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10 Commits

Author SHA1 Message Date
8f82a7e7f5 Add ReadMe.md 2024-12-02 09:12:59 +00:00
Paul Liverman III
20e4e459d2 test thing 2017-07-02 19:21:28 -07:00
Paul Liverman III
c0e2572142 small fix to run in 0.10 2016-06-18 20:26:20 -07:00
Paul Liverman
b5773d175c fix ideas info 2015-11-29 10:08:17 -08:00
Paul Liverman III
6c57a9d727 notes imported from Moonscript version 2015-10-05 01:41:47 -04:00
Paul Liverman
c3deb83608 TONS of HUD 2015-05-09 01:36:52 -07:00
Paul Liverman
b4fa1a6d84 woo stuff fancy 2015-05-07 01:49:00 -07:00
Paul Liverman
da9e427512 lots of rewrite 2015-05-06 23:13:50 -07:00
Paul Liverman
013e24e285 more stuff wipped 2015-05-06 17:29:33 -07:00
Paul Liverman
793ecf575a timer shit wip woop 2015-05-06 11:33:00 -07:00
16 changed files with 1545 additions and 137 deletions

3
ReadMe.md Normal file
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This repo is hosted at https://gitea.tangentfox.com/tangent/BSG and force-pushed to GitHub when commits are made.
Feel free to submit pull requests or whatever, but know that I would have to manage them over there.

12
ideas.txt Normal file
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1-4 on first dial, main dial
5-8 on second dial
1 Time orange
2 Ammo red
3 Fuel yellow
4 Supplies teal
5 Water blue
6 Food green
7 Metal silver
8 Ore brown

12
notes.txt Normal file
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I'm sorry to disturb you Sir, but we got a priority one alert message from fleet headquarters. It .. was transmitted in the clear.
Attention all colonial units. Cylon attack underway. This is no drill.
Announce. Ignore.
Colonial Heavy 798
Hyperlight Jump

157
old/main.lua Normal file
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local bsg = require "ships.bsg"
local viper = require "ships.viper"
local lg = love.graphics
local images = {}
local ships = {}
local hx, hy = lg.getWidth() / 2, lg.getHeight() / 2
local scale = 8
local selected
function love.load()
lg.setDefaultFilter("linear", "nearest", 1)
images.bsg = lg.newImage('img/bsg.png')
images.viper = lg.newImage('img/viper.png')
lg.setPointSize(10)
lg.setPointStyle("rough")
ships[1] = bsg()
for i=1,8 do
local v = viper()
table.insert(ships, v)
ships[1]:dock(v, i)
end
end
local timer = 0
function love.update(dt)
timer = timer + dt
if timer >= 33 then
timer = timer - 33
end
end
local function drawClock(x, y, r)
local time = math.floor(33 - timer)
if time == 0 then time = 33 end
local maxTime = 33
local segments = 33
local segmentRadius = math.pi*2 / segments
local dividerRadius = segmentRadius / 2
--local time = 33
lg.setColor(255, 102, 0)
for i=1,time do
lg.arc("fill", x, y, r, (i-1)*segmentRadius - math.pi/2, i*segmentRadius - dividerRadius - math.pi/2)
end
lg.setColor(0, 0, 0)
lg.circle("fill", x, y, r/1.15)
-- this looks cool and all, but it is the same function as the outer ring
-- instead, use this internal space for displaying things like fuel and water and supplies
--[[
segments = 12
segmentRadius = math.pi*2 / segments
dividerRadius = segmentRadius / segments * 2
time = math.floor(time/maxTime * segments) --33 -> 12 percentage = time/maxTime..multiply this by 12
lg.setColor(255, 102, 0)
for i=1,time do
lg.arc("fill", x, y, r/1.5, (i-1)*segmentRadius - math.pi/2, i*segmentRadius - dividerRadius - math.pi/2)
end
lg.setColor(0, 0, 0)
lg.circle("fill", x, y, r/2)
--]]
--tmp, really each color-dependent section should do this itself!
lg.setColor(255, 255, 255)
end
local drawWheel = require "wheel";
function love.draw()
lg.translate(hx, hy)
for i=1,#ships do
lg.draw(images[ships[i].img], ships[i].x * scale, ships[i].y * scale, ships[i].rotation, scale, scale, ships[i].ox, ships[i].oy)
end
if selected then
lg.setColor(220, 180, 0)
lg.point(selected.x * scale, selected.y * scale)
lg.setColor(255, 255, 255)
end
--drawClock(-355, -145, 120)
drawWheel(-355, -145, 120, timer)
end
function love.keypressed(key, unicode)
if key == "escape" then
love.event.quit()
end
end
local function pointInRadius(x, y, cx, cy, r)
cx = cx * scale + hx
cy = cy * scale + hy
local dx = x - cx
local dy = y - cy
return r * scale >= math.sqrt(dx * dx + dy * dy)
end
local function pointInAABB(x, y, cx, cy, s, r)
-- THIS IS HORRIBLY WRONG, FIX IT LATER
--[[
var x=((objects[i].x-objects[renderId].x)*Math.cos(rot)-(objects[i].y-objects[renderId].y)*Math.sin(rot))*scaleFactor;
var y=((objects[i].x-objects[renderId].x)*Math.sin(rot)+(objects[i].y-objects[renderId].y)*Math.cos(rot))*scaleFactor;
]]
local nx = (x - cx) * math.cos(r) - (y - cy) * math.sin(r)
local ny = (x - cx) * math.sin(r) + (y - cy) * math.cos(r)
x = nx
y = ny
cx = cx * scale + hx
cy = cy * scale + hy
return x >= cx - s.w * scale / 2 and x <= cx + s.w * scale / 2 and y >= cy - s.h * scale / 2 and y <= cy + s.h * scale / 2
end
function love.mousepressed(x, y, button)
if button == "l" then
if selected then
-- find out where this actually is, now the ship selected is ordered to move to this point
selected.ship:moveTo(x * scale + hx, y * scale + hy)
else
for i=1,#ships do
if ships[i].selection.r then
if pointInRadius(x, y, ships[i].x, ships[i].y, ships[i].selection.r) then
-- selected
-- NOW CHECK IF HAS NODES AND IF WE ARE SELECTING A SHIP ON A NODE!
selected = {}
selected.ship = ships[i]
selected.x = ships[i].x
selected.y = ships[i].y
end
else
if pointInAABB(x, y, ships[i].x, ships[i].y, ships[i].selection, ships[i].rotation) then
-- we are selecting it!
-- NOW CHECK IF HAS NODES AND IF WE ARE SELECTING A SHIP ON A NODE!
selected = {}
selected.ship = ships[i]
selected.x = ships[i].x
selected.y = ships[i].y
end
end
end
end
elseif button == "wd" then
scale = scale * 1.1
elseif button == "wu" then
scale = scale * 0.9
end
end

