stage 2
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@@ -1,4 +1,5 @@
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local screen_width, screen_height = love.graphics.getDimensions()
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math.randomseed(os.time())
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local player_ship = {
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position_x = screen_width / 2,
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@@ -6,9 +7,37 @@ local player_ship = {
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velocity_x = 0,
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velocity_y = 0,
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acceleration = 100,
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radar_size = 10,
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cargo_free_space = 100,
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cargo_contents = {},
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cargo_fill_speed = 10,
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}
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local resource_points = {}
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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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position_y = math.random() * screen_height,
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radar_size = 10,
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cargo_free_space = 100000,
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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 selected_type = cargo_types[math.random(2)]
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local cargo_amount = math.random() * 10000
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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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-- TODO make sure it is not placed on top of another one or too close
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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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function love.update(dt)
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if love.keyboard.isDown("w") then
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player_ship.velocity_y = player_ship.velocity_y - player_ship.acceleration * dt
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@@ -25,12 +54,51 @@ 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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if love.keyboard.isDown("space") then
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local selected_point, distance_to_point = 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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selected_point = resource_point
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distance_to_point = 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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print("Too far to pick up cargo.")
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return
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end
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if player_ship.cargo_free_space <= 0 then
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print("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_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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print("There is no cargo to pick up.")
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return
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end
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if not player_ship.cargo_contents[cargo_type] then
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player_ship.cargo_contents[cargo_type] = 0
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end
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player_ship.cargo_contents[cargo_type] = player_ship.cargo_contents[cargo_type] + cargo_amount
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player_ship.cargo_free_space = player_ship.cargo_free_space - cargo_amount
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selected_point.cargo_contents[cargo_type] = selected_point.cargo_contents[cargo_type] - cargo_amount
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selected_point.cargo_free_space = selected_point.cargo_free_space + cargo_amount
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print("Transfered " .. cargo_amount .. " " .. cargo_type .. ".")
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end
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end
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function love.draw()
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love.graphics.setColor(1, 1, 1, 1)
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-- love.graphics.circle("fill", player_ship.position_x, player_ship.position_y, 5)
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love.graphics.rectangle("line", player_ship.position_x - player_ship.radar_size / 2, player_ship.position_y - player_ship.radar_size / 2, player_ship.radar_size, player_ship.radar_size)
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for i = 1, #resource_points do
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local resource_point = resource_points[i]
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love.graphics.circle("line", resource_point.position_x, resource_point.position_y, resource_point.radar_size)
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end
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end
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function love.keypressed(key)
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