5
vector = require 'vector'
6
--inspect = require 'inspect'
27
signOf = function(value)
8
36
GameView = View:extend {
9
37
onNew = function (self)
10
t = Text:new{y = 300, width = the.app.width, align = 'center',
11
text = 'This space intentionally left blank'}
14
--self:loadLayers('data/map.lua')
15
--self.focus = the.player
16
--self:clampTo(self.map)
38
the.storage = Storage:new{filename = 'world.lua'}
40
--if not the.storage.data.highScore then
41
-- print('initializing storage')
42
-- the.storage.data = {highScore = 0}
45
the.bullets = Group:new()
46
the.interface = Group:new()
47
the.planets = Group:new()
48
the.planetLabels = Group:new()
49
the.indicators = Group:new()
50
the.enemies = Group:new()
52
-- init bg before build/load since planets need to know bg size
54
image = 'data/stars3.png',
60
if self.newWorld or not the.storage.data.player then
61
the.storage.data = {planets = {}}
63
-- build planets from random
64
for _ = 1, math.random(3, 6) do
65
local planet = Planet:new{
66
x = math.random(the.app.width / 2,
67
the.bg.width - the.app.width / 2),
68
y = math.random(the.app.height / 2,
69
the.bg.height - the.app.height / 2),
70
rotation = math.random() * math.pi
72
the.planets:add(planet)
73
table.insert(the.storage.data.planets, {
76
rotation = planet.rotation,
83
local player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
85
the.storage.data.player = {x = player.x,
89
cargoSpace = player.cargoSpace
94
-- load planets with x, y, goods
95
for _, planetData in ipairs(the.storage.data.planets) do
96
the.planets:add(Planet:new(planetData))
99
-- load player with cargo, money, position
100
the.player = SpacePlayer:new(the.storage.data.player)
102
-- reload storage as we've turned it all into objects
106
self:add(the.planets)
107
self:add(the.planetLabels)
110
self:add(the.player.thrust)
111
self:add(the.player.shield)
113
self:add(the.enemies)
116
local e = Enemy:new{x = math.random(the.bg.width),
117
y = math.random(the.bg.height)}
118
--local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
120
self:add(e.thrust) -- why doesn't this work in Enemy.new?
124
self:add(the.bullets)
125
self:add(the.indicators)
126
self:add(the.interface)
128
the.cursor = Cursor:new()
131
love.mouse.setGrab(true)
132
love.mouse.setVisible(false)
133
love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
135
self.focus = the.player
137
onUpdate = function(self, dt)
138
if the.keys:justPressed('escape') then
139
PauseView:new():activate()
142
the.bullets:collide(the.planets)
143
the.bullets:collide(the.player)
144
the.bullets:collide(the.enemies)
146
onEndFrame = function(self)
147
the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
148
the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
18
150
draw = function (self, x, y)
19
151
View.draw(self, x, y)
20
love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
152
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
24
156
MenuScreen = View:extend {
38
170
the.app = App:new {
39
171
onRun = function (self)
40
172
print('Version: ' .. VERSION)
174
math.randomseed(os.time())
41
176
self.view = GameView:new()
43
179
self.console:watch('VERSION', 'VERSION')
44
180
self.console:watch('updateTook', 'the.updateTook')
181
self.console:watch('the.player.x', 'the.player.x')
182
self.console:watch('the.player.y', 'the.player.y')
183
self.console:watch('the.app.width', 'the.app.width')
184
self.console:watch('the.app.height', 'the.app.height')
185
self.console:watch('num mirrors', '#the.mirrors.sprites')
186
self.console:watch('num rocks', '#the.rocks.sprites')
187
self.console:watch('num planets', '#the.planets.sprites')
188
self.console:watch('num enemies', 'the.enemies:count()')
45
189
--self.console:watch('drawTook', 'the.drawTook')
191
-- back off that dark overlay a bit
192
self.console.fill.fill[4] = 75
48
195
onUpdate = function (self, dt)
49
if the.keys:justPressed('escape') then
196
if not (DEBUG and the.console.visible) then
197
if the.keys:justPressed('return') and the.keys:pressed('alt') then
198
love.graphics.toggleFullscreen()
199
elseif the.keys:justPressed('f1') then
200
local ss = love.graphics.newScreenshot()
201
ss:encode('screenshot-' ..love.timer.getTime()..'.png')
202
elseif the.keys:justPressed('f11') then
203
love.graphics.toggleFullscreen()
53
207
update = function (self, dt)