31
shortestVector = function(from, to)
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)
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)
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
57
if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
58
-- straight path is shorter
61
short.x = tx - fx - (the.bg.width - the.app.width)
65
if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
66
-- straight path is shorter
69
short.y = ty - fy - (the.bg.height - the.app.height)
72
return vector.new(short.x, short.y)
76
37
GameView = View:extend {
77
38
onNew = function (self)
78
the.storage = Storage:new{filename = 'scores.lua'}
39
the.storage = Storage:new{filename = 'world.lua'}
80
41
--if not the.storage.data.highScore then
81
42
-- print('initializing storage')
85
46
the.bullets = Group:new()
86
47
the.interface = Group:new()
87
48
the.planets = Group:new()
49
the.planetLabels = Group:new()
88
50
the.indicators = Group:new()
89
51
the.enemies = Group:new()
53
-- init bg before build/load since planets need to know bg size
92
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
98
109
self:add(the.planets)
110
self:add(the.planetLabels)
100
--the.player = CrystalPlayer:new{x=400,y=300}
101
the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
102
112
self:add(the.player)
103
113
self:add(the.player.thrust)
104
114
self:add(the.player.shield)
106
116
self:add(the.enemies)
108
local e = Enemy:new{x=400, y=300}
109
--local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
111
self:add(e.thrust) -- why doesn't this work in Enemy.new?
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?
114
127
self:add(the.bullets)
115
128
self:add(the.indicators)
116
129
self:add(the.interface)
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
126
the.planets:add(planet)
129
131
the.cursor = Cursor:new()
130
132
self:add(the.cursor)
182
188
self.console:watch('num mirrors', '#the.mirrors.sprites')
183
189
self.console:watch('num rocks', '#the.rocks.sprites')
184
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')
185
193
--self.console:watch('drawTook', 'the.drawTook')
187
195
-- back off that dark overlay a bit
191
199
onUpdate = function (self, dt)
192
200
if not (DEBUG and the.console.visible) then
193
if the.keys:justPressed('q') then
195
elseif the.keys:justPressed('return') then
196
if the.keys:pressed('alt') then
197
love.graphics.toggleFullscreen()
199
self.view = GameView:new()
201
if the.keys:justPressed('return') and the.keys:pressed('alt') then
202
love.graphics.toggleFullscreen()
201
203
elseif the.keys:justPressed('f1') then
202
204
local ss = love.graphics.newScreenshot()
203
205
ss:encode('screenshot-' ..love.timer.getTime()..'.png')