42
46
the.bullets = Group:new()
43
47
the.interface = Group:new()
44
48
the.planets = Group:new()
49
the.planetLabels = Group:new()
45
50
the.indicators = Group:new()
46
51
the.enemies = Group:new()
53
-- init bg before build/load since planets need to know bg size
49
55
image = 'data/stars3.png',
61
if self.newWorld or not the.storage.data.player then
62
the.storage.data = {planets = {}}
64
-- build planets from random
65
for _ = 1, math.random(5, 7) 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
73
the.planets:add(planet)
74
table.insert(the.storage.data.planets, {
77
rotation = planet.rotation,
86
local player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
88
the.storage.data.player = {x = player.x,
92
cargoSpace = player.cargoSpace
97
-- load planets with x, y, goods
98
for _, planetData in ipairs(the.storage.data.planets) do
99
the.planets:add(Planet:new(planetData))
102
-- load player with cargo, money, position
103
the.player = SpacePlayer:new(the.storage.data.player)
105
-- reload storage as we've turned it all into objects
55
109
self:add(the.planets)
110
self:add(the.planetLabels)
57
--the.player = CrystalPlayer:new{x=400,y=300}
58
the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
59
112
self:add(the.player)
60
113
self:add(the.player.thrust)
61
114
self:add(the.player.shield)
63
116
self:add(the.enemies)
66
119
local e = Enemy:new{x = math.random(the.bg.width),
67
120
y = math.random(the.bg.height)}
68
121
--local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
75
128
self:add(the.indicators)
76
129
self:add(the.interface)
78
for _ = 1, math.random(3, 6) do
79
local planet = Planet:new{
80
x = math.random(the.app.width / 2,
81
the.bg.width - the.app.width / 2),
82
y = math.random(the.app.height / 2,
83
the.bg.height - the.app.height / 2),
84
rotation = math.random() * math.pi
86
the.planets:add(planet)
89
131
the.cursor = Cursor:new()
90
132
self:add(the.cursor)
93
y = the.app.height / 2,
94
width = the.app.width,
100
the.interface:add(the.over)
103
the.instructions = Text:new{
104
y = the.app.height / 2 + 32,
105
width = the.app.width,
108
text = "Press Enter to start a new game\nPress Q to quit",
111
the.interface:add(the.instructions)
113
134
love.mouse.setGrab(true)
114
135
love.mouse.setVisible(false)
115
136
love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
117
138
self.focus = the.player
119
140
onUpdate = function(self, dt)
141
if the.keys:justPressed('escape') then
142
PauseView:new():activate()
120
145
the.bullets:collide(the.planets)
121
146
the.bullets:collide(the.player)
122
147
the.bullets:collide(the.enemies)
163
189
self.console:watch('num mirrors', '#the.mirrors.sprites')
164
190
self.console:watch('num rocks', '#the.rocks.sprites')
165
191
self.console:watch('num planets', '#the.planets.sprites')
192
self.console:watch('num enemies', 'the.enemies:count()')
193
self.console:watch('onPlanet', 'the.player.onPlanet')
194
self.console:watch('kills', 'the.player.kills')
166
195
--self.console:watch('drawTook', 'the.drawTook')
168
197
-- back off that dark overlay a bit
172
201
onUpdate = function (self, dt)
173
202
if not (DEBUG and the.console.visible) then
174
if the.keys:justPressed('q') then
176
elseif the.keys:justPressed('return') then
177
if the.keys:pressed('alt') then
178
love.graphics.toggleFullscreen()
180
self.view = GameView:new()
203
if the.keys:justPressed('return') and the.keys:pressed('alt') then
204
love.graphics.toggleFullscreen()
182
205
elseif the.keys:justPressed('f1') then
183
206
local ss = love.graphics.newScreenshot()
184
207
ss:encode('screenshot-' ..love.timer.getTime()..'.png')