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

Show diffs side-by-side

added added

removed removed

Lines of Context:
2
2
DEBUG = true
3
3
 
4
4
require 'zoetrope'
5
 
--__ = require 'underscore'
 
5
vector = require 'vector'
 
6
--inspect = require 'inspect'
 
7
 
 
8
require 'group'
6
9
 
7
10
require 'version'
 
11
require 'wrap_tile'
 
12
require 'mirror'
8
13
require 'player'
9
14
require 'enemy'
 
15
require 'cursor'
 
16
require 'bullet'
 
17
require 'rock'
 
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'
10
26
 
11
27
util = {
12
28
   signOf = function(value)
15
31
               else
16
32
                  return -1
17
33
               end
18
 
            end
 
34
            end,
19
35
}
20
36
 
21
37
GameView = View:extend {
22
38
   onNew = function (self)
23
 
              for x = 1,30 do
24
 
                 for y = 1,30 do
25
 
                    self:add(Fill:new{x=x*400, y=y*400,
26
 
                                      width = 32, height = 32,
27
 
                                      fill = {0,0,255}
28
 
                                   })
29
 
                 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
 
45
 
 
46
              the.bullets = 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()
 
52
 
 
53
              -- init bg before build/load since planets need to know bg size
 
54
              the.bg = Tile:new{
 
55
                 image = 'data/stars3.png',
 
56
                 width = 27320,
 
57
                 height = 15360
 
58
              }
 
59
              self:add(the.bg)
 
60
 
 
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()
30
107
              end
31
108
 
32
 
              --the.player = CrystalPlayer:new{x=400,y=300}
33
 
              the.player = SpacePlayer:new{x=400,y=300}
 
109
              self:add(the.planets)
 
110
              self:add(the.planetLabels)
 
111
 
34
112
              self:add(the.player)
35
 
 
36
 
              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
 
126
 
 
127
              self:add(the.bullets)
 
128
              self:add(the.indicators)
 
129
              self:add(the.interface)
 
130
 
 
131
              the.cursor = Cursor:new()
 
132
              self:add(the.cursor)
37
133
 
38
134
              love.mouse.setGrab(true)
39
 
              --love.mouse.setVisible(false)
 
135
              love.mouse.setVisible(false)
 
136
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
40
137
 
41
 
              --self:loadLayers('data/map.lua')
42
138
              self.focus = the.player
43
 
              --self:clampTo(self.map)
44
139
           end,
 
140
   onUpdate = function(self, dt)
 
141
                 if the.keys:justPressed('escape') then
 
142
                    PauseView:new():activate()
 
143
                 end
 
144
 
 
145
                 the.bullets:collide(the.planets)
 
146
                 the.bullets:collide(the.player)
 
147
                 the.bullets:collide(the.enemies)
 
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,
45
153
   draw = function (self, x, y)
46
154
             View.draw(self, x, y)
47
 
             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
48
 
          end
 
155
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
 
156
          end,
49
157
}
50
158
 
51
159
MenuScreen = View:extend {
65
173
the.app = App:new {
66
174
   onRun = function (self)
67
175
              print('Version: ' .. VERSION)
 
176
 
 
177
              math.randomseed(os.time())
 
178
 
68
179
              self.view = GameView:new()
 
180
 
69
181
              if DEBUG then
70
182
                 self.console:watch('VERSION', 'VERSION')
71
183
                 self.console:watch('updateTook', 'the.updateTook')
 
184
                 self.console:watch('the.player.x', 'the.player.x')
 
185
                 self.console:watch('the.player.y', 'the.player.y')
 
186
                 self.console:watch('the.app.width', 'the.app.width')
 
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')
72
193
                 --self.console:watch('drawTook', 'the.drawTook')
 
194
 
 
195
                 -- back off that dark overlay a bit
 
196
                 self.console.fill.fill[4] = 75
73
197
              end
74
198
           end,
75
199
   onUpdate = function (self, dt)
76
 
                 if the.keys:justPressed('escape') then
77
 
                    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
78
209
                 end
79
210
              end,
80
211
   update = function (self, dt)
85
216
               end
86
217
            end
87
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'