/traderous

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Viewing changes to main.lua

  • Committer: Josh C
  • Date: 2013-06-30 21:40:21 UTC
  • Revision ID: josh@9ix.org-20130630214021-mw2vr14czefr09zb
set prices based on distance

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require 'zoetrope'
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vector = require 'vector'
 
6
--inspect = require 'inspect'
6
7
 
7
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require 'group'
8
9
 
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require 'bullet'
16
17
require 'rock'
17
18
require 'boom'
 
19
require 'planet'
 
20
require 'trade_view'
 
21
require 'shield'
 
22
require 'pause_view'
 
23
require 'game_over'
 
24
require 'names'
 
25
require 'good'
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26
 
19
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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,
27
 
   shortestVector = function(from, to)
28
 
                       if STRICT then
29
 
                          if from.x < the.app.width / 2 or
30
 
                             from.x > the.bg.width - the.app.width / 2 or
31
 
                             from.y < the.app.height / 2 or
32
 
                             from.y > the.bg.height - the.app.height / 2 then
33
 
                             error('"from" coordinate out of bounds: X='..from.x..' Y='..from.y)
34
 
                          end
35
 
 
36
 
                          if to.x < the.app.width / 2 or
37
 
                             to.x > the.bg.width - the.app.width / 2 or
38
 
                             to.y < the.app.height / 2 or
39
 
                             to.y > the.bg.height - the.app.height / 2 then
40
 
                             error('"to" coordinate out of bounds: X='..to.x..' Y='..to.y)
41
 
                          end
42
 
                       end
43
 
 
44
 
                       -- normalize grid to account for mirror zones
45
 
                       local fx = from.x - the.app.width / 2
46
 
                       local fy = from.y - the.app.height / 2
47
 
                       local tx = to.x - the.app.width / 2
48
 
                       local ty = to.y - the.app.height / 2
49
 
 
50
 
                       local short = {}
51
 
 
52
 
                       -- pick shorter x
53
 
                       if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
54
 
                          -- straight path is shorter
55
 
                          short.x = tx - fx
56
 
                       else
57
 
                          short.x = tx - fx - (the.bg.width - the.app.width)
58
 
                       end
59
 
 
60
 
                       -- pick shorter y
61
 
                       if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
62
 
                          -- straight path is shorter
63
 
                          short.y = ty - fy
64
 
                       else
65
 
                          short.y = ty - fy - (the.bg.height - the.app.height)
66
 
                       end
67
 
 
68
 
                       return vector.new(short.x, short.y)
69
 
                    end
70
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}
71
36
 
72
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GameView = View:extend {
73
 
   lastRock = 0,
74
 
   rockInterval = 1,
75
 
   gameStart = 0,
76
38
   onNew = function (self)
77
 
              -- for x = 1,30 do
78
 
              --    for y = 1,30 do
79
 
              --       self:add(Fill:new{x=x*400, y=y*400,
80
 
              --                         width = 32, height = 32,
81
 
              --                         fill = {0,0,255}
82
 
              --                      })
83
 
              --    end
84
 
              -- end
 
39
              the.storage = Storage:new{filename = 'world.lua'}
 
40
              the.storage:load()
 
41
              --if not the.storage.data.highScore then
 
42
              --   print('initializing storage')
 
43
              --   the.storage.data = {highScore = 0}
 
44
              --end
85
45
 
86
 
              the.rockColliders = Group:new()
87
46
              the.bullets = Group:new()
88
 
              the.mirrors = Group:new()
89
 
              the.rocks = Group:new()
 
47
              the.interface = Group:new()
 
48
              the.planets = Group:new()
 
49
              the.planetLabels = Group:new()
 
50
              the.indicators = Group:new()
 
51
              the.enemies = Group:new()
90
52
 
 
53
              -- init bg before build/load since planets need to know bg size
91
54
              the.bg = Tile:new{
92
55
                 image = 'data/stars3.png',
93
 
