/traderous

To get this branch, use:
bzr branch http://9ix.org/bzr/traderous

« back to all changes in this revision

Viewing changes to main.lua

  • Committer: Josh C
  • Date: 2013-05-05 14:25:47 UTC
  • Revision ID: josh@9ix.org-20130505142547-t222h8l407l6juvp
name into build scripts

Show diffs side-by-side

added added

removed removed

Lines of Context:
2
2
DEBUG = true
3
3
 
4
4
require 'zoetrope'
5
 
vector = require 'vector'
6
 
--inspect = require 'inspect'
7
 
 
8
 
require 'group'
 
5
--__ = require 'underscore'
9
6
 
10
7
require 'version'
11
 
require 'wrap_tile'
12
 
require 'mirror'
13
8
require 'player'
14
9
require 'enemy'
15
10
require 'cursor'
16
 
require 'bullet'
17
 
require 'rock'
18
 
require 'boom'
19
 
require 'planet'
20
 
require 'trade_view'
21
 
require 'shield'
22
11
 
23
12
util = {
24
13
   signOf = function(value)
27
16
               else
28
17
                  return -1
29
18
               end
30
 
            end,
31
 
   shortestVector = function(from, to)
32
 
                       if STRICT then
33
 
                          if from.x < the.app.width / 2 or
34
 
                             from.x > the.bg.width - the.app.width / 2 or
35
 
                             from.y < the.app.height / 2 or
36
 
                             from.y > the.bg.height - the.app.height / 2 then
37
 
                             error('"from" coordinate out of bounds: X='..from.x..' Y='..from.y)
38
 
                          end
39
 
 
40
 
                          if to.x < the.app.width / 2 or
41
 
                             to.x > the.bg.width - the.app.width / 2 or
42
 
                             to.y < the.app.height / 2 or
43
 
                             to.y > the.bg.height - the.app.height / 2 then
44
 
                             error('"to" coordinate out of bounds: X='..to.x..' Y='..to.y)
45
 
                          end
46
 
                       end
47
 
 
48
 
                       -- normalize grid to account for mirror zones
49
 
                       local fx = from.x - the.app.width / 2
50
 
                       local fy = from.y - the.app.height / 2
51
 
                       local tx = to.x - the.app.width / 2
52
 
                       local ty = to.y - the.app.height / 2
53
 
 
54
 
                       local short = {}
55
 
 
56
 
                       -- pick shorter x
57
 
                       if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
58
 
                          -- straight path is shorter
59
 
                          short.x = tx - fx
60
 
                       else
61
 
                          short.x = tx - fx - (the.bg.width - the.app.width)
62
 
                       end
63
 
 
64
 
                       -- pick shorter y
65
 
                       if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
66
 
                          -- straight path is shorter
67
 
                          short.y = ty - fy
68
 
                       else
69
 
                          short.y = ty - fy - (the.bg.height - the.app.height)
70
 
                       end
71
 
 
72
 
                       return vector.new(short.x, short.y)
73
 
                    end
 
19
            end
74
20
}
75
21
 
76
22
GameView = View:extend {
77
23
   onNew = function (self)
78
 
              the.storage = Storage:new{filename = 'scores.lua'}
79
 
              the.storage:load()
80
 
              --if not the.storage.data.highScore then
81
 
              --   print('initializing storage')
82
 
              --   the.storage.data = {highScore = 0}
83
 
              --end
84
 
 
85
 
              the.bullets = Group:new()
86
 
              the.interface = Group:new()
87
 
              the.planets = Group:new()
88
 
              the.indicators = Group:new()
89
 
              the.enemies = Group:new()
90
 
 
91
 
              the.bg = Tile:new{
92
 
                 image = 'data/stars3.png',
93
 
                 width = 13660,
94
 
                 height = 7680
95
 
              }
96
 
              self:add(the.bg)
97
 
 
98
 
              self:add(the.planets)
 
24
              for x = 1,30 do
 
25
                 for y = 1,30 do
 
26
                    self:add(Fill:new{x=x*400, y=y*400,
 
27
                                      width = 32, height = 32,
 
28
                                      fill = {0,0,255}
 
29
                                   })
 
