23
23
--local velLimit = 50
24
SpacePlayer = WrapTile:extend{
24
SpacePlayer = Tile:extend{
25
25
image = 'data/ship.png',
26
26
maxVelocity = {x=velLimit,y=velLimit},
27
27
minVelocity = {x=-velLimit, y=-velLimit},
29
money = 2000, -- what to use for money symbol? ✪ or ☥ or Ⓐ?
29
33
onNew = function(self)
30
34
self.thrust = Tile:new{image = 'data/thrust.png'}
35
self.shield = Shield:new{ship = self}
32
37
onStartFrame = function(self)
59
64
x = self.x + self.width / 2,
60
65
y = self.y + self.height / 2,
66
rotation = self.rotation,
62
69
self.lastFired = love.timer.getTime()
71
78
self:collide(the.rockColliders)
73
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)
74
100
if other:instanceOf(RockCollider) then
75
101
the.app.view:add( Boom:new {
84
the.over.visible = true
85
the.instructions.visible = true
86
the.app.view:updateScore()
88
local score = love.timer.getTime() - the.app.view.gameStart
89
if score > the.storage.data.highScore then
90
the.storage.data.highScore = score
93
the.highScore.text = string.format(
94
'High Score: %d:%02d', score / 60, score % 60
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
135
save = function(self)
137
the.storage.data.player = {x = self.x,
141
cargoSpace = self.cargoSpace
b'\\ No newline at end of file'