                 -- 1366x768 * 3
94
 
                 width = 4098,
95
 
                 height = 2304
 
56
                 width = 27320,
 
57
                 height = 15360
96
58
              }
97
59
              self:add(the.bg)
98
60
 
99
 
              --the.player = CrystalPlayer:new{x=400,y=300}
100
 
              the.player = SpacePlayer:new{x=1366,y=768}
 
61
              if self.newWorld or not the.storage.data.player then
 
62
                 the.storage.data = {planets = {}}
 
63
 
 
64
                 -- build planets from random
 
65
                 for _ = 1, math.random(3, 6) do
 
66
                    local planet = Planet:new{
 
67
                       x = math.random(the.app.width / 2,
 
68
                                       the.bg.width - the.app.width / 2),
 
69
                       y = math.random(the.app.height / 2,
 
70
                                       the.bg.height - the.app.height / 2),
 
71
                       rotation = math.random() * math.pi
 
72
                    }
 
73
                    the.planets:add(planet)
 
74
                    table.insert(the.storage.data.planets, {
 
75
                                    x = planet.x,
 
76
                                    y = planet.y,
 
77
                                    rotation = planet.rotation,
 
78
                                    goods = planet.goods,
 
79
                                    name = planet.name
 
80
                                 })
 
81
                 end
 
82
 
 
83
                 Good:stockPlanets()
 
84
 
 
85
                 -- build fresh player
 
86
                 local player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
 
87
                 the.player = player
 
88
                 the.storage.data.player = {x = player.x,
 
89
                                            y = player.y,
 
90
                                            money = player.money,
 
91
                                            goods = player.goods,
 
92
                                            cargoSpace = player.cargoSpace
 
93
                                         }
 
94
 
 
95
                 the.storage:save()
 
96
              else
 
97
                 -- load planets with x, y, goods
 
98
                 for _, planetData in ipairs(the.storage.data.planets) do
 
99
                    the.planets:add(Planet:new(planetData))
 
100
                 end
 
101
 
 
102
                 -- load player with cargo, money, position
 
103
                 the.player = SpacePlayer:new(the.storage.data.player)
 
104
 
 
105
                 -- reload storage as we've turned it all into objects
 
106
                 the.storage:load()
 
107
              end
 
108
 
 
109
              self:add(the.planets)
 
110
              self:add(the.planetLabels)
 
111
 
101
112
              self:add(the.player)
102
 
 
103
 
              --self:add(Enemy:new{x=400, y=300})
 
113
              self:add(the.player.thrust)
 
114
              self:add(the.player.shield)
 
115
 
 
116
              self:add(the.enemies)
 
117
 
 
118
              for _ = 1, 20 do
 
119
                 local e = Enemy:new{x = math.random(the.bg.width),
 
120
                                     y = math.random(the.bg.height)}
 
121
                 --local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
 
122
                 the.enemies:add(e)
 
123
                 self:add(e.thrust) -- why doesn't this work in Enemy.new?
 
124
                 self:add(e.shield)
 
125
              end
104
126
 
105
127
              self:add(the.bullets)
106
 
              self:add(the.rockColliders)
107
 
              self:add(the.mirrors)
108
 
              self:add(the.rocks)
 
128
              self:add(the.indicators)
 
129
              self:add(the.interface)
109
130
 
110
131
              the.cursor = Cursor:new()
111
132
              self:add(the.cursor)
112
133
 
113
134
              love.mouse.setGrab(true)
114
135
              love.mouse.setVisible(false)
 
136
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
115
137
 
116
 
              --self:loadLayers('data/map.lua')
117
138
              self.focus = the.player
118
 
