23
23
--local velLimit = 50
24
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 Ⓐ?
34
onNew = function(self)
35
self.thrust = Tile:new{image = 'data/thrust.png'}
36
self.shield = Shield:new{ship = self}
29
38
onStartFrame = function(self)
32
self.rotation = math.atan2(
33
love.mouse.getY() - the.app.height / 2,
34
love.mouse.getX() - the.app.width / 2
41
local mouseVec = vector.new(
42
love.mouse.getX() - the.app.width / 2,
43
love.mouse.getY() - the.app.height / 2
37
self.acceleration = vector.new(500, 0)
38
self.acceleration:rotate_inplace(self.rotation)
46
self.rotation = math.atan2(mouseVec.y, mouseVec.x)
48
if mouseVec:len2() > 64^2 then
49
self.acceleration = vector.new(300, 0)
50
self.acceleration:rotate_inplace(self.rotation)
51
self.thrust.visible = true
53
self.acceleration = {x=0, y=0}
54
self.thrust.visible = false
55
if DEBUG and the.console.visible then
56
self.velocity = {x=0, y=0}
40
60
if the.mouse:pressed() and -- assumes left button
41
61
love.timer.getTime() - self.lastFired > 0.25 and
42
62
the.cursor:inTargetArea() then
45
x = self.x, y = self.y,
65
x = self.x + self.width / 2,
66
y = self.y + self.height / 2,
67
rotation = self.rotation,
48
70
self.lastFired = love.timer.getTime()
51
73
onUpdate = function(self)
74
self.thrust.x = self.x - self.width
75
self.thrust.y = self.y
76
self.thrust.rotation = self.rotation
78
onEndFrame = function(self)
79
self:collide(the.rockColliders)
81
onCollide = function(self, other)
82
if other:instanceOf(Bullet) and other.source ~= self then
83
if self.shield.strength == 0 then
85
the.app.view:add( Boom:new {
88
velocity = { rotation = 5 }
98
the.bullets:remove(other)
101
if other:instanceOf(RockCollider) then
102
the.app.view:add( Boom:new {
105
velocity = { rotation = 5 }
112
if not self.active then
113
the.interface:add(GameOver:new())
116
buy = function(self, good, price)
117
if self.money >= price and self:availableSpace() > 0 then
118
self.goods[good] = (self.goods[good] or 0) + 1
119
self.money = self.money - price
122
sell = function(self, good, price)
123
if self.goods[good] and self.goods[good] > 0 then
124
self.goods[good] = self.goods[good] - 1
125
self.money = self.money + price
128
availableSpace = function(self)
130
for _, amt in pairs(self.goods) do
134
return self.cargoSpace - cargo
136
save = function(self)
138
the.storage.data.player = {x = self.x,
142
cargoSpace = self.cargoSpace
b'\\ No newline at end of file'