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old/wheel.lua Normal file
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local verticalOffset = math.pi/2
local maxTime = 60
local segments = 60
local segmentRadius = math.pi*2 / segments
local dividerRadius = segmentRadius / 2
local lg = love.graphics
local function drawWheel(x, y, r, time)
time = math.floor(33 - time)
if time == 0 then time = 33 end
lg.setColor(255, 102, 0)
for i=1,time do
lg.arc("fill", x, y, r, (i-1)*segmentRadius - verticalOffset, i*segmentRadius - dividerRadius - verticalOffset)
end
lg.setColor(0, 0, 0)
lg.circle("fill", x, y, r/1.15)
-- this looks cool and all, but it is the same function as the outer ring
-- instead, use this internal space for displaying things like fuel and water and supplies
--[[
segments = 12
segmentRadius = math.pi*2 / segments
dividerRadius = segmentRadius / segments * 2
time = math.floor(time/maxTime * segments) --33 -> 12 percentage = time/maxTime..multiply this by 12
lg.setColor(255, 102, 0)
for i=1,time do
lg.arc("fill", x, y, r/1.5, (i-1)*segmentRadius - verticalOffset, i*segmentRadius - dividerRadius - verticalOffset)
end
lg.setColor(0, 0, 0)
lg.circle("fill", x, y, r/2)
--]]
--tmp, really each color-dependent section should do this itself!
lg.setColor(255, 255, 255)
end
return drawWheel