              --self:clampTo(self.map)
119
 
 
120
 
              self.gameStart = love.timer.getTime()
121
139
           end,
122
140
   onUpdate = function(self, dt)
123
 
                 if love.timer.getTime() > self.lastRock + self.rockInterval then
124
 
                    local unseenRock = nil
125
 
                    while not unseenRock do
126
 
                       local rock = Rock:new{
127
 
                          x = math.random(the.app.width / 2,
128
 
                                          the.bg.width - the.app.width / 2),
129
 
                          y = math.random(the.app.height / 2,
130
 
                                          the.bg.height - the.app.height / 2),
131
 
                          velocity = {
132
 
                             x = math.random(-300, 300),
133
 
                             y = math.random(-300, 300),
134
 
                             rotation = math.random(-7, 7)
135
 
                          },
136
 
                          scale = math.random() + 0.5
137
 
                       }
138
 
 
139
 
                       local rockToPlayer = util.shortestVector(rock, the.player)
140
 
                       if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
141
 
                           math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
142
 
                         unseenRock = rock
143
 
                        end
144
 
                    end
145
 
 
146
 
                    the.rocks:add(unseenRock)
147
 
 
148
 
                    self.lastRock = love.timer.getTime()
 
141
                 if the.keys:justPressed('escape') then
 
142
                    PauseView:new():activate()
149
143
                 end
150
144
 
151
 
                 the.bullets:collide(the.rockColliders)
 
145
                 the.bullets:collide(the.planets)
 
146
                 the.bullets:collide(the.player)
 
147
                 the.bullets:collide(the.enemies)
152
148
              end,
 
149
   onEndFrame = function(self)
 
150
                   the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
 
151
                   the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
 
152
                end,
153
153
   draw = function (self, x, y)
154
154
             View.draw(self, x, y)
155
 
             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
156
 
          end
 
155
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
 
156
          end,
157
157
}
158
158
 
159
159
MenuScreen = View:extend {
177
177
              math.randomseed(os.time())
178
178
 
179
179
              self.view = GameView:new()
 
180
 
180
181
              if DEBUG then
181
182
                 self.console:watch('VERSION', 'VERSION')
182
183
                 self.console:watch('updateTook', 'the.updateTook')
184
185
                 self.console:watch('the.player.y', 'the.player.y')
185
186
                 self.console:watch('the.app.width', 'the.app.width')
186
187
                 self.console:watch('the.app.height', 'the.app.height')
 
188
                 self.console:watch('num mirrors', '#the.mirrors.sprites')
 
189
                 self.console:watch('num rocks', '#the.rocks.sprites')
 
190
                 self.console:watch('num planets', '#the.planets.sprites')
 
191
                 self.console:watch('num enemies', 'the.enemies:count()')
 
192
                 self.console:watch('onPlanet', 'the.player.onPlanet')
187
193
                 --self.console:watch('drawTook', 'the.drawTook')
188
194
 
189
195
                 -- back off that dark overlay a bit
191
197
              end
192
198
           end,
193
199
   onUpdate = function (self, dt)
194
 
                 if the.keys:justPressed('escape') then
195
 
                    self.quit()
 
200
                 if not (DEBUG and the.console.visible) then
 
201
                    if the.keys:justPressed('return') and the.keys:pressed('alt') then
 
202
                       love.graphics.toggleFullscreen()
 
203
                    elseif the.keys:justPressed('f1') then
 
204
                       local ss = love.graphics.newScreenshot()
 
205
                       ss:encode('screenshot-' ..love.timer.getTime()..'.png')
 
206
                    elseif the.keys:justPressed('f11') then
 
207
                       love.graphics.toggleFullscreen()
 
208
                    end
196
209
                 end
197
210
              end,
198
211
   update = function (self, dt)
203
216
               end
204
217
            end
205
218
}
 
219
 
 
220
realRun = love.run
 
221
function love.run()
 
222
   -- should fail silently if it can't go to fullscreen...
 
223
   love.graphics.toggleFullscreen()
 
224
 
 
225
   realRun()
 
226
end
 
 
b'\\ No newline at end of file'