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Planet = Tile:extend {
image = 'data/planet1.png',
potentialGoods = {
{name = 'Bobble-Headed Dolls',
low = 50, med = 100, high = 150,
chance = 0.5},
{name = 'Alliance Foodstuffs',
low = 100, med = 250, high = 400,
chance = 0.8},
{name = 'Antique Weapons',
low = 5000, med = 6000, high = 8000,
chance = 0.1}
},
potentialNames = {
'Planet A',
'Planet B',
'Planet C',
'Planet D',
'Planet E',
'Planet F',
},
goods = {},
onNew = function (self)
self.indicator = Tile:new{ image = 'data/planet1ind.png' }
the.indicators:add(self.indicator)
while not self.name do
local name = self.potentialNames[math.random(#self.potentialNames)]
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
while #self.goods == 0 do
for _, good in ipairs(self.potentialGoods) do
if math.random() < good.chance then
local tier = math.random(4) -- betw 1 and 4
if tier == 1 then
table.insert(self.goods, {good.name, good.low})
elseif tier ==2 then
table.insert(self.goods, {good.name, good.high})
else
-- double chance for med (3 or 4)
table.insert(self.goods, {good.name, good.med})
end
end
end
end
end,
onUpdate = function (self)
if the.keys:justPressed('l') then
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
the.player.velocity = {x=0, y=0}
the.player.acceleration = {x=0, y=0}
-- save player data
the.storage.data.player = {x = the.player.x,
y = the.player.y,
money = the.player.money,
goods = the.player.goods,
cargoSpace = the.player.cargoSpace
}
the.storage:save()
tradeView = TradeView:new{ planet = self }
tradeView:activate()
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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