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Planet = Tile:extend {
image = 'data/planet1.png',
goods = {},
onNew = function (self)
self.indicator = Tile:new{ image = 'data/planet1ind.png' }
the.indicators:add(self.indicator)
while not self.name do
local name = PlanetNames[math.random(#PlanetNames)]
local inUse = false
for _, planet in ipairs(the.planets.sprites) do
if name == planet.name then inUse = true end
end
if not inUse then
self.name = name
end
end
self.label = Text:new {
text = self.name,
x = self.x,
y = self.y - 32,
width = self.width,
align = 'center',
font = 20
}
the.planetLabels:add(self.label)
self.keyLabel = Text:new {
text = 'Press L to land',
x = self.x,
y = self.y + self.height + 12,
width = self.width,
align = 'center',
font = 20
}
the.planetLabels:add(self.keyLabel)
end,
onUpdate = function (self)
local hw = self.width / 2
local pvec = vector.new(the.player.x - (self.x + hw),
the.player.y - (self.y + hw))
if pvec:len2() < hw ^ 2 then
self.label.visible = true
self.keyLabel.visible = true
the.player.onPlanet = self
if the.keys:justPressed('l') then
the.player.velocity = {x=0, y=0}
the.player.acceleration = {x=0, y=0}
the.player:save()
-- disengage all the enemies
for _, enemy in pairs(the.enemies.sprites) do
if enemy.state == 'combat' then
enemy.state = 'patrolling'
end
end
tradeView = TradeView:new{ planet = self }
tradeView:activate()
end
else
self.label.visible = false
self.keyLabel.visible = false
if the.player.onPlanet == self then
the.player.onPlanet = false
end
end
end,
onEndFrame = function (self)
local indx, indy
local pvec = vector.new(
self.x - the.player.x + self.width / 2,
self.y - the.player.y + self.height / 2 )
-- TODO: is there a better way to specify the
-- screen rectangle?
if self:intersects(the.player.x - the.app.width / 2,
the.player.y - the.app.height / 2,
the.app.width,
the.app.height) then
-- planet is on the screen
self.indicator.visible = false
else
self.indicator.visible = true
if math.abs(pvec.x) / math.abs(pvec.y) > the.app.width / the.app.height then
indx = (the.app.width / 2 - 10) * util.signOf(pvec.x) + 8
indy = (the.app.width / 2 - 10) * pvec.y / math.abs(pvec.x)
else
indy = (the.app.height / 2 - 10) * util.signOf(pvec.y) + 8
indx = (the.app.height / 2 - 10) * pvec.x / math.abs(pvec.y)
end
self.indicator.x = the.player.x + indx
self.indicator.y = the.player.y + indy
end
end,
onCollide = function (self, other)
if other:instanceOf(Bullet) then
the.bullets:remove(other)
other:die()
end
end
}
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