/traderous

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  • Committer: Josh C
  • Date: 2013-06-25 21:50:05 UTC
  • Revision ID: josh@9ix.org-20130625215005-3bdnmv9avkfo1a36
because it's funny

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require 'bullet'
17
17
require 'rock'
18
18
require 'boom'
 
19
require 'planet'
 
20
require 'trade_view'
 
21
require 'shield'
 
22
require 'pause_view'
 
23
require 'game_over'
19
24
 
20
25
util = {
21
26
   signOf = function(value)
25
30
                  return -1
26
31
               end
27
32
            end,
28
 
   shortestVector = function(from, to)
29
 
                       if STRICT then
30
 
                          if from.x < the.app.width / 2 or
31
 
                             from.x > the.bg.width - the.app.width / 2 or
32
 
                             from.y < the.app.height / 2 or
33
 
                             from.y > the.bg.height - the.app.height / 2 then
34
 
                             error('"from" coordinate out of bounds: X='..from.x..' Y='..from.y)
35
 
                          end
36
 
 
37
 
                          if to.x < the.app.width / 2 or
38
 
                             to.x > the.bg.width - the.app.width / 2 or
39
 
                             to.y < the.app.height / 2 or
40
 
                             to.y > the.bg.height - the.app.height / 2 then
41
 
                             error('"to" coordinate out of bounds: X='..to.x..' Y='..to.y)
42
 
                          end
43
 
                       end
44
 
 
45
 
                       -- normalize grid to account for mirror zones
46
 
                       local fx = from.x - the.app.width / 2
47
 
                       local fy = from.y - the.app.height / 2
48
 
                       local tx = to.x - the.app.width / 2
49
 
                       local ty = to.y - the.app.height / 2
50
 
 
51
 
                       local short = {}
52
 
 
53
 
                       -- pick shorter x
54
 
                       if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
55
 
                          -- straight path is shorter
56
 
                          short.x = tx - fx
57
 
                       else
58
 
                          short.x = tx - fx - (the.bg.width - the.app.width)
59
 
                       end
60
 
 
61
 
                       -- pick shorter y
62
 
                       if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
63
 
                          -- straight path is shorter
64
 
                          short.y = ty - fy
65
 
                       else
66
 
                          short.y = ty - fy - (the.bg.height - the.app.height)
67
 
                       end
68
 
 
69
 
                       return vector.new(short.x, short.y)
70
 
                    end
71
33
}
72
34
 
73
35
GameView = View:extend {
74
 
   lastRock = 0,
75
 
   rockInterval = 1,
76
 
   gameStart = 0,
77
36
   onNew = function (self)
78
 
              -- for x = 1,30 do
79
 
              --    for y = 1,30 do
80
 
              --       self:add(Fill:new{x=x*400, y=y*400,
81
 
              --                         width = 32, height = 32,
82
 
              --                         fill = {0,0,255}
83
 
              --                      })
84
 
              --    end
85
 
              -- end
86
 
 
87
 
              the.storage = Storage:new{filename = 'scores.lua'}
 
37
              the.storage = Storage:new{filename = 'world.lua'}
88
38
              the.storage:load()
89
 
              if not the.storage.data.highScore then
90
 
                 print('initializing storage')
91
 
                 the.storage.data = {highScore = 0}
92
 
              end
 
39
              --if not the.storage.data.highScore then
 
40
              --   print('initializing storage')
 
41
              --   the.storage.data = {highScore = 0}
 
42
              --end
93
43
 
94
 
              the.rockColliders = Group:new()
95
44
              the.bullets = Group:new()
96
 
              the.mirrors = Group:new()
97
 
              the.rocks = Group:new()
98
45
              the.interface = Group:new()
 
46
              the.planets = Group:new()
 
47
              the.indicators = Group:new()
 
48
              the.enemies = Group:new()
99
49
 
 
50
              -- init bg before build/load since planets need to know bg size
100
51
              the.bg = Tile:new{
101
52
                 image = 'data/stars3.png',
102
 
