/traderous

To get this branch, use:
bzr branch /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
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
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 {
   name = 'Traderous',
   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('kills', 'the.player.kills')
                 --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