/traderous

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Viewing changes to main.lua

  • Committer: Josh C
  • Date: 2013-06-26 00:45:08 UTC
  • Revision ID: josh@9ix.org-20130626004508-6in13i6vjpu77els
give planets names

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STRICT = true
 
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DEBUG = true
 
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require 'zoetrope'
 
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vector = require 'vector'
 
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--inspect = require 'inspect'
 
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require 'group'
 
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require 'version'
 
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require 'wrap_tile'
 
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require 'mirror'
 
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require 'player'
 
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require 'enemy'
 
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require 'cursor'
 
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require 'bullet'
 
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require 'rock'
 
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require 'boom'
 
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require 'planet'
 
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require 'trade_view'
 
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require 'shield'
 
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require 'pause_view'
 
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require 'game_over'
 
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util = {
 
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   signOf = function(value)
 
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               if value >= 0 then
 
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                  return 1
 
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               else
 
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                  return -1
 
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               end
 
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            end,
 
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}
 
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GameView = View:extend {
 
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   onNew = function (self)
 
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              the.storage = Storage:new{filename = 'world.lua'}
 
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              the.storage:load()
 
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              --if not the.storage.data.highScore then
 
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              --   print('initializing storage')
 
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              --   the.storage.data = {highScore = 0}
 
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              --end
 
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              the.bullets = Group:new()
 
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              the.interface = Group:new()
 
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              the.planets = Group:new()
 
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              the.indicators = Group:new()
 
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              the.enemies = Group:new()
 
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              -- init bg before build/load since planets need to know bg size
 
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              the.bg = Tile:new{
 
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                 image = 'data/stars3.png',
 
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                 width = 27320,
 
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                 height = 15360
 
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              }
 
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              self:add(the.bg)
 
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              if self.newWorld or not the.storage.data.player then
 
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                 the.storage.data = {planets = {}}
 
60
 
 
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                 -- build planets from random
 
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                 for _ = 1, math.random(3, 6) do
 
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                    local planet = Planet:new{
 
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                       x = math.random(the.app.width / 2,
 
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                                       the.bg.width - the.app.width / 2),
 
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                       y = math.random(the.app.height / 2,
 
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                                       the.bg.height - the.app.height / 2),
 
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                       rotation = math.random() * math.pi
 
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                    }
 
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                    the.planets:add(planet)
 
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                    table.insert(the.storage.data.planets, {
 
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                                    x = planet.x,
 
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                                    y = planet.y,
 
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                                    rotation = planet.rotation,
 
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                                    goods = planet.goods,
 
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                                    name = planet.name
 
77
                                 })
 
78
                 end
 
79
 
 
80
                 -- build fresh player
 
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                 local player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
 
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                 the.player = player
 
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                 the.storage.data.player = {x = player.x,
 
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                                            y = player.y,
 
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                                            money = player.money,
 
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                                            goods = player.goods,
 
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                                            cargoSpace = player.cargoSpace
 
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                                         }
 
89
 
 
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                 the.storage:save()
 
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              else
 
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                 -- load planets with x, y, goods
 
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                 for _, planetData in ipairs(the.storage.data.planets) do
 
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                    the.planets:add(Planet:new(planetData))
 
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                 end
 
96
 
 
97
                 -- load player with cargo, money, position
 
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                 the.player = SpacePlayer:new(the.storage.data.player)
 
99
 
 
100
                 -- reload storage as we've turned it all into objects
 
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                 the.storage:load()
 
102
              end
 
103
 
 
104
              self:add(the.planets)
 
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              self:add(the.player)
 
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              self:add(the.player.thrust)
 
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              self:add(the.player.shield)
 
109
 
 
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              self:add(the.enemies)
 
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              for _ = 1, 20 do
 
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                 local e = Enemy:new{x = math.random(the.bg.width),
 
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                                     y = math.random(the.bg.height)}
 
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                 --local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
 
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                 the.enemies:add(e)
 
117
                 self:add(e.thrust) -- why doesn't this work in Enemy.new?
 
118
                 self:add(e.shield)
 
119
              end
 
120
 
 
121
              self:add(the.bullets)
 
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              self:add(the.indicators)
 
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              self:add(the.interface)
 
124
 
 
125
              the.cursor = Cursor:new()
 
126
              self:add(the.cursor)
 
127
 
 
128
              love.mouse.setGrab(true)
 
129
              love.mouse.setVisible(false)
 
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              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
 
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132
              self.focus = the.player
 
133
           end,
 
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   onUpdate = function(self, dt)
 
135
                 if the.keys:justPressed('escape') then
 
136
                    PauseView:new():activate()
 
137
                 end
 
138
 
 
139
                 the.bullets:collide(the.planets)
 
140
                 the.bullets:collide(the.player)
 
141
                 the.bullets:collide(the.enemies)
 
142
              end,
 
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   onEndFrame = function(self)
 
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                   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
 
146
                end,
 
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   draw = function (self, x, y)
 
148
             View.draw(self, x, y)
 
149
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
 
150
          end,
 
151
}
 
152
 
 
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)
 
157
              self:add(self.title)
 
158
              self.title:centerAround(400, 200)
 
159
           end,
 
160
   onUpdate = function(self, elapsed)
 
161
                 if the.keys:allJustPressed() then
 
162
                    the.app.view = GameView:new()
 
163
                 end
 
164
              end
 
165
}
 
166
 
 
167
the.app = App:new {
 
168
   onRun = function (self)
 
169
              print('Version: ' .. VERSION)
 
170
 
 
171
              math.randomseed(os.time())
 
172
 
 
173
              self.view = GameView:new()
 
174
 
 
175
              if DEBUG then
 
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                 self.console:watch('VERSION', 'VERSION')
 
177
                 self.console:watch('updateTook', 'the.updateTook')
 
178
                 self.console:watch('the.player.x', 'the.player.x')
 
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                 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')
 
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                 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')
 
187
 
 
188
                 -- back off that dark overlay a bit
 
189
                 self.console.fill.fill[4] = 75
 
190
              end
 
191
           end,
 
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()
 
201
                    end
 
202
                 end
 
203
              end,
 
204
   update = function (self, dt)
 
205
               the.updateStart = love.timer.getMicroTime()
 
206
               App.update(self, dt)
 
207
               if the.updateStart then
 
208
                  the.updateTook = love.timer.getMicroTime() - the.updateStart
 
209
               end
 
210
            end
 
211
}
 
212
 
 
213
realRun = love.run
 
214
function love.run()
 
215
   -- should fail silently if it can't go to fullscreen...
 
216
   love.graphics.toggleFullscreen()
 
217
 
 
218
   realRun()
 
219
end
 
 
b'\\ No newline at end of file'