tasks/ideas documented in code
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+13
-9
@@ -15,7 +15,7 @@ local player_ship = {
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cargo_fill_speed = 10,
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}
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local resource_points = {}
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local resource_points = {} -- NOTE they're "planets" but I intend for them to be multiple things tbh
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for i = 1, 3 do
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local resource_point = {
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position_x = math.random() * screen_width,
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@@ -26,9 +26,10 @@ for i = 1, 3 do
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cargo_contents = {},
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}
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local cargo_types = { "iron ore", "copper ore", }
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local cargo_types = { "iron ore", "copper ore", } -- TODO use a proper enumeration
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local selected_type = cargo_types[math.random(2)]
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local cargo_amount = math.random() * 10000
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-- TODO utility function to handle transferring cargo
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resource_point.cargo_contents[selected_type] = cargo_amount
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resource_point.cargo_free_space = resource_point.cargo_free_space - cargo_amount
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@@ -36,8 +37,6 @@ for i = 1, 3 do
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table.insert(resource_points, resource_point)
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end
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-- The player can hold a button to collect those resources and store them on their ship.
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local last_message = ""
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function love.update(dt)
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if love.keyboard.isDown("w") then
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@@ -56,25 +55,30 @@ function love.update(dt)
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player_ship.position_x = player_ship.position_x + player_ship.velocity_x * dt
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player_ship.position_y = player_ship.position_y + player_ship.velocity_y * dt
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-- TODO there needs to be a way to zero out relative velocity? (I don't think so yet)
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if love.keyboard.isDown("space") then
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local selected_point, distance_to_point = nil, math.huge
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-- TODO this whole thing should be a function, especially cause it uses return shortcutting
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local selected_point, distance_to_point_squared = nil, math.huge
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for i = 1, #resource_points do
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local resource_point = resource_points[i]
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local distance_squared = (player_ship.position_x - resource_point.position_x)^2 + (player_ship.position_y - resource_point.position_y)^2
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if distance_squared < distance_to_point then
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if distance_squared < distance_to_point_squared then
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selected_point = resource_point
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distance_to_point = distance_squared
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distance_to_point_squared = distance_squared
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end
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end
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if distance_to_point > selected_point.radar_size^2 then
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-- TODO ideally, there should be an indicator that you're close enough instead of relying on messages (to be fair, the radius is the indicator)
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if distance_to_point_squared > selected_point.radar_size^2 then
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last_message = "Too far to pick up cargo."
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return
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end
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-- TODO there should be a persistent indicator of cargo capacity and how full it is
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if player_ship.cargo_free_space <= 0 then
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last_message = "No cargo space left."
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return
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end
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local cargo_type = next(selected_point.cargo_contents)
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local cargo_type = next(selected_point.cargo_contents) -- TODO handle the possibility of this being empty
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local cargo_amount = math.min(player_ship.cargo_fill_speed * dt, selected_point.cargo_contents[cargo_type])
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if cargo_amount <= 0 then
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last_message = "There is no cargo to pick up."
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