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STRICT = true
DEBUG = true
require 'zoetrope'
vector = require 'vector'
--inspect = require 'inspect'
require 'group'
require 'version'
require 'wrap_tile'
require 'mirror'
require 'player'
require 'enemy'
require 'cursor'
require 'bullet'
require 'rock'
require 'boom'
util = {
signOf = function(value)
if value >= 0 then
return 1
else
return -1
end
end,
shortestVector = function(from, to)
if STRICT then
if from.x < the.app.width / 2 or
from.x > the.bg.width - the.app.width / 2 or
from.y < the.app.height / 2 or
from.y > the.bg.height - the.app.height / 2 then
error('"from" coordinate out of bounds: X='..from.x..' Y='..from.y)
end
if to.x < the.app.width / 2 or
to.x > the.bg.width - the.app.width / 2 or
to.y < the.app.height / 2 or
to.y > the.bg.height - the.app.height / 2 then
error('"to" coordinate out of bounds: X='..to.x..' Y='..to.y)
end
end
-- normalize grid to account for mirror zones
local fx = from.x - the.app.width / 2
local fy = from.y - the.app.height / 2
local tx = to.x - the.app.width / 2
local ty = to.y - the.app.height / 2
local short = {}
-- pick shorter x
if math.abs(tx - fx) < math.abs(tx - fx - (the.bg.width - the.app.width)) then
-- straight path is shorter
short.x = tx - fx
else
short.x = tx - fx - (the.bg.width - the.app.width)
end
-- pick shorter y
if math.abs(ty - fy) < math.abs(ty - fy - (the.bg.height - the.app.height)) then
-- straight path is shorter
short.y = ty - fy
else
short.y = ty - fy - (the.bg.height - the.app.height)
end
return vector.new(short.x, short.y)
end
}
GameView = View:extend {
lastRock = 0,
rockInterval = 1,
gameStart = 0,
onNew = function (self)
-- for x = 1,30 do
-- for y = 1,30 do
-- self:add(Fill:new{x=x*400, y=y*400,
-- width = 32, height = 32,
-- fill = {0,0,255}
-- })
-- end
-- end
the.storage = Storage:new{filename = 'scores.lua'}
the.storage:load()
if not the.storage.data.highScore then
print('initializing storage')
the.storage.data = {highScore = 0}
end
the.rockColliders = Group:new()
the.bullets = Group:new()
the.mirrors = Group:new()
the.rocks = Group:new()
the.interface = Group:new()
the.bg = Tile:new{
image = 'data/stars3.png',
-- 1366x768 * 3
width = 4098,
height = 2304
}
self:add(the.bg)
--the.player = CrystalPlayer:new{x=400,y=300}
the.player = SpacePlayer:new{x=1366,y=768}
self:add(the.player)
self:add(the.player.thrust)
--self:add(Enemy:new{x=400, y=300})
self:add(the.bullets)
self:add(the.rockColliders)
self:add(the.mirrors)
self:add(the.rocks)
self:add(the.interface)
the.cursor = Cursor:new()
self:add(the.cursor)
the.score = Text:new{
x = 8,
y = 8,
width = the.app.width,
--align = 'center',
font = 25}
the.interface:add(the.score)
local hs = the.storage.data.highScore
local m = hs / 60
local s = hs % 60
the.highScore = Text:new{
x = -8,
y = 8,
width = the.app.width,
align = 'right',
font = 25,
text = string.format('High Score: %d:%02d', m, s)
}
the.interface:add(the.highScore)
the.over = Text:new{
y = the.app.height / 2,
width = the.app.width,
align = 'center',
font = 25,
text = "Game Over",
visible = false
}
the.interface:add(the.over)
the.instructions = Text:new{
y = the.app.height / 2 + 32,
width = the.app.width,
align = 'center',
font = 12,
text = "Press Enter to start a new game\nPress Q to quit",
visible = false
}
the.interface:add(the.instructions)
love.mouse.setGrab(true)
love.mouse.setVisible(false)
love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
--self:loadLayers('data/map.lua')
self.focus = the.player
--self:clampTo(self.map)
self.gameStart = love.timer.getTime()
end,
onUpdate = function(self, dt)
if the.player.active and love.timer.getTime() > self.lastRock + self.rockInterval then
local unseenRock = nil
while not unseenRock do
local rock = Rock:new{
x = math.random(the.app.width / 2,
the.bg.width - the.app.width / 2),
y = math.random(the.app.height / 2,
the.bg.height - the.app.height / 2),
velocity = {
x = math.random(-300, 300),
y = math.random(-300, 300),
rotation = math.random(-7, 7)
},
scale = math.random() + 0.5
}
local rockToPlayer = util.shortestVector(rock, the.player)
if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
unseenRock = rock
end
end
the.rocks:add(unseenRock)
self.lastRock = love.timer.getTime()
end
the.bullets:collide(the.rockColliders)
-- for _, mirror in ipairs(the.mirrors.sprites) do
-- if not mirror.of then
-- print('mirror:' .. inspect(mirror))
-- error('mirror OF NOTHING')
-- end
-- end
end,
onEndFrame = function(self)
the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
if the.player.active then
self:updateScore()
end
end,
draw = function (self, x, y)
View.draw(self, x, y)
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
end,
updateScore = function(self)
local t = love.timer.getTime() - self.gameStart
local m = t / 60
local s = t % 60
the.score.text = string.format('Score: %d:%02d', m, s)
--the.score.y = the.player.y - the.app.height / 2 + the.player.height
--the.score.x = the.player.x - the.app.width / 2 + the.player.width
--the.highScore.y = the.player.y - the.app.height / 2 + the.player.height
--the.highScore.x = the.player.x - the.app.width / 2
end
}
MenuScreen = View:extend {
title = Text:new{text = "Press a key to start", font = 48, wordWrap = false},
--title = Tile:new{image = 'data/title.png', x = 0, y = 0},
onNew = function(self)
self:add(self.title)
self.title:centerAround(400, 200)
end,
onUpdate = function(self, elapsed)
if the.keys:allJustPressed() then
the.app.view = GameView:new()
end
end
}
the.app = App:new {
onRun = function (self)
print('Version: ' .. VERSION)
math.randomseed(os.time())
self.view = GameView:new()
if DEBUG then
self.console:watch('VERSION', 'VERSION')
self.console:watch('updateTook', 'the.updateTook')
self.console:watch('the.player.x', 'the.player.x')
self.console:watch('the.player.y', 'the.player.y')
self.console:watch('the.app.width', 'the.app.width')
self.console:watch('the.app.height', 'the.app.height')
self.console:watch('num mirrors', '#the.mirrors.sprites')
self.console:watch('num rocks', '#the.rocks.sprites')
--self.console:watch('drawTook', 'the.drawTook')
-- back off that dark overlay a bit
self.console.fill.fill[4] = 75
end
end,
onUpdate = function (self, dt)
if the.keys:justPressed('q') then
self.quit()
elseif the.keys:justPressed('return') then
self.view = GameView:new()
elseif the.keys:justPressed('f1') then
local ss = love.graphics.newScreenshot()
ss:encode('screenshot-' ..love.timer.getTime()..'.png')
end
end,
update = function (self, dt)
the.updateStart = love.timer.getMicroTime()
App.update(self, dt)
if the.updateStart then
the.updateTook = love.timer.getMicroTime() - the.updateStart
end
end
}
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