10
local dx = love.mouse.getX() - 400
11
local dy = love.mouse.getY() - 300
10
local dx = love.mouse.getX() - the.app.width / 2
11
local dy = love.mouse.getY() - the.app.height / 2
13
13
self.acceleration.x = dx * 10
14
14
self.acceleration.y = dy * 10
18
love.mouse.setPosition(400,300)
18
love.mouse.setPosition(the.app.width /2, the.app.height/2)
23
24
SpacePlayer = Tile:extend{
24
25
image = 'data/ship.png',
25
26
maxVelocity = {x=velLimit,y=velLimit},
26
27
minVelocity = {x=-velLimit, y=-velLimit},
29
money = 2000, -- what to use for money symbol? ✪ or ☥ or Ⓐ?
33
onNew = function(self)
34
self.thrust = Tile:new{image = 'data/thrust.png'}
35
self.shield = Shield:new{ship = self}
27
37
onStartFrame = function(self)
28
--local dx = love.mouse.getX() - self.x
29
--local dy = love.mouse.getY() - self.y
30
local dx = love.mouse.getX() - 400
31
local dy = love.mouse.getY() - 300
34
self.acceleration.x = dx * 2
35
self.acceleration.y = dy * 2
37
--TODO: acceleration limit. It should at least be proportional (not 16:9)
40
local mouseVec = vector.new(
41
love.mouse.getX() - the.app.width / 2,
42
love.mouse.getY() - the.app.height / 2
45
self.rotation = math.atan2(mouseVec.y, mouseVec.x)
47
if mouseVec:len2() > 64^2 then
48
self.acceleration = vector.new(300, 0)
49
self.acceleration:rotate_inplace(self.rotation)
50
self.thrust.visible = true
52
self.acceleration = {x=0, y=0}
53
self.thrust.visible = false
54
if DEBUG and the.console.visible then
55
self.velocity = {x=0, y=0}
59
if the.mouse:pressed() and -- assumes left button
60
love.timer.getTime() - self.lastFired > 0.25 and
61
the.cursor:inTargetArea() then
64
x = self.x + self.width / 2,
65
y = self.y + self.height / 2,
66
rotation = self.rotation,
69
self.lastFired = love.timer.getTime()
39
72
onUpdate = function(self)
40
self.rotation = math.atan2(self.velocity.y, self.velocity.x)
73
self.thrust.x = self.x - self.width
74
self.thrust.y = self.y
75
self.thrust.rotation = self.rotation
77
onEndFrame = function(self)
78
self:collide(the.rockColliders)
80
onCollide = function(self, other)
81
if other:instanceOf(Bullet) and other.source ~= self then
82
if self.shield.strength == 0 then
84
the.app.view:add( Boom:new {
87
velocity = { rotation = 5 }
97
the.bullets:remove(other)
100
if other:instanceOf(RockCollider) then
101
the.app.view:add( Boom:new {
104
velocity = { rotation = 5 }
111
if not self.active then
112
the.interface:add(GameOver:new())
115
buy = function(self, good, price)
116
if self.money >= price and self:availableSpace() > 0 then
117
self.goods[good] = (self.goods[good] or 0) + 1
118
self.money = self.money - price
121
sell = function(self, good, price)
122
if self.goods[good] and self.goods[good] > 0 then
123
self.goods[good] = self.goods[good] - 1
124
self.money = self.money + price
127
availableSpace = function(self)
129
for _, amt in pairs(self.goods) do
133
return self.cargoSpace - cargo
b'\\ No newline at end of file'