23
23
--local velLimit = 50
24
SpacePlayer = WrapTile:extend{
24
SpacePlayer = Tile:extend{
25
25
image = 'data/ship.png',
26
26
maxVelocity = {x=velLimit,y=velLimit},
27
27
minVelocity = {x=-velLimit, y=-velLimit},
29
money = 2000, -- what to use for money symbol? ✪ or ☥ or Ⓐ?
32
onNew = function(self)
33
self.thrust = Tile:new{image = 'data/thrust.png'}
34
self.shield = Shield:new{ship = self}
29
36
onStartFrame = function(self)
39
46
if mouseVec:len2() > 64^2 then
40
47
self.acceleration = vector.new(300, 0)
41
48
self.acceleration:rotate_inplace(self.rotation)
49
self.thrust.visible = true
43
51
self.acceleration = {x=0, y=0}
52
self.thrust.visible = false
44
53
if DEBUG and the.console.visible then
45
54
self.velocity = {x=0, y=0}
54
63
x = self.x + self.width / 2,
55
64
y = self.y + self.height / 2,
65
rotation = self.rotation,
58
68
self.lastFired = love.timer.getTime()
61
71
onUpdate = function(self)
72
self.thrust.x = self.x - self.width
73
self.thrust.y = self.y
74
self.thrust.rotation = self.rotation
76
onEndFrame = function(self)
77
self:collide(the.rockColliders)
79
onCollide = function(self, other)
80
if other:instanceOf(Bullet) and other.source ~= self then
81
if self.shield.strength == 0 then
83
the.app.view:add( Boom:new {
86
velocity = { rotation = 5 }
96
the.bullets:remove(other)
99
if other:instanceOf(RockCollider) then
100
the.app.view:add( Boom:new {
103
velocity = { rotation = 5 }
110
if not self.active then
111
the.interface:add(GameOver:new())
114
buy = function(self, good, price)
115
if self.money >= price and self:availableSpace() > 0 then
116
self.goods[good] = (self.goods[good] or 0) + 1
117
self.money = self.money - price
120
sell = function(self, good, price)
121
if self.goods[good] and self.goods[good] > 0 then
122
self.goods[good] = self.goods[good] - 1
123
self.money = self.money + price
126
availableSpace = function(self)
128
for _, amt in pairs(self.goods) do
132
return self.cargoSpace - cargo
b'\\ No newline at end of file'