30
                 end
 
31
              end
99
32
 
100
33
              --the.player = CrystalPlayer:new{x=400,y=300}
101
 
              the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
 
34
              the.player = SpacePlayer:new{x=400,y=300}
102
35
              self:add(the.player)
103
 
              self:add(the.player.thrust)
104
 
              self:add(the.player.shield)
105
 
 
106
 
              self:add(the.enemies)
107
 
 
108
 
              local e = Enemy:new{x=400, y=300}
109
 
              --local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
110
 
              the.enemies:add(e)
111
 
              self:add(e.thrust) -- why doesn't this work in Enemy.new?
112
 
              self:add(e.shield)
113
 
 
114
 
              self:add(the.bullets)
115
 
              self:add(the.indicators)
116
 
              self:add(the.interface)
117
 
 
118
 
              for _ = 1, math.random(6) do
119
 
                 local planet = Planet:new{
120
 
                    x = math.random(the.app.width / 2,
121
 
                                    the.bg.width - the.app.width / 2),
122
 
                    y = math.random(the.app.height / 2,
123
 
                                    the.bg.height - the.app.height / 2),
124
 
                    rotation = math.random() * math.pi
125
 
                 }
126
 
                 the.planets:add(planet)
127
 
              end
128
 
 
129
 
              the.cursor = Cursor:new()
130
 
              self:add(the.cursor)
131
 
 
132
 
              the.over = Text:new{
133
 
                 y = the.app.height / 2,
134
 
                 width = the.app.width,
135
 
                 align = 'center',
136
 
                 font = 25,
137
 
                 text = "Game Over",
138
 
                 visible = false
139
 
              }
140
 
              the.interface:add(the.over)
141
 
 
142
 
 
143
 
              the.instructions = Text:new{
144
 
                 y = the.app.height / 2 + 32,
145
 
                 width = the.app.width,
146
 
                 align = 'center',
147
 
                 font = 12,
148
 
                 text = "Press Enter to start a new game\nPress Q to quit",
149
 
                 visible = false
150
 
              }
151
 
              the.interface:add(the.instructions)
 
36
 
 
37
              self:add(Enemy:new{x=400, y=300})
 
38
 
 
39
              self:add(Cursor:new())
152
40
 
153
41
              love.mouse.setGrab(true)
154
42
              love.mouse.setVisible(false)
155
 
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
156
43
 
 
44
              --self:loadLayers('data/map.lua')
157
45
              self.focus = the.player
 
46
              --self:clampTo(self.map)
158
47
           end,
159
 
   onUpdate = function(self, dt)
160
 
                 the.bullets:collide(the.planets)
161
 
                 the.bullets:collide(the.player)
162
 
                 the.bullets:collide(the.enemies)
163
 
              end,
164
 
   onEndFrame = function(self)
165
 
                   the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
166
 
                   the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
167
 
                end,
168
48
   draw = function (self, x, y)
169
49
             View.draw(self, x, y)
170
 
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
171
 
          end,
 
50
             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
 
51
          end
172
52
}
173
53
 
174
54
MenuScreen = View:extend {
188
68
the.app = App:new {
189
69
   onRun = function (self)
190
70
              print('Version: ' .. VERSION)
191
 
 
192
 
              math.randomseed(os.time())
193
 
 
194
71
              self.view = GameView:new()
195
 
 
196
72
              if DEBUG then
197
73
                 self.console:watch('VERSION', 'VERSION')
198
74
                 self.console:watch('updateTook', 'the.updateTook')
199
 
                 self.console:watch('the.player.x', 'the.player.x')
200
 
                 self.console:watch('the.player.y', 'the.player.y')
201
 
                 self.console:watch('the.app.width', 'the.app.width')
202
 
                 self.console:watch('the.app.height', 'the.app.height')
203
 
                 self.console:watch('num mirrors', '#the.mirrors.sprites')
204
 
                 self.console:watch('num rocks', '#the.rocks.sprites')
205
 
                 self.console:watch('num planets', '#the.planets.sprites')
206
75
                 --self.console:watch('drawTook', 'the.drawTook')
207
 
 
208
 
                 -- back off that dark overlay a bit
209
 
                 self.console.fill.fill[4] = 75
210
76
              end
211
77
           end,
212
78
   onUpdate = function (self, dt)
213
 
                 if not (DEBUG and the.console.visible) then
214
 
                    if the.keys:justPressed('q') then
215
 
                       self.quit()
216
 
                    elseif the.keys:justPressed('return') then
217
 
                       if the.keys:pressed('alt') then
218
 
                          love.graphics.toggleFullscreen()
219
 
                       else
220
 
                          self.view = GameView:new()
221
 
                       end
222
 
                    elseif the.keys:justPressed('f1') then
223
 
                       local ss = love.graphics.newScreenshot()
224
 
                       ss:encode('screenshot-' ..love.timer.getTime()..'.png')
225
 
                    elseif the.keys:justPressed('f11') then
226
 
                       love.graphics.toggleFullscreen()
227
 
                    end
 
79
                 if the.keys:justPressed('escape') then
 
80
                    self.quit()
228
81
                 end
229
82
              end,
230
83
   update = function (self, dt)
235
88
               end
236
89
            end
237
90
}
238
 
 
239
 
realRun = love.run
240
 
function love.run()
241
 
   -- should fail silently if it can't go to fullscreen...
242
 
   love.graphics.toggleFullscreen()
243
 
 
244
 
   realRun()
245
 
end
 
 
b'\\ No newline at end of file'