/traderous

To get this branch, use:
bzr branch /bzr/traderous
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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 = 300
--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 = {},
   cargoSpace = 20,
   onPlanet = false,
   kills = 0,
   onNew = function(self)
              self.thrust = Tile:new{image = 'data/thrust.png'}
              self.shield = Shield:new{ship = self}
           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,
                              rotation = self.rotation,
                              source = self
                           }
                           self.lastFired = love.timer.getTime()
                     end

                     if the.keys:justPressed('x') then
                        --self:doHit()
                     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,
   doHit = function(self)
              if self.shield.strength == 0 then
                 -- die
                 the.app.view:add( Boom:new {
                                      x = self.x,
                                      y = self.y,
                                      velocity = { rotation = 5 }
                                   })

                 self:die()
                 self.thrust:die()
              else
                 self.shield:onHit()
              end

              if not self.active then
                 the.interface:add(GameOver:new())
              end
           end,
   onCollide = function(self, other)
                  if other:instanceOf(Bullet) and other.source ~= self then
                     self:doHit()

                     other:die()
                     the.bullets:remove(other)
                  end

                  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()
                  end
               end,
   buy = function(self, good, price)
            if self.money >= price and self:availableSpace() > 0 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,
   availableSpace = function(self)
                       local cargo = 0
                       for _, amt in pairs(self.goods) do
                          cargo = cargo + amt
                       end

                       return self.cargoSpace - cargo
                    end,
   save = function(self)
             -- save player data
             the.storage.data.player = {x = self.x,
                                        y = self.y,
                                        money = self.money,
                                        goods = self.goods,
                                        cargoSpace = self.cargoSpace
                                     }
             the.storage:save()
          end
}