/traderous

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Viewing changes to main.lua

  • Committer: Josh C
  • Date: 2013-06-30 21:40:01 UTC
  • Revision ID: josh@9ix.org-20130630214001-qb2ykjjrolqm1mzx
recenter mouse on respawn

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require 'planet'
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require 'trade_view'
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require 'shield'
 
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require 'pause_view'
 
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require 'game_over'
 
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require 'names'
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util = {
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   signOf = function(value)
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                  return -1
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               end
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            end,
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   shortestVector = function(from, to)
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                       if STRICT then
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                          if from.x < the.app.width / 2 or
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                             from.x > the.bg.width - the.app.width / 2 or
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                             from.y < the.app.height / 2 or
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                             from.y > the.bg.height - the.app.height / 2 then
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                             error('"from" coordinate out of bounds: X='..from.x..' Y='..from.y)
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                          end
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                          if to.x < the.app.width / 2 or
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                             to.x > the.bg.width - the.app.width / 2 or
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                             to.y < the.app.height / 2 or
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                             to.y > the.bg.height - the.app.height / 2 then
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                             error('"to" coordinate out of bounds: X='..to.x..' Y='..to.y)
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                          end
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                       end
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                       -- normalize grid to account for mirror zones
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                       local fx = from.x - the.app.width / 2
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                       local fy = from.y - the.app.height / 2
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                       local tx = to.x - the.app.width / 2
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                       local ty = to.y - the.app.height / 2
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                       local short = {}
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                       -- pick shorter x
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                       if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
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                          -- straight path is shorter
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                          short.x = tx - fx
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                       else
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                          short.x = tx - fx - (the.bg.width - the.app.width)
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                       end
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                       -- pick shorter y
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                       if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
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                          -- straight path is shorter
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                          short.y = ty - fy
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                       else
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                          short.y = ty - fy - (the.bg.height - the.app.height)
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                       end
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                       return vector.new(short.x, short.y)
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                    end
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}
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GameView = View:extend {
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   onNew = function (self)
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              the.storage = Storage:new{filename = 'scores.lua'}
 
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              the.storage = Storage:new{filename = 'world.lua'}
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              the.storage:load()
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              --if not the.storage.data.highScore then
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              --   print('initializing storage')
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              the.bullets = Group:new()
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              the.interface = Group:new()
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              the.planets = Group:new()
 
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              the.planetLabels = Group:new()
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              the.indicators = Group:new()
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              the.enemies = Group:new()
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              -- init bg before build/load since planets need to know bg size
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              the.bg = Tile:new{
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                 image = 'data/stars3.png',
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                 width = 13660,
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                 height = 7680
 
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                 width = 27320,
 
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                 height = 15360
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              }
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              self:add(the.bg)
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              if self.newWorld or not the.storage.data.player then
 
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                 the.storage.data = {planets = {}}
 
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                 -- build planets from random
 
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                 for _ = 1, math.random(3, 6) do
 
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                    local planet = Planet:new{
 
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                       x = math.random(the.app.width / 2,
 
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                                       the.bg.width - the.app.width / 2),
 
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                       y = math.random(the.app.height / 2,
 
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                                       the.bg.height - the.app.height / 2),
 
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                       rotation = math.random() * math.pi
 
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                    }
 
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                    the.planets:add(planet)
 
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                    table.insert(the.storage.data.planets, {
 
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                                    x = planet.x,
 
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                                    y = planet.y,
 
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                                    rotation = planet.rotation,
 
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                                    goods = planet.goods,
 
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                                    name = planet.name
 
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                                 })
 
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                 end
 
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                 -- build fresh player
 
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                 local player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
 
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                 the.player = player
 
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                 the.storage.data.player = {x = player.x,
 
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                                            y = player.y,
 
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                                            money = player.money,
 
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                                            goods = player.goods,
 
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                                            cargoSpace = player.cargoSpace
 
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                                         }
 
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                 the.storage:save()
 
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              else
 
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                 -- load planets with x, y, goods
 
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                 for _, planetData in ipairs(the.storage.data.planets) do
 
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                    the.planets:add(Planet:new(planetData))
 
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                 end
 
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                 -- load player with cargo, money, position
 
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                 the.player = SpacePlayer:new(the.storage.data.player)
 
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                 -- reload storage as we've turned it all into objects
 
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                 the.storage:load()
 
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              end
 
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              self:add(the.planets)
 
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              self:add(the.planetLabels)
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              --the.player = CrystalPlayer:new{x=400,y=300}
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              the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
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              self:add(the.player)
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              self:add(the.player.thrust)
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              self:add(the.player.shield)
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              self:add(the.enemies)
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              local e = Enemy:new{x=400, y=300}
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              --local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
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              the.enemies:add(e)
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              self:add(e.thrust) -- why doesn't this work in Enemy.new?
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              self:add(e.shield)
 
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              for _ = 1, 20 do
 
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                 local e = Enemy:new{x = math.random(the.bg.width),
 
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                                     y = math.random(the.bg.height)}
 
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                 --local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
 
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                 the.enemies:add(e)
 
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                 self:add(e.thrust) -- why doesn't this work in Enemy.new?
 
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                 self:add(e.shield)
 
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              end
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              self:add(the.bullets)
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              self:add(the.indicators)
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              self:add(the.interface)
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              for _ = 1, math.random(6) do
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                 local planet = Planet:new{
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                    x = math.random(the.app.width / 2,
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                                    the.bg.width - the.app.width / 2),
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                    y = math.random(the.app.height / 2,
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                                    the.bg.height - the.app.height / 2),
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                    rotation = math.random() * math.pi
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                 }
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                 the.planets:add(planet)
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              end
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              the.cursor = Cursor:new()
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              self:add(the.cursor)
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              self.focus = the.player
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           end,
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   onUpdate = function(self, dt)
 
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                 if the.keys:justPressed('escape') then
 
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                    PauseView:new():activate()
 
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                 end
 
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                 the.bullets:collide(the.planets)
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                 the.bullets:collide(the.player)
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                 the.bullets:collide(the.enemies)
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                 self.console:watch('num mirrors', '#the.mirrors.sprites')
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                 self.console:watch('num rocks', '#the.rocks.sprites')
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                 self.console:watch('num planets', '#the.planets.sprites')
 
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                 self.console:watch('num enemies', 'the.enemies:count()')
 
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                 self.console:watch('onPlanet', 'the.player.onPlanet')
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                 --self.console:watch('drawTook', 'the.drawTook')
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                 -- back off that dark overlay a bit
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           end,
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   onUpdate = function (self, dt)
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                 if not (DEBUG and the.console.visible) then
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                    if the.keys:justPressed('q') then
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                       self.quit()
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                    elseif the.keys:justPressed('return') then
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                       if the.keys:pressed('alt') then
197
 
                          love.graphics.toggleFullscreen()
198
 
                       else
199
 
                          self.view = GameView:new()
200
 
                       end
 
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                    if the.keys:justPressed('return') and the.keys:pressed('alt') then
 
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                       love.graphics.toggleFullscreen()
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                    elseif the.keys:justPressed('f1') then
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                       local ss = love.graphics.newScreenshot()
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                       ss:encode('screenshot-' ..love.timer.getTime()..'.png')