                 -- 1366x768 * 3
103
 
                 width = 4098,
104
 
                 height = 2304
 
53
                 width = 27320,
 
54
                 height = 15360
105
55
              }
106
56
              self:add(the.bg)
107
57
 
108
 
              --the.player = CrystalPlayer:new{x=400,y=300}
109
 
              the.player = SpacePlayer:new{x=1366,y=768}
 
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
 
 
103
              self:add(the.planets)
 
104
 
110
105
              self:add(the.player)
111
106
              self:add(the.player.thrust)
112
 
 
113
 
              --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
114
119
 
115
120
              self:add(the.bullets)
116
 
              self:add(the.rockColliders)
117
 
              self:add(the.mirrors)
118
 
              self:add(the.rocks)
 
121
              self:add(the.indicators)
119
122
              self:add(the.interface)
120
123
 
121
124
              the.cursor = Cursor:new()
122
125
              self:add(the.cursor)
123
126
 
124
 
              the.score = Text:new{
125
 
                 x = 8,
126
 
                 y = 8,
127
 
                 width = the.app.width,
128
 
                 --align = 'center',
129
 
                 font = 25}
130
 
              the.interface:add(the.score)
131
 
 
132
 
              local hs = the.storage.data.highScore
133
 
              local m = hs / 60
134
 
              local s = hs % 60
135
 
 
136
 
              the.highScore = Text:new{
137
 
                 x = -8,
138
 
                 y = 8,
139
 
                 width = the.app.width,
140
 
                 align = 'right',
141
 
                 font = 25,
142
 
                 text = string.format('High Score: %d:%02d', m, s)
143
 
              }
144
 
              the.interface:add(the.highScore)
145
 
 
146
 
              the.over = Text:new{
147
 
                 y = the.app.height / 2,
148
 
                 width = the.app.width,
149
 
                 align = 'center',
150
 
                 font = 25,
151
 
                 text = "Game Over",
152
 
                 visible = false
153
 
              }
154
 
              the.interface:add(the.over)
155
 
 
156
 
 
157
 
              the.instructions = Text:new{
158
 
                 y = the.app.height / 2 + 32,
159
 
                 width = the.app.width,
160
 
                 align = 'center',
161
 
                 font = 12,
162
 
                 text = "Press Enter to start a new game\nPress Q to quit",
163
 
                 visible = false
164
 
              }
165
 
              the.interface:add(the.instructions)
166
 
 
167
127
              love.mouse.setGrab(true)
168
128
              love.mouse.setVisible(false)
169
129
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
170
130
 
171
 
              --self:loadLayers('data/map.lua')
172
131
              self.focus = the.player
173
 
              --self:clampTo(self.map)
174
 
 
175
 
              self.gameStart = love.timer.getTime()
176
132
           end,
177
133
   onUpdate = function(self, dt)
178
 
                 if the.player.active and love.timer.getTime() > self.lastRock + self.rockInterval then
179
 
                    local unseenRock = nil
180
 
                    while not unseenRock do
181
 
                       local rock = Rock:new{
182
 
                          x = math.random(the.app.width / 2,
183
 
                                          the.bg.width - the.app.width / 2),
184
 
                          y = math.random(the.app.height / 2,
185
 
                                          the.bg.height - the.app.height / 2),
186
 
                          velocity = {
187
 
                             x = math.random(-300, 300),
188
 
                             y = math.random(-300, 300),
189
 
                             rotation = math.random(-7, 7)
190
 
                          },
191
 
                          scale = math.random() + 0.5
192
 
                       }
193
 
 
194
 
                       local rockToPlayer = util.shortestVector(rock, the.player)
195
 
                       if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
196
 
                           math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
197
 
                         unseenRock = rock
198
 
                        end
199
 
                    end
200
 
 
201
 
                    the.rocks:add(unseenRock)
202
 
 
203
 
                    self.lastRock = love.timer.getTime()
 
