/traderous

To get this branch, use:
bzr branch /bzr/traderous
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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'
require 'planet'
require 'trade_view'

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 {
   onNew = function (self)
              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.bullets = Group:new()
              the.interface = Group:new()
              the.planets = Group:new()
              the.indicators = Group:new()

              the.bg = Tile:new{
                 image = 'data/stars3.png',
                 width = 13660,
                 height = 7680
              }
              self:add(the.bg)

              self:add(the.planets)

              --the.player = CrystalPlayer:new{x=400,y=300}
              the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
              self:add(the.player)
              self:add(the.player.thrust)

              self:add(Enemy:new{x=400, y=300})

              self:add(the.bullets)
              self:add(the.indicators)
              self:add(the.interface)

              for _ = 1, math.random(6) do
                 local planet = Planet: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),
                    rotation = math.random() * math.pi
                 }
                 the.planets:add(planet)
              end

              the.cursor = Cursor:new()
              self:add(the.cursor)

              love.mouse.setGrab(true)
              love.mouse.setVisible(false)
              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)

              self.focus = the.player
           end,
   onUpdate = function(self, dt)
                 the.bullets:collide(the.planets)
              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
                end,
   draw = function (self, x, y)
             View.draw(self, x, y)
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
          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('num planets', '#the.planets.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 not (DEBUG and the.console.visible) then
                    if the.keys:justPressed('q') then
                       self.quit()
                    elseif the.keys:justPressed('return') then
                       if the.keys:pressed('alt') then
                          love.graphics.toggleFullscreen()
                       else
                          self.view = GameView:new()
                       end
                    elseif the.keys:justPressed('f1') then
                       local ss = love.graphics.newScreenshot()
                       ss:encode('screenshot-' ..love.timer.getTime()..'.png')
                    elseif the.keys:justPressed('f11') then
                       love.graphics.toggleFullscreen()
                    end
                 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
}

realRun = love.run
function love.run()
   -- should fail silently if it can't go to fullscreen...
   love.graphics.toggleFullscreen()

   realRun()
end