/traderous

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Viewing changes to main.lua

  • Committer: Josh C
  • Date: 2013-06-26 01:33:26 UTC
  • Revision ID: josh@9ix.org-20130626013326-k5uawz75pw2ujunu
s/spacey/spacey-nova/ (still need a real name...)

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17
17
require 'rock'
18
18
require 'boom'
19
19
require 'planet'
 
20
require 'trade_view'
 
21
require 'shield'
 
22
require 'pause_view'
 
23
require 'game_over'
 
24
require 'names'
20
25
 
21
26
util = {
22
27
   signOf = function(value)
26
31
                  return -1
27
32
               end
28
33
            end,
29
 
   shortestVector = function(from, to)
30
 
                       if STRICT then
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)
36
 
                          end
37
 
 
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)
43
 
                          end
44
 
                       end
45
 
 
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
51
 
 
52
 
                       local short = {}
53
 
 
54
 
                       -- pick shorter x
55
 
                       if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
56
 
                          -- straight path is shorter
57
 
                          short.x = tx - fx
58
 
                       else
59
 
                          short.x = tx - fx - (the.bg.width - the.app.width)
60
 
                       end
61
 
 
62
 
                       -- pick shorter y
63
 
                       if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
64
 
                          -- straight path is shorter
65
 
                          short.y = ty - fy
66
 
                       else
67
 
                          short.y = ty - fy - (the.bg.height - the.app.height)
68
 
                       end
69
 
 
70
 
                       return vector.new(short.x, short.y)
71
 
                    end
72
34
}
73
35
 
74
36
GameView = View:extend {
75
 
   lastRock = 0,
76
 
   rockInterval = 1,
77
 
   gameStart = 0,
78
37
   onNew = function (self)
79
 
              -- for x = 1,30 do
80
 
              --    for y = 1,30 do
81
 
              --       self:add(Fill:new{x=x*400, y=y*400,
82
 
              --                         width = 32, height = 32,
83
 
              --                         fill = {0,0,255}
84
 
              --                      })
85
 
              --    end
86
 
              -- end
87
 
 
88
 
              the.storage = Storage:new{filename = 'scores.lua'}
 
38
              the.storage = Storage:new{filename = 'world.lua'}
89
39
              the.storage:load()
90
 
              if not the.storage.data.highScore then
91
 
                 print('initializing storage')
92
 
                 the.storage.data = {highScore = 0}
93
 
              end
 
40
              --if not the.storage.data.highScore then
 
41
              --   print('initializing storage')
 
42
              --   the.storage.data = {highScore = 0}
 
43
              --end
94
44
 
95
 
              --the.rockColliders = Group:new()
96
45
              the.bullets = Group:new()
97
 
              the.mirrors = Group:new()
98
 
              --the.rocks = Group:new()
99
46
              the.interface = Group:new()
100
47
              the.planets = Group:new()
 
48
              the.planetLabels = Group:new()
101
49
              the.indicators = Group:new()
 
50
              the.enemies = Group:new()
102
51
 
 
52
              -- init bg before build/load since planets need to know bg size
103
53
              the.bg = Tile:new{
104
54
                 image = 'data/stars3.png',
105
 
                 width = 13660,
106
 
                 height = 7680
 
55
                 width = 27320,
 
56
                 height = 15360
107
57
              }
108
58
              self:add(the.bg)
109
59
 
 
60
              if self.newWorld or not the.storage.data.player then
 
61
                 the.storage.data = {planets = {}}
 
62
 
 
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
 
71
                    }
 
72
                    the.planets:add(planet)
 
73
                    table.insert(the.storage.data.planets, {
 
74
                                    x = planet.x,
 
75
                                    y = planet.y,
 
76
                                    rotation = planet.rotation,
 
77
                                    goods = planet.goods,
 
78
                                    name = planet.name
 
79
                                 })
 
