/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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16
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()
99
46
              the.planets = Group:new()
100
47
              the.indicators = Group:new()
 
48
              the.enemies = Group:new()
101
49
 
 
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',
104
 
                 width = 13660,
105
 
                 height = 7680
 
53
                 width = 27320,
 
54
                 height = 15360
106
55
              }
107
56
              self:add(the.bg)
108
57
 
 
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
                                    name = planet.name
 
77
                                 })
 
78
                 end
 
79
 
 
80
                 -- build fresh player
 
81
                 local player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
 
82
                 the.player = player
 
83
                 the.storage.data.player = {x = player.x,
 
84
                                            y = player.y,
 
85
                                            money = player.money,
 
86
                                            goods = player.goods,
 
87
                                            cargoSpace = player.cargoSpace
 
88
                                         }
 
89
 
 
90
                 the.storage:save()
 
91
              else
 
92
                 -- load planets with x, y, goods
 
93
                 for _, planetData in ipairs(the.storage.data.planets) do
 
94
                    the.planets:add(Planet:new(planetData))
 
95
                 end
 
96
 
 
97
                 -- load player with cargo, money, position
 
98
                 the.player = SpacePlayer:new(the.storage.data.player)
 
99
 
 
100
                 -- reload storage as we've turned it all into objects
 
101
                 the.storage:load()
 
102
              end
 
103
 
109
104
              self:add(the.planets)
110
105
 
111
 
              --the.player = CrystalPlayer:new{x=400,y=300}
112
 
              the.player = SpacePlayer:new{x=1366,y=768}
113
106
              self:add(the.player)
114
107
              self:add(the.player.thrust)
115
 
 
116
 
              --self:add(Enemy:new{x=400, y=300})
 
108
              self:add(the.player.shield)
 
109
 
 
110
              self:add(the.enemies)
 
111
 
 
112
              for _ = 1, 20 do
 
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}
 
116
                 the.enemies:add(e)
 
117
                 self:add(e.thrust) -- why doesn't this work in Enemy.new?
 
118
                 self:add(e.shield)
 
119
              end
117
120
 
118
121
              self:add(the.bullets)
119
 
              --self:add(the.rockColliders)
120
 
              self:add(the.mirrors)
121
 
              --self:add(the.rocks)
122
122
              self:add(the.indicators)
123
123
              self:add(the.interface)
124
124
 
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
133
 
                 }
134
 
                 the.planets:add(planet)
135
 
 
136
 
                 planet.indicator = Tile:new{
137
 
                    image = 'data/planet1ind.png',
138
 
                 }
139
 
                 the.indicators:add(planet.indicator)
140
 
              end
141
 
 
142
125
              the.cursor = Cursor:new()
143
126
              self:add(the.cursor)
144
127
 
145
 
              the.score = Text:new{
146
 
                 x = 8,
147
 
                 y = 8,
148
 
                 width = the.app.width,
149
 
                 --align = 'center',
150
 
                 font = 25}
151
 
              --the.interface:add(the.score)
152
 
 
153
 
              local hs = the.storage.data.highScore
154
 
              local m = hs / 60
155
 
              local s = hs % 60
156
 
 
157
 
              the.highScore = Text:new{
158
 
                 x = -8,
159
 
                 y = 8,
160
 
                 width = the.app.width,
161
 
                 align = 'right',
162
 
                 font = 25,
163
 
                 text = string.format('High Score: %d:%02d', m, s)
164
 
              }
165
 
              --the.interface:add(the.highScore)
166
 
 
167
 
              the.over = Text:new{
168
 
                 y = the.app.height / 2,
169
 
                 width = the.app.width,
170
 
                 align = 'center',
171
 
                 font = 25,
172
 
                 text = "Game Over",
173
 
                 visible = false
174
 
              }
175
 
              the.interface:add(the.over)
176
 
 
177
 
 
178
 
              the.instructions = Text:new{
179
 
                 y = the.app.height / 2 + 32,
180
 
                 width = the.app.width,
181
 
                 align = 'center',
182
 
                 font = 12,
183
 
                 text = "Press Enter to start a new game\nPress Q to quit",
184
 
                 visible = false
185
 
              }
186
 
              the.interface:add(the.instructions)
187
 
 
188
128
              love.mouse.setGrab(true)
189
129
              love.mouse.setVisible(false)
190
130
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
191
131
 
192
 
              --self:loadLayers('data/map.lua')
193
132
              self.focus = the.player
194
 
              --self:clampTo(self.map)
195
 
 
196
 
              self.gameStart = love.timer.getTime()
197
133
           end,
198
134
   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),
207
 
                          velocity = {
208
 
                             x = math.random(-300, 300),
209
 
                             y = math.random(-300, 300),
210
 
                             rotation = math.random(-7, 7)
211
 
                          },
212
 
                          scale = math.random() + 0.5
213
 
                       }
214
 
 
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
218
 
                         unseenRock = rock
219
 
                        end
220
 
                    end
221
 
 
222
 
                    the.rocks:add(unseenRock)
223
 
 
224
 
                    self.lastRock = love.timer.getTime()
225
 
                 end
226
 
 
227
 
                 the.bullets:collide(the.rockColliders)
228
 
 
229
 
                 -- this should really go somewhere else...
230
 
                 for _, planet in ipairs(the.planets.sprites) do
231
 
                    local indx, indy
232
 
                    local pvec = vector.new(
233
 
                       planet.x - the.player.x + planet.width / 2,
234
 
                       planet.y - the.player.y + planet.height / 2 )
235
 
 
236
 
                    -- TODO: is there a better way to specify the
237
 
                    -- screen rectangle?
238
 
                    if planet:intersects(the.player.x - the.app.width / 2,
239
 
                                         the.player.y - the.app.height / 2,
240
 
                                         the.app.width,
241
 
                                         the.app.height) then
242
 
                       -- planet is on the screen
243
 
                       planet.indicator.visible = false
244
 
                    else
245
 
                       planet.indicator.visible = true
246
 
 
247
 
                       if math.abs(pvec.x) / math.abs(pvec.y) > the.app.width / the.app.height then
248
 
                          indx = the.app.width / 2 * util.signOf(pvec.x) + 8
249
 
                          indy = the.app.width / 2 * pvec.y / math.abs(pvec.x)
250
 
                       else
251
 
                          indy = the.app.height / 2 * util.signOf(pvec.y) + 8
252
 
                          indx = the.app.height / 2 * pvec.x / math.abs(pvec.y)
253
 
                       end
254
 
 
255
 
                       planet.indicator.x = the.player.x + indx
256
 
                       planet.indicator.y = the.player.y + indy
257
 
                    end
258
 
                 end
259
 
 
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')
264
 
                 --    end
265
 
                 -- end
 
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)
266
142
              end,
267
143
   onEndFrame = function(self)
268
144
                   the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
269
145
                   the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
270
 
 
271
 
                   if the.player.active then
272
 
                      self:updateScore()
273
 
                   end
274
146
                end,
275
147
   draw = function (self, x, y)
276
148
             View.draw(self, x, y)
277
149
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
278
150
          end,
279
 
   updateScore = function(self)
280
 
                    local t = love.timer.getTime() - self.gameStart
281
 
                    local m = t / 60
282
 
                    local s = t % 60
283
 
 
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
287
 
 
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
290
 
                 end
291
151
}
292
152
 
293
153
MenuScreen = View:extend {
312
172
 
313
173
              self.view = GameView:new()
314
174
 
315
 
              -- should fail silently if it can't go to fullscreen...
316
 
              love.graphics.toggleFullscreen()
317
 
 
318
175
              if DEBUG then
319
176
                 self.console:watch('VERSION', 'VERSION')
320
177
                 self.console:watch('updateTook', 'the.updateTook')
325
182
                 self.console:watch('num mirrors', '#the.mirrors.sprites')
326
183
                 self.console:watch('num rocks', '#the.rocks.sprites')
327
184
                 self.console:watch('num planets', '#the.planets.sprites')
 
185
                 self.console:watch('num enemies', 'the.enemies:count()')
328
186
                 --self.console:watch('drawTook', 'the.drawTook')
329
187
 
330
188
                 -- back off that dark overlay a bit
333
191
           end,
334
192
   onUpdate = function (self, dt)
335
193
                 if not (DEBUG and the.console.visible) then
336
 
                    if the.keys:justPressed('q') then
337
 
                       self.quit()
338
 
                    elseif the.keys:justPressed('return') then
339
 
                       if the.keys:pressed('alt') then
340
 
                          love.graphics.toggleFullscreen()
341
 
                       else
342
 
                          self.view = GameView:new()
343
 
                       end
 
194
                    if the.keys:justPressed('return') and the.keys:pressed('alt') then
 
195
                       love.graphics.toggleFullscreen()
344
196
                    elseif the.keys:justPressed('f1') then
345
197
                       local ss = love.graphics.newScreenshot()
346
198
                       ss:encode('screenshot-' ..love.timer.getTime()..'.png')
357
209
               end
358
210
            end
359
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'