134
                 if the.keys:justPressed('escape') then
 
135
                    PauseView:new():activate()
204
136
                 end
205
137
 
206
 
                 the.bullets:collide(the.rockColliders)
207
 
 
208
 
                 -- for _, mirror in ipairs(the.mirrors.sprites) do
209
 
                 --    if not mirror.of then
210
 
                 --       print('mirror:' .. inspect(mirror))
211
 
                 --       error('mirror OF NOTHING')
212
 
                 --    end
213
 
                 -- end
 
138
                 the.bullets:collide(the.planets)
 
139
                 the.bullets:collide(the.player)
 
140
                 the.bullets:collide(the.enemies)
214
141
              end,
215
142
   onEndFrame = function(self)
216
143
                   the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
217
144
                   the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
218
 
 
219
 
                   if the.player.active then
220
 
                      self:updateScore()
221
 
                   end
222
145
                end,
223
146
   draw = function (self, x, y)
224
147
             View.draw(self, x, y)
225
148
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
226
149
          end,
227
 
   updateScore = function(self)
228
 
                    local t = love.timer.getTime() - self.gameStart
229
 
                    local m = t / 60
230
 
                    local s = t % 60
231
 
 
232
 
                    the.score.text = string.format('Score: %d:%02d', m, s)
233
 
                    --the.score.y = the.player.y - the.app.height / 2 + the.player.height
234
 
                    --the.score.x = the.player.x - the.app.width / 2 + the.player.width
235
 
 
236
 
                    --the.highScore.y = the.player.y - the.app.height / 2 + the.player.height
237
 
                    --the.highScore.x = the.player.x - the.app.width / 2
238
 
                 end
239
150
}
240
151
 
241
152
MenuScreen = View:extend {
260
171
 
261
172
              self.view = GameView:new()
262
173
 
263
 
              -- try going fullscreen.  should fail silently if it
264
 
              -- can't go to fullscreen.
265
 
              love.graphics.toggleFullscreen()
266
 
 
267
174
              if DEBUG then
268
175
                 self.console:watch('VERSION', 'VERSION')
269
176
                 self.console:watch('updateTook', 'the.updateTook')
273
180
                 self.console:watch('the.app.height', 'the.app.height')
274
181
                 self.console:watch('num mirrors', '#the.mirrors.sprites')
275
182
                 self.console:watch('num rocks', '#the.rocks.sprites')
 
183
                 self.console:watch('num planets', '#the.planets.sprites')
 
184
                 self.console:watch('num enemies', 'the.enemies:count()')
276
185
                 --self.console:watch('drawTook', 'the.drawTook')
277
186
 
278
187
                 -- back off that dark overlay a bit
280
189
              end
281
190
           end,
282
191
   onUpdate = function (self, dt)
283
 
                 if the.keys:justPressed('q') then
284
 
                    self.quit()
285
 
                 elseif the.keys:justPressed('return') then
286
 
                    self.view = GameView:new()
287
 
                 elseif the.keys:justPressed('f1') then
288
 
                    local ss = love.graphics.newScreenshot()
289
 
                    ss:encode('screenshot-' ..love.timer.getTime()..'.png')
 
192
                 if not (DEBUG and the.console.visible) then
 
193
                    if the.keys:justPressed('return') and the.keys:pressed('alt') then
 
194
                       love.graphics.toggleFullscreen()
 
195
                    elseif the.keys:justPressed('f1') then
 
196
                       local ss = love.graphics.newScreenshot()
 
197
                       ss:encode('screenshot-' ..love.timer.getTime()..'.png')
 
198
                    elseif the.keys:justPressed('f11') then
 
199
                       love.graphics.toggleFullscreen()
 
200
                    end
290
201
                 end
291
202
              end,
292
203
   update = function (self, dt)
297
208
               end
298
209
            end
299
210
}
 
211
 
 
212
realRun = love.run
 
213
function love.run()
 
214
   -- should fail silently if it can't go to fullscreen...
 
215
   love.graphics.toggleFullscreen()
 
216
 
 
217
   realRun()
 
218
end
 
 
b'\\ No newline at end of file'