80
                 end
 
81
 
 
82
                 -- build fresh player
 
83
                 local player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
 
84
                 the.player = player
 
85
                 the.storage.data.player = {x = player.x,
 
86
                                            y = player.y,
 
87
                                            money = player.money,
 
88
                                            goods = player.goods,
 
89
                                            cargoSpace = player.cargoSpace
 
90
                                         }
 
91
 
 
92
                 the.storage:save()
 
93
              else
 
94
                 -- load planets with x, y, goods
 
95
                 for _, planetData in ipairs(the.storage.data.planets) do
 
96
                    the.planets:add(Planet:new(planetData))
 
97
                 end
 
98
 
 
99
                 -- load player with cargo, money, position
 
100
                 the.player = SpacePlayer:new(the.storage.data.player)
 
101
 
 
102
                 -- reload storage as we've turned it all into objects
 
103
                 the.storage:load()
 
104
              end
 
105
 
110
106
              self:add(the.planets)
 
107
              self:add(the.planetLabels)
111
108
 
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
109
              self:add(the.player)
115
110
              self:add(the.player.thrust)
116
 
 
117
 
              --self:add(Enemy:new{x=400, y=300})
 
111
              self:add(the.player.shield)
 
112
 
 
113
              self:add(the.enemies)
 
114
 
 
115
              for _ = 1, 20 do
 
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}
 
119
                 the.enemies:add(e)
 
120
                 self:add(e.thrust) -- why doesn't this work in Enemy.new?
 
121
                 self:add(e.shield)
 
122
              end
118
123
 
119
124
              self:add(the.bullets)
120
 
              --self:add(the.rockColliders)
121
 
              self:add(the.mirrors)
122
 
              --self:add(the.rocks)
123
125
              self:add(the.indicators)
124
126
              self:add(the.interface)
125
127
 
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
133
 
                 }
134
 
                 the.planets:add(planet)
135
 
              end
136
 
 
137
128
              the.cursor = Cursor:new()
138
129
              self:add(the.cursor)
139
130
 
140
 
              the.score = Text:new{
141
 
                 x = 8,
142
 
                 y = 8,
143
 
                 width = the.app.width,
144
 
                 --align = 'center',
145
 
                 font = 25}
146
 
              --the.interface:add(the.score)
147
 
 
148
 
              local hs = the.storage.data.highScore
149
 
              local m = hs / 60
150
 
              local s = hs % 60
151
 
 
152
 
              the.highScore = Text:new{
153
 
                 x = -8,
154
 
                 y = 8,
155
 
                 width = the.app.width,
156
 
                 align = 'right',
157
 
                 font = 25,
158
 
                 text = string.format('High Score: %d:%02d', m, s)
159
 
              }
160
 
              --the.interface:add(the.highScore)
161
 
 
162
 
              the.over = Text:new{
163
 
                 y = the.app.height / 2,
164
 
                 width = the.app.width,
165
 
                 align = 'center',
166
 
                 font = 25,
167
 
                 text = "Game Over",
168
 
                 visible = false
169
 
              }
170
 
              the.interface:add(the.over)
171
 
 
172
 
 
173
 
              the.instructions = Text:new{
174
 
                 y = the.app.height / 2 + 32,
175
 
                 width = the.app.width,
176
 
                 align = 'center',
177
 
                 font = 12,
178
 
                 text = "Press Enter to start a new game\nPress Q to quit",
179
 
                 visible = false
180
 
              }
181
 
              the.interface:add(the.instructions)
182
 
 
183
131
              love.mouse.setGrab(true)
184
132
              love.mouse.setVisible(false)
185
133
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
186
134
 
187
 
              --self:loadLayers('data/map.lua')
188
135
              self.focus = the.player
189
 
              --self:clampTo(self.map)
190
 
 
191
 
              self.gameStart = love.timer.getTime()
192
136
           end,
193
137
   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),
202
 