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369
src/hud.lua Normal file
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local r = 75
local edge = 5
local x = -480 + r + edge
local y = 270 - r - edge
local x2 = 480 - r - edge
local y2 = 270 - r - edge
local verticalOffset = math.pi/2
local timeSegments = 60
local timeSegmentRadius = math.pi*2 / timeSegments
local timeDividerRadius = timeSegmentRadius / 2
local lg = love.graphics
--[[
local function brighten(color)
if color[cycle] == true then
if color[1] < 251 then
color[1] = color[1] + 5
else
color[1] = 255
end
if color[2] < 251 then
color[2] = color[2] + 5
else
color[2] = 255
end
if color[3] < 251 then
color[3] = color[3] + 5
else
color[3] = 255
end
if color[1] == 255 and color[2] == 255 and color[3] == 255 then
color[cycle] = false
end
else
if color[1] > 4 then
color[1] = color[1] - 5
else
color[1] = 0
end
if color[2] > 4 then
color[2] = color[2] - 5
else
color[2] = 0
end
if color[3] > 4 then
color[3] = color[3] - 5
else
color[3] = 0
end
if color[1] == 0 and color[2] == 0 and color[3] == 0 then
color[cycle] = true
end
end
lg.setColor(color)
return color
end
--]]
return function(stats)
--[[ for seeing warnings
stats.ammo = 3
stats.fuel = 2
stats.supplies = 1
stats.water = 4
stats.food = 5
stats.metal = 1
stats.ore = 2
--]]
local tCalc = stats.time * 10
stats.time = math.floor(stats.time)
lg.setColor(10, 20, 30)
for i=1,60 do
lg.arc("fill", x, y, r, (i-1)*timeSegmentRadius - verticalOffset, i*timeSegmentRadius - timeDividerRadius - verticalOffset)
end
--local timeColor = {165, 52, 0, cycle = true}
lg.setColor(165, 52, 0)
if stats.time > 120 then
lg.setColor(255, 210, 110)
for i=1,60 do
lg.arc("fill", x, y, r, (i-1)*timeSegmentRadius - verticalOffset, i*timeSegmentRadius - timeDividerRadius - verticalOffset)
end
--lg.setColor(40, 60, 100)
if tCalc%32 < 16 then
lg.setColor(165, 52, 0)
else
lg.setColor(0, 45, 145)
end
--lg.setColor(0, 45, 145)
for i=1,(stats.time-120)/5+1 do
lg.arc("fill", x, y, r, (i-1)*timeSegmentRadius - verticalOffset, i*timeSegmentRadius - timeDividerRadius - verticalOffset)
end
elseif stats.time > 60 then
for i=1,60 do
lg.arc("fill", x, y, r, (i-1)*timeSegmentRadius - verticalOffset, i*timeSegmentRadius - timeDividerRadius - verticalOffset)
end
lg.setColor(255, 210, 110)
for i=1,stats.time-60 do
--timeColor = brighten(timeColor)
lg.arc("fill", x, y, r, (i-1)*timeSegmentRadius - verticalOffset, i*timeSegmentRadius - timeDividerRadius - verticalOffset)
end
elseif stats.time > 0 then
for i=1,stats.time do
lg.arc("fill", x, y, r, (i-1)*timeSegmentRadius - verticalOffset, i*timeSegmentRadius - timeDividerRadius - verticalOffset)
end
else
for i=0,stats.time+1,-1 do
lg.arc("fill", x, y, r, (i-1)*timeSegmentRadius - verticalOffset, i*timeSegmentRadius - timeDividerRadius - verticalOffset)
end
end
lg.setColor(0, 0, 0)
lg.circle("fill", x, y, r*4/5 + edge/2)
if stats.ammo < 2 then
if tCalc%4 < 2 then
lg.setColor(10, 20, 30)
for i=1,60 do
lg.arc("fill", x, y, r*4/5 - edge/2, (i-1)*timeSegmentRadius - verticalOffset, i*timeSegmentRadius - timeDividerRadius - verticalOffset)
end
end
else
lg.setColor(10, 20, 30)
for i=1,60 do
lg.arc("fill", x, y, r*4/5 - edge/2, (i-1)*timeSegmentRadius - verticalOffset, i*timeSegmentRadius - timeDividerRadius - verticalOffset)
end
end
if stats.ammo < 6 then
if tCalc%8 < 4 then
lg.setColor(255, 0, 0)
for i=1,stats.ammo do
lg.arc("fill", x, y, r*4/5 - edge/2, (i-1)*timeSegmentRadius - verticalOffset, i*timeSegmentRadius - timeDividerRadius - verticalOffset)
end
end
else
lg.setColor(255, 0, 0)
for i=1,stats.ammo do
lg.arc("fill", x, y, r*4/5 - edge/2, (i-1)*timeSegmentRadius - verticalOffset, i*timeSegmentRadius - timeDividerRadius - verticalOffset)
end
end
lg.setColor(0, 0, 0)
lg.circle("fill", x, y, r*3/5 + edge/2)
---[[tmp to see warnings]] stats.fuel = 1
if stats.fuel < 2 then
if (tCalc+1)%4 < 2 then
lg.setColor(10, 20, 30)
for i=1,60 do
lg.arc("fill", x, y, r*3/5 - edge/2, (i-1)*timeSegmentRadius - verticalOffset, i*timeSegmentRadius - timeDividerRadius - verticalOffset)
end
end
else
lg.setColor(10, 20, 30)
for i=1,60 do
lg.arc("fill", x, y, r*3/5 - edge/2, (i-1)*timeSegmentRadius - verticalOffset, i*timeSegmentRadius - timeDividerRadius - verticalOffset)
end
end
if stats.fuel < 6 then
if (tCalc+1)%8 < 4 then
lg.setColor(255, 255, 0)
for i=1,stats.fuel do
lg.arc("fill", x, y, r*3/5 - edge/2, (i-1)*timeSegmentRadius - verticalOffset, i*timeSegmentRadius - timeDividerRadius - verticalOffset)
end
end
else
lg.setColor(255, 255, 0)
for i=1,stats.fuel do
lg.arc("fill", x, y, r*3/5 - edge/2, (i-1)*timeSegmentRadius - verticalOffset, i*timeSegmentRadius - timeDividerRadius - verticalOffset)
end
end
lg.setColor(0, 0, 0)
lg.circle("fill", x, y, r*2/5 + edge/2)
---[[tmp to see warnings]] stats.supplies = 1
if stats.supplies < 2 then
if (tCalc+2)%4 < 2 then
lg.setColor(10, 20, 30)
for i=1,60 do
lg.arc("fill", x, y, r*2/5 - edge/2, (i-1)*timeSegmentRadius - verticalOