
                    }
 
70
                    the.planets:add(planet)
 
71
                    table.insert(the.storage.data.planets, {
 
72
                                    x = planet.x,
 
73
                                    y = planet.y,
 
74
                                    rotation = planet.rotation,
 
75
                                    goods = planet.goods
 
76
                                 })
 
77
                 end
 
78
 
 
79
                 -- build fresh player
 
80
                 local player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
 
81
                 the.player = player
 
82
                 the.storage.data.player = {x = player.x,
 
83
                                            y = player.y,
 
84
                                            money = player.money,
 
85
                                            goods = player.goods,
 
86
                                            cargoSpace = player.cargoSpace
 
87
                                         }
 
88
 
 
89
                 the.storage:save()
 
90
              else
 
91
                 -- load planets with x, y, goods
 
92
                 for _, planetData in ipairs(the.storage.data.planets) do
 
93
                    the.planets:add(Planet:new(planetData))
 
94
                 end
 
95
 
 
96
                 -- load player with cargo, money, position
 
97
                 the.player = SpacePlayer:new(the.storage.data.player)
 
98
 
 
99
                 -- reload storage as we've turned it all into objects
 
100
                 the.storage:load()
 
101
              end
 
102
 
96
103
              self:add(the.planets)
97
104
 
98
 
              --the.player = CrystalPlayer:new{x=400,y=300}
99
 
              the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
100
105
              self:add(the.player)
101
106
              self:add(the.player.thrust)
102
 
 
103
 
              self:add(Enemy:new{x=400, y=300})
 
107
              self:add(the.player.shield)
 
108
 
 
109
              self:add(the.enemies)
 
110
 
 
111
              for _ = 1, 20 do
 
112
                 local e = Enemy:new{x = math.random(the.bg.width),
 
113
                                     y = math.random(the.bg.height)}
 
114
                 --local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
 
115
                 the.enemies:add(e)
 
116
                 self:add(e.thrust) -- why doesn't this work in Enemy.new?
 
117
                 self:add(e.shield)
 
118
              end
104
119
 
105
120
              self:add(the.bullets)
106
121
              self:add(the.indicators)
107
122
              self:add(the.interface)
108
123
 
109
 
              for _ = 1, math.random(6) do
110
 
                 local planet = Planet:new{
111
 
                    x = math.random(the.app.width / 2,
112
 
                                    the.bg.width - the.app.width / 2),
113
 
                    y = math.random(the.app.height / 2,
114
 
                                    the.bg.height - the.app.height / 2),
115
 
                    rotation = math.random() * math.pi
116
 
                 }
117
 
                 the.planets:add(planet)
118
 
              end
119
 
 
120
124
              the.cursor = Cursor:new()
121
125
              self:add(the.cursor)
122
126
 
127
131
              self.focus = the.player
128
132
           end,
129
133
   onUpdate = function(self, dt)
 
134
                 if the.keys:justPressed('escape') then
 
135
                    PauseView:new():activate()
 
136
                 end
 
137
 
130
138
                 the.bullets:collide(the.planets)
 
139
                 the.bullets:collide(the.player)
 
140
                 the.bullets:collide(the.enemies)
131
141
              end,
132
142
   onEndFrame = function(self)
133
143
                   the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
171
181
                 self.console:watch('num mirrors', '#the.mirrors.sprites')
172
182
                 self.console:watch('num rocks', '#the.rocks.sprites')
173
183
                 self.console:watch('num planets', '#the.planets.sprites')
 
184
                 self.console:watch('num enemies', 'the.enemies:count()')
174
185
                 --self.console:watch('drawTook', 'the.drawTook')
175
186
 
176
187
                 -- back off that dark overlay a bit
179
190
           end,
180
191
   onUpdate = function (self, dt)
181
192
                 if not (DEBUG and the.console.visible) then
182
 
                    if the.keys:justPressed('q') then
183
 
                       self.quit()
184
 
                    elseif the.keys:justPressed('return') then
185
 
                       if the.keys:pressed('alt') then
186
 
                          love.graphics.toggleFullscreen()
187
 
                       else
188
 
                          self.view = GameView:new()
189
 
                       end
 
193
                    if the.keys:justPressed('return') and the.keys:pressed('alt') then
 
194
                       love.graphics.toggleFullscreen()
190
195
                    elseif the.keys:justPressed('f1') then
191
196
                       local ss = love.graphics.newScreenshot()
192
197
                       ss:encode('screenshot-' ..love.timer.getTime()..'.png')