                          velocity = {
203
 
                             x = math.random(-300, 300),
204
 
                             y = math.random(-300, 300),
205
 
                             rotation = math.random(-7, 7)
206
 
                          },
207
 
                          scale = math.random() + 0.5
208
 
                       }
209
 
 
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
213
 
                         unseenRock = rock
214
 
                        end
215
 
                    end
216
 
 
217
 
                    the.rocks:add(unseenRock)
218
 
 
219
 
                    self.lastRock = love.timer.getTime()
220
 
                 end
221
 
 
222
 
                 the.bullets:collide(the.rockColliders)
223
 
 
224
 
                 -- this should really go somewhere else...
225
 
                 for _, planet in ipairs(the.planets.sprites) do
226
 
                    local indx, indy
227
 
                    local pvec = vector.new(
228
 
                       planet.x - the.player.x + planet.width / 2,
229
 
                       planet.y - the.player.y + planet.height / 2 )
230
 
 
231
 
                    -- TODO: is there a better way to specify the
232
 
                    -- screen rectangle?
233
 
                    if planet:intersects(the.player.x - the.app.width / 2,
234
 
                                         the.player.y - the.app.height / 2,
235
 
                                         the.app.width,
236
 
                                         the.app.height) then
237
 
                       -- planet is on the screen
238
 
                       planet.indicator.visible = false
239
 
                    else
240
 
                       planet.indicator.visible = true
241
 
 
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)
245
 
                       else
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)
248
 
                       end
249
 
 
250
 
                       planet.indicator.x = the.player.x + indx
251
 
                       planet.indicator.y = the.player.y + indy
252
 
                    end
253
 
                 end
254
 
 
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')
259
 
                 --    end
260
 
                 -- end
 
138
                 if the.keys:justPressed('escape') then
 
139
                    PauseView:new():activate()
 
140
                 end
 
141
 
 
142
                 the.bullets:collide(the.planets)
 
143
                 the.bullets:collide(the.player)
 
144
                 the.bullets:collide(the.enemies)
261
145
              end,
262
146
   onEndFrame = function(self)
263
147
                   the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
264
148
                   the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
265
 
 
266
 
                   if the.player.active then
267
 
                      self:updateScore()
268
 
                   end
269
149
                end,
270
150
   draw = function (self, x, y)
271
151
             View.draw(self, x, y)
272
152
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
273
153
          end,
274
 
   updateScore = function(self)
275
 
                    local t = love.timer.getTime() - self.gameStart
276
 
                    local m = t / 60
277
 
                    local s = t % 60
278
 
 
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
282
 
 
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
285
 
                 end
286
154
}
287
155
 
288
156
MenuScreen = View:extend {
317
185
                 self.console:watch('num mirrors', '#the.mirrors.sprites')
318
186
                 self.console:watch('num rocks', '#the.rocks.sprites')
319
187
                 self.console:watch('num planets', '#the.planets.sprites')
 
188
                 self.console:watch('num enemies', 'the.enemies:count()')
320
189
                 --self.console:watch('drawTook', 'the.drawTook')
321
190
 
322
191
                 -- back off that dark overlay a bit
325
194
           end,
326
195
   onUpdate = function (self, dt)
327
196
                 if not (DEBUG and the.console.visible) then
328
 
                    if the.keys:justPressed('q') then
329
 
                       self.quit()
330
 
                    elseif the.keys:justPressed('return') then
331
 
                       if the.keys:pressed('alt') then
332
 
                          love.graphics.toggleFullscreen()
333
 
                       else
334
 
                          self.view = GameView:new()
335
 
                       end
 
197
                    if the.keys:justPressed('return') and the.keys:pressed('alt') then
 
198
                       love.graphics.toggleFullscreen()
336
199
                    elseif the.keys:justPressed('f1') then
337
200
                       local ss = love.graphics.newScreenshot()
338
201
                       ss:encode('screenshot-' ..love.timer.getTime()..'.png')