28
shortestVector = function(from, to)
30
if from.x < the.app.width / 2 or
31
from.x > the.bg.width - the.app.width / 2 or
32
from.y < the.app.height / 2 or
33
from.y > the.bg.height - the.app.height / 2 then
34
error('"from" coordinate out of bounds: X='..from.x..' Y='..from.y)
37
if to.x < the.app.width / 2 or
38
to.x > the.bg.width - the.app.width / 2 or
39
to.y < the.app.height / 2 or
40
to.y > the.bg.height - the.app.height / 2 then
41
error('"to" coordinate out of bounds: X='..to.x..' Y='..to.y)
45
-- normalize grid to account for mirror zones
46
local fx = from.x - the.app.width / 2
47
local fy = from.y - the.app.height / 2
48
local tx = to.x - the.app.width / 2
49
local ty = to.y - the.app.height / 2
54
if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
55
-- straight path is shorter
58
short.x = tx - fx - (the.bg.width - the.app.width)
62
if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
63
-- straight path is shorter
66
short.y = ty - fy - (the.bg.height - the.app.height)
69
return vector.new(short.x, short.y)
73
37
GameView = View:extend {
77
38
onNew = function (self)
80
-- self:add(Fill:new{x=x*400, y=y*400,
81
-- width = 32, height = 32,
87
the.storage = Storage:new{filename = 'scores.lua'}
39
the.storage = Storage:new{filename = 'world.lua'}
89
if not the.storage.data.highScore then
90
print('initializing storage')
91
the.storage.data = {highScore = 0}
41
--if not the.storage.data.highScore then
42
-- print('initializing storage')
43
-- the.storage.data = {highScore = 0}
94
--the.rockColliders = Group:new()
95
46
the.bullets = Group:new()
96
the.mirrors = Group:new()
97
--the.rocks = Group:new()
98
47
the.interface = Group:new()
99
48
the.planets = Group:new()
49
the.planetLabels = Group:new()
50
the.indicators = Group:new()
51
the.enemies = Group:new()
53
-- init bg before build/load since planets need to know bg size
101
54
the.bg = Tile:new{
102
55
image = 'data/stars3.png',
61
if self.newWorld or not the.storage.data.player then
62
the.storage.data = {planets = {}}
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
73
the.planets:add(planet)
74
table.insert(the.storage.data.planets, {
77
rotation = planet.rotation,
86
local player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
88
the.storage.data.player = {x = player.x,
92
cargoSpace = player.cargoSpace
97
-- load planets with x, y, goods
98
for _, planetData in ipairs(the.storage.data.planets) do
99
the.planets:add(Planet:new(planetData))
102
-- load player with cargo, money, position
103
the.player = SpacePlayer:new(the.storage.data.player)
105
-- reload storage as we've turned it all into objects
108
109
self:add(the.planets)
110
self:add(the.planetLabels)
110
--the.player = CrystalPlayer:new{x=400,y=300}
111
the.player = SpacePlayer:new{x=1366,y=768}
112
112
self:add(the.player)
113
113
self:add(the.player.thrust)
115
--self:add(Enemy:new{x=400, y=300})
114
self:add(the.player.shield)
116
self:add(the.enemies)
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}
123
self:add(e.thrust) -- why doesn't this work in Enemy.new?
117
127
self:add(the.bullets)
118
--self:add(the.rockColliders)
119
self:add(the.mirrors)
120
--self:add(the.rocks)
128
self:add(the.indicators)
121
129
self:add(the.interface)
123
for _ = 1, math.random(6) do
124
local planet = Tile:new{
125
image = 'data/planet1.png',
126
x = math.random(the.app.width / 2,
127
the.bg.width - the.app.width / 2),
128
y = math.random(the.app.height / 2,
129
the.bg.height - the.app.height / 2),
130
rotation = math.random() * math.pi
132
the.planets:add(planet)
135
131
the.cursor = Cursor:new()
136
132
self:add(the.cursor)
138
the.score = Text:new{
141
width = the.app.width,
144
the.interface:add(the.score)
146
local hs = the.storage.data.highScore
150
the.highScore = Text:new{
153
width = the.app.width,
156
text = string.format('High Score: %d:%02d', m, s)
158
the.interface:add(the.highScore)
161
y = the.app.height / 2,
162
width = the.app.width,
168
the.interface:add(the.over)
171
the.instructions = Text:new{
172
y = the.app.height / 2 + 32,
173
width = the.app.width,
176
text = "Press Enter to start a new game\nPress Q to quit",
179
the.interface:add(the.instructions)
181
134
love.mouse.setGrab(true)
182
135
love.mouse.setVisible(false)
183
136
love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
185
--self:loadLayers('data/map.lua')
186
138
self.focus = the.player
187
--self:clampTo(self.map)
189
self.gameStart = love.timer.getTime()
191
140
onUpdate = function(self, dt)
192
if false and the.player.active and love.timer.getTime() > self.lastRock + self.rockInterval then
193
local unseenRock = nil
194
while not unseenRock do
195
local rock = Rock:new{
196
x = math.random(the.app.width / 2,
197
the.bg.width - the.app.width / 2),
198
y = math.random(the.app.height / 2,
199
the.bg.height - the.app.height / 2),
201
x = math.random(-300, 300),
202
y = math.random(-300, 300),
203
rotation = math.random(-7, 7)
205
scale = math.random() + 0.5
208
local rockToPlayer = util.shortestVector(rock, the.player)
209
if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
210
math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
215
the.rocks:add(unseenRock)
217
self.lastRock = love.timer.getTime()
141
if the.keys:justPressed('escape') then
142
PauseView:new():activate()
220
the.bullets:collide(the.rockColliders)
222
-- for _, mirror in ipairs(the.mirrors.sprites) do
223
-- if not mirror.of then
224
-- print('mirror:' .. inspect(mirror))
225
-- error('mirror OF NOTHING')
145
the.bullets:collide(the.planets)
146
the.bullets:collide(the.player)
147
the.bullets:collide(the.enemies)
229
149
onEndFrame = function(self)
230
150
the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
231
151
the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
233
if the.player.active then
237
153
draw = function (self, x, y)
238
154
View.draw(self, x, y)
239
155
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
241
updateScore = function(self)
242
local t = love.timer.getTime() - self.gameStart
246
the.score.text = string.format('Score: %d:%02d', m, s)
247
--the.score.y = the.player.y - the.app.height / 2 + the.player.height
248
--the.score.x = the.player.x - the.app.width / 2 + the.player.width
250
--the.highScore.y = the.player.y - the.app.height / 2 + the.player.height
251
--the.highScore.x = the.player.x - the.app.width / 2
255
159
MenuScreen = View:extend {