29
shortestVector = function(from, to)
31
if from.x < the.app.width / 2 or
32
from.x > the.bg.width - the.app.width / 2 or
33
from.y < the.app.height / 2 or
34
from.y > the.bg.height - the.app.height / 2 then
35
error('"from" coordinate out of bounds: X='..from.x..' Y='..from.y)
38
if to.x < the.app.width / 2 or
39
to.x > the.bg.width - the.app.width / 2 or
40
to.y < the.app.height / 2 or
41
to.y > the.bg.height - the.app.height / 2 then
42
error('"to" coordinate out of bounds: X='..to.x..' Y='..to.y)
46
-- normalize grid to account for mirror zones
47
local fx = from.x - the.app.width / 2
48
local fy = from.y - the.app.height / 2
49
local tx = to.x - the.app.width / 2
50
local ty = to.y - the.app.height / 2
55
if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
56
-- straight path is shorter
59
short.x = tx - fx - (the.bg.width - the.app.width)
63
if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
64
-- straight path is shorter
67
short.y = ty - fy - (the.bg.height - the.app.height)
70
return vector.new(short.x, short.y)
74
35
GameView = View:extend {
78
36
onNew = function (self)
81
-- self:add(Fill:new{x=x*400, y=y*400,
82
-- width = 32, height = 32,
88
the.storage = Storage:new{filename = 'scores.lua'}
37
the.storage = Storage:new{filename = 'world.lua'}
90
if not the.storage.data.highScore then
91
print('initializing storage')
92
the.storage.data = {highScore = 0}
39
--if not the.storage.data.highScore then
40
-- print('initializing storage')
41
-- the.storage.data = {highScore = 0}
95
--the.rockColliders = Group:new()
96
44
the.bullets = Group:new()
97
the.mirrors = Group:new()
98
--the.rocks = Group:new()
99
45
the.interface = Group:new()
100
46
the.planets = Group:new()
101
47
the.indicators = Group:new()
48
the.enemies = Group:new()
50
-- init bg before build/load since planets need to know bg size
103
51
the.bg = Tile:new{
104
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
110
104
self:add(the.planets)
112
--the.player = CrystalPlayer:new{x=400,y=300}
113
the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
114
106
self:add(the.player)
115
107
self:add(the.player.thrust)
117
--self:add(Enemy:new{x=400, y=300})
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?
119
121
self:add(the.bullets)
120
--self:add(the.rockColliders)
121
self:add(the.mirrors)
122
--self:add(the.rocks)
123
122
self:add(the.indicators)
124
123
self:add(the.interface)
126
for _ = 1, math.random(6) do
127
local planet = Planet:new{
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)
137
125
the.cursor = Cursor:new()
138
126
self:add(the.cursor)
140
the.score = Text:new{
143
width = the.app.width,
146
--the.interface:add(the.score)
148
local hs = the.storage.data.highScore
152
the.highScore = Text:new{
155
width = the.app.width,
158
text = string.format('High Score: %d:%02d', m, s)
160
--the.interface:add(the.highScore)
163
y = the.app.height / 2,
164
width = the.app.width,
170
the.interface:add(the.over)
173
the.instructions = Text:new{
174
y = the.app.height / 2 + 32,
175
width = the.app.width,
178
text = "Press Enter to start a new game\nPress Q to quit",
181
the.interface:add(the.instructions)
183
128
love.mouse.setGrab(true)
184
129
love.mouse.setVisible(false)
185
130
love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
187
--self:loadLayers('data/map.lua')
188
132
self.focus = the.player
189
--self:clampTo(self.map)
191
self.gameStart = love.timer.getTime()
193
134
onUpdate = function(self, dt)
194
if false and the.player.active and love.timer.getTime() > self.lastRock + self.rockInterval then
195
local unseenRock = nil
196
while not unseenRock do
197
local rock = Rock:new{
198
x = math.random(the.app.width / 2,
199
the.bg.width - the.app.width / 2),
200
y = math.random(the.app.height / 2,
201
the.bg.height - the.app.height / 2),
203
x = math.random(-300, 300),
204
y = math.random(-300, 300),
205
rotation = math.random(-7, 7)
207
scale = math.random() + 0.5
210
local rockToPlayer = util.shortestVector(rock, the.player)
211
if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
212
math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
217
the.rocks:add(unseenRock)
219
self.lastRock = love.timer.getTime()
222
the.bullets:collide(the.rockColliders)
224
-- this should really go somewhere else...
225
for _, planet in ipairs(the.planets.sprites) do
227
local pvec = vector.new(
228
planet.x - the.player.x + planet.width / 2,
229
planet.y - the.player.y + planet.height / 2 )
231
-- TODO: is there a better way to specify the
233
if planet:intersects(the.player.x - the.app.width / 2,
234
the.player.y - the.app.height / 2,
237
-- planet is on the screen
238
planet.indicator.visible = false
240
planet.indicator.visible = true
242
if math.abs(pvec.x) / math.abs(pvec.y) > the.app.width / the.app.height then
243
indx = (the.app.width / 2 - 10) * util.signOf(pvec.x) + 8
244
indy = (the.app.width / 2 - 10) * pvec.y / math.abs(pvec.x)
246
indy = (the.app.height / 2 - 10) * util.signOf(pvec.y) + 8
247
indx = (the.app.height / 2 - 10) * pvec.x / math.abs(pvec.y)
250
planet.indicator.x = the.player.x + indx
251
planet.indicator.y = the.player.y + indy
255
-- for _, mirror in ipairs(the.mirrors.sprites) do
256
-- if not mirror.of then
257
-- print('mirror:' .. inspect(mirror))
258
-- error('mirror OF NOTHING')
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)
262
143
onEndFrame = function(self)
263
144
the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
264
145
the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
266
if the.player.active then
270
147
draw = function (self, x, y)
271
148
View.draw(self, x, y)
272
149
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
274
updateScore = function(self)
275
local t = love.timer.getTime() - self.gameStart
279
the.score.text = string.format('Score: %d:%02d', m, s)
280
--the.score.y = the.player.y - the.app.height / 2 + the.player.height
281
--the.score.x = the.player.x - the.app.width / 2 + the.player.width
283
--the.highScore.y = the.player.y - the.app.height / 2 + the.player.height
284
--the.highScore.x = the.player.x - the.app.width / 2
288
153
MenuScreen = View:extend {