28
shortestVector = function(from, to)
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)
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)
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
54
if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
55
-- straight path is shorter
58
short.x = tx - fx - (the.bg.width - the.app.width)
62
if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
63
-- straight path is shorter
66
short.y = ty - fy - (the.bg.height - the.app.height)
69
return vector.new(short.x, short.y)
73
35
GameView = View:extend {
77
36
onNew = function (self)
80
-- self:add(Fill:new{x=x*400, y=y*400,
81
-- width = 32, height = 32,
87
the.storage = Storage:new{filename = 'scores.lua'}
37
the.storage = Storage:new{filename = 'world.lua'}
89
if not the.storage.data.highScore then
90
print('initializing storage')
91
the.storage.data = {highScore = 0}
39
--if not the.storage.data.highScore then
40
-- print('initializing storage')
41
-- the.storage.data = {highScore = 0}
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()
99
46
the.planets = Group:new()
100
47
the.indicators = Group:new()
48
the.enemies = Group:new()
50
-- init bg before build/load since planets need to know bg size
102
51
the.bg = Tile:new{
103
52
image = 'data/stars3.png',
58
if self.newWorld or not the.storage.data.player then
59
the.storage.data = {planets = {}}
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
70
the.planets:add(planet)
71
table.insert(the.storage.data.planets, {
74
rotation = planet.rotation,
80
local player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
82
the.storage.data.player = {x = player.x,
86
cargoSpace = player.cargoSpace
91
-- load planets with x, y, goods
92
for _, planetData in ipairs(the.storage.data.planets) do
93
the.planets:add(Planet:new(planetData))
96
-- load player with cargo, money, position
97
the.player = SpacePlayer:new(the.storage.data.player)
99
-- reload storage as we've turned it all into objects
109
103
self:add(the.planets)
111
--the.player = CrystalPlayer:new{x=400,y=300}
112
the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
113
105
self:add(the.player)
114
106
self:add(the.player.thrust)
116
--self:add(Enemy:new{x=400, y=300})
107
self:add(the.player.shield)
109
self:add(the.enemies)
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}
116
self:add(e.thrust) -- why doesn't this work in Enemy.new?
118
120
self:add(the.bullets)
119
--self:add(the.rockColliders)
120
self:add(the.mirrors)
121
--self:add(the.rocks)
122
121
self:add(the.indicators)
123
122
self:add(the.interface)
125
for _ = 1, math.random(6) do
126
local planet = Tile:new{
127
image = 'data/planet1.png',
128
x = math.random(the.app.width / 2,
129
the.bg.width - the.app.width / 2),
130
y = math.random(the.app.height / 2,
131
the.bg.height - the.app.height / 2),
132
rotation = math.random() * math.pi
134
the.planets:add(planet)
136
planet.indicator = Tile:new{
137
image = 'data/planet1ind.png',
139
the.indicators:add(planet.indicator)
142
124
the.cursor = Cursor:new()
143
125
self:add(the.cursor)
145
the.score = Text:new{
148
width = the.app.width,
151
--the.interface:add(the.score)
153
local hs = the.storage.data.highScore
157
the.highScore = Text:new{
160
width = the.app.width,
163
text = string.format('High Score: %d:%02d', m, s)
165
--the.interface:add(the.highScore)
168
y = the.app.height / 2,
169
width = the.app.width,
175
the.interface:add(the.over)
178
the.instructions = Text:new{
179
y = the.app.height / 2 + 32,
180
width = the.app.width,
183
text = "Press Enter to start a new game\nPress Q to quit",
186
the.interface:add(the.instructions)
188
127
love.mouse.setGrab(true)
189
128
love.mouse.setVisible(false)
190
129
love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
192
--self:loadLayers('data/map.lua')
193
131
self.focus = the.player
194
--self:clampTo(self.map)
196
self.gameStart = love.timer.getTime()
198
133
onUpdate = function(self, dt)
199
if false and the.player.active and love.timer.getTime() > self.lastRock + self.rockInterval then
200
local unseenRock = nil
201
while not unseenRock do
202
local rock = Rock:new{
203
x = math.random(the.app.width / 2,
204
the.bg.width - the.app.width / 2),
205
y = math.random(the.app.height / 2,
206
the.bg.height - the.app.height / 2),
208
x = math.random(-300, 300),
209
y = math.random(-300, 300),
210
rotation = math.random(-7, 7)
212
scale = math.random() + 0.5
215
local rockToPlayer = util.shortestVector(rock, the.player)
216
if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
217
math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
222
the.rocks:add(unseenRock)
224
self.lastRock = love.timer.getTime()
227
the.bullets:collide(the.rockColliders)
229
-- this should really go somewhere else...
230
for _, planet in ipairs(the.planets.sprites) do
232
local pvec = vector.new(
233
planet.x - the.player.x + planet.width / 2,
234
planet.y - the.player.y + planet.height / 2 )
236
-- TODO: is there a better way to specify the
238
if planet:intersects(the.player.x - the.app.width / 2,
239
the.player.y - the.app.height / 2,
242
-- planet is on the screen
243
planet.indicator.visible = false
245
planet.indicator.visible = true
247
if math.abs(pvec.x) / math.abs(pvec.y) > the.app.width / the.app.height then
248
indx = (the.app.width / 2 - 10) * util.signOf(pvec.x) + 8
249
indy = (the.app.width / 2 - 10) * pvec.y / math.abs(pvec.x)
251
indy = (the.app.height / 2 - 10) * util.signOf(pvec.y) + 8
252
indx = (the.app.height / 2 - 10) * pvec.x / math.abs(pvec.y)
255
planet.indicator.x = the.player.x + indx
256
planet.indicator.y = the.player.y + indy
260
-- for _, mirror in ipairs(the.mirrors.sprites) do
261
-- if not mirror.of then
262
-- print('mirror:' .. inspect(mirror))
263
-- error('mirror OF NOTHING')
134
if the.keys:justPressed('escape') then
135
PauseView:new():activate()
138
the.bullets:collide(the.planets)
139
the.bullets:collide(the.player)
140
the.bullets:collide(the.enemies)
267
142
onEndFrame = function(self)
268
143
the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
269
144
the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
271
if the.player.active then
275
146
draw = function (self, x, y)
276
147
View.draw(self, x, y)
277
148
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
279
updateScore = function(self)
280
local t = love.timer.getTime() - self.gameStart
284
the.score.text = string.format('Score: %d:%02d', m, s)
285
--the.score.y = the.player.y - the.app.height / 2 + the.player.height
286
--the.score.x = the.player.x - the.app.width / 2 + the.player.width
288
--the.highScore.y = the.player.y - the.app.height / 2 + the.player.height
289
--the.highScore.x = the.player.x - the.app.width / 2
293
152
MenuScreen = View:extend {