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 Ⓐ?
29
34
onNew = function(self)
30
35
self.thrust = Tile:new{image = 'data/thrust.png'}
36
self.shield = Shield:new{ship = self}
32
38
onStartFrame = function(self)
59
65
x = self.x + self.width / 2,
60
66
y = self.y + self.height / 2,
67
rotation = self.rotation,
62
70
self.lastFired = love.timer.getTime()
71
79
self:collide(the.rockColliders)
73
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)
74
101
if other:instanceOf(RockCollider) then
75
102
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
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'