5
vector = require 'vector'
6
--inspect = require 'inspect'
26
signOf = function(value)
35
GameView = View:extend {
36
onNew = function (self)
37
the.storage = Storage:new{filename = 'world.lua'}
39
--if not the.storage.data.highScore then
40
-- print('initializing storage')
41
-- the.storage.data = {highScore = 0}
44
the.bullets = Group:new()
45
the.interface = Group:new()
46
the.planets = Group:new()
47
the.indicators = Group:new()
48
the.enemies = Group:new()
50
-- init bg before build/load since planets need to know bg size
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,
81
local player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
83
the.storage.data.player = {x = player.x,
87
cargoSpace = player.cargoSpace
92
-- load planets with x, y, goods
93
for _, planetData in ipairs(the.storage.data.planets) do
94
the.planets:add(Planet:new(planetData))
97
-- load player with cargo, money, position
98
the.player = SpacePlayer:new(the.storage.data.player)
100
-- reload storage as we've turned it all into objects
104
self:add(the.planets)
107
self:add(the.player.thrust)
108
self:add(the.player.shield)
110
self:add(the.enemies)
113
local e = Enemy:new{x = math.random(the.bg.width),
114
y = math.random(the.bg.height)}
115
--local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
117
self:add(e.thrust) -- why doesn't this work in Enemy.new?
121
self:add(the.bullets)
122
self:add(the.indicators)
123
self:add(the.interface)
125
the.cursor = Cursor:new()
128
love.mouse.setGrab(true)
129
love.mouse.setVisible(false)
130
love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
132
self.focus = the.player
134
onUpdate = function(self, dt)
135
if the.keys:justPressed('escape') then
136
PauseView:new():activate()
139
the.bullets:collide(the.planets)
140
the.bullets:collide(the.player)
141
the.bullets:collide(the.enemies)
143
onEndFrame = function(self)
144
the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
145
the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
147
draw = function (self, x, y)
148
View.draw(self, x, y)
149
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
153
MenuScreen = View:extend {
154
title = Text:new{text = "Press a key to start", font = 48, wordWrap = false},
155
--title = Tile:new{image = 'data/title.png', x = 0, y = 0},
156
onNew = function(self)
158
self.title:centerAround(400, 200)
160
onUpdate = function(self, elapsed)
161
if the.keys:allJustPressed() then
162
the.app.view = GameView:new()
168
onRun = function (self)
169
print('Version: ' .. VERSION)
171
math.randomseed(os.time())
173
self.view = GameView:new()
176
self.console:watch('VERSION', 'VERSION')
177
self.console:watch('updateTook', 'the.updateTook')
178
self.console:watch('the.player.x', 'the.player.x')
179
self.console:watch('the.player.y', 'the.player.y')
180
self.console:watch('the.app.width', 'the.app.width')
181
self.console:watch('the.app.height', 'the.app.height')
182
self.console:watch('num mirrors', '#the.mirrors.sprites')
183
self.console:watch('num rocks', '#the.rocks.sprites')
184
self.console:watch('num planets', '#the.planets.sprites')
185
self.console:watch('num enemies', 'the.enemies:count()')
186
--self.console:watch('drawTook', 'the.drawTook')
188
-- back off that dark overlay a bit
189
self.console.fill.fill[4] = 75
192
onUpdate = function (self, dt)
193
if not (DEBUG and the.console.visible) then
194
if the.keys:justPressed('return') and the.keys:pressed('alt') then
195
love.graphics.toggleFullscreen()
196
elseif the.keys:justPressed('f1') then
197
local ss = love.graphics.newScreenshot()
198
ss:encode('screenshot-' ..love.timer.getTime()..'.png')
199
elseif the.keys:justPressed('f11') then
200
love.graphics.toggleFullscreen()
204
update = function (self, dt)
205
the.updateStart = love.timer.getMicroTime()
207
if the.updateStart then
208
the.updateTook = love.timer.getMicroTime() - the.updateStart
215
-- should fail silently if it can't go to fullscreen...
216
love.graphics.toggleFullscreen()
b'\\ No newline at end of file'