/traderous

To get this branch, use:
bzr branch http://9ix.org/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'
require 'shield'
require 'pause_view'
require 'game_over'
require 'names'
require 'good'

util = {
   signOf = function(value)
               if value >= 0 then
                  return 1
               else
                  return -1
               end
            end,
}

GameView = View:extend {
   onNew = function (self)
              the.storage = Storage:new{filename = 'world.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.planetLabels = Group:new()
              the.indicators = Group:new()
              the.enemies = Group:new()

              -- init bg before build/load since planets need to know bg size
              the.bg = Tile:new{
                 image = 'data/stars3.png',
                 width = 27320,
                 height = 15360
              }
              self:add(the.bg)

              if self.newWorld or not the.storage.data.player then
                 the.storage.data = {planets = {}}

                 -- build planets from random
                 for _ = 1, math.random(5, 7) 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)
                    table.insert(the.storage.data.planets, {
                                    x = planet.x,
                                    y = planet.y,
                                    rotation = planet.rotation,
                                    goods = planet.goods,
                                    name = planet.name
                                 })
                 end

                 Good:stockPlanets()

                 -- build fresh player
                 local player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
                 the.player = player
                 the.storage.data.player = {x = player.x,
                                            y = player.y,
                                            money = player.money,
                                            goods = player.goods,
                                            cargoSpace = player.cargoSpace
                                         }

                 the.storage:save()
              else
                 -- load planets with x, y, goods
                 for _, planetData in ipairs(the.storage.data.planets) do
                    the.planets:add(Planet:new(planetData))
                 end

                 -- load player with cargo, money, position
                 the.player = SpacePlayer:new(the.storage.data.player)

                 -- reload storage as we've turned it all into objects
                 the.storage:load()
              end

              self:add(the.planets)
              self:add(the.planetLabels)

              self:add(the.player)
              self:add(the.player.thrust)
              self:add(the.player.shield)

              self:add(the.enemies)

              for _ = 1, 20 do
                 local e = Enemy:new{x = math.random(the.bg.width),
                                     y = math.random(the.bg.height)}
                 --local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
                 the.enemies:add(e)
                 self:add(e.thrust) -- why doesn't this work in Enemy.new?
                 self:add(e.shield)
              end

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

              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)
                 if the.keys:justPressed('escape') then
                    PauseView:new():activate()
                 end

                 the.bullets:collide(the.planets)
                 the.bullets:collide(the.player)
                 the.bullets:collide(the.enemies)
              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('num enemies', 'the.enemies:count()')
                 self.console:watch('onPlanet', 'the.player.onPlanet')
                 --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('return') and the.keys:pressed('alt') then
                       love.graphics.toggleFullscreen()
                    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