/traderous

To get this branch, use:
bzr branch http://9ix.org/bzr/traderous
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
CrystalPlayer = Fill:extend{
   fill = {255,0,0},
   height = 32,
   width = 32,
   onStartFrame = function(self)
                     if the.mouse:pressed() then
                        print('hi')
                     end

                     local dx = love.mouse.getX() - the.app.width / 2
                     local dy = love.mouse.getY() - the.app.height / 2

                     self.acceleration.x = dx * 10
                     self.acceleration.y = dy * 10

                     --print(dx, dy)

                     love.mouse.setPosition(the.app.width /2, the.app.height/2)
                  end
}

local velLimit = 400
--local velLimit = 50
SpacePlayer = Tile:extend{
   image = 'data/ship.png',
   maxVelocity = {x=velLimit,y=velLimit},
   minVelocity = {x=-velLimit, y=-velLimit},
   lastFired = 0,
   money = 2000, -- what to use for money symbol? ✪ or ☥ or Ⓐ?
   goods = {},
   onNew = function(self)
              self.thrust = Tile:new{image = 'data/thrust.png'}
           end,
   onStartFrame = function(self)
                     --- TAKE 2

                     local mouseVec = vector.new(
                        love.mouse.getX() - the.app.width / 2,
                        love.mouse.getY() - the.app.height / 2
                     )

                     self.rotation = math.atan2(mouseVec.y, mouseVec.x)

                     if mouseVec:len2() > 64^2 then
                        self.acceleration = vector.new(300, 0)
                        self.acceleration:rotate_inplace(self.rotation)
                        self.thrust.visible = true
                     else
                        self.acceleration = {x=0, y=0}
                        self.thrust.visible = false
                        if DEBUG and the.console.visible then
                           self.velocity = {x=0, y=0}
                        end
                     end

                     if the.mouse:pressed() and -- assumes left button
                       love.timer.getTime() - self.lastFired > 0.25 and
                       the.cursor:inTargetArea() then
                           --print('pew')
                           b = Bullet:new{
                              x = self.x + self.width / 2,
                              y = self.y + self.height / 2,
                           }
                           self.lastFired = love.timer.getTime()
                     end
                  end,
   onUpdate = function(self)
                 self.thrust.x = self.x - self.width
                 self.thrust.y = self.y
                 self.thrust.rotation = self.rotation
              end,
   onEndFrame = function(self)
                   self:collide(the.rockColliders)
                end,
   onCollide = function(self, other)
                  if other:instanceOf(RockCollider) then
                     the.app.view:add( Boom:new {
                                          x = self.x,
                                          y = self.y,
                                          velocity = { rotation = 5 }
                                       })

                     self:die()
                     self.thrust:die()

                     the.over.visible = true
                     the.instructions.visible = true
                     the.app.view:updateScore()

                     local score = love.timer.getTime() - the.app.view.gameStart
                     if score > the.storage.data.highScore then
                        the.storage.data.highScore = score
                        the.storage:save()

                        the.highScore.text = string.format(
                           'High Score: %d:%02d', score / 60, score % 60
                        )
                     end
                  end
               end,
   buy = function(self, good, price)
            if self.money >= price then
               self.goods[good] = (self.goods[good] or 0) + 1
               self.money = self.money - price
            end
         end,
   sell = function(self, good, price)
             if self.goods[good] and self.goods[good] > 0 then
                self.goods[good] = self.goods[good] - 1
                self.money = self.money + price
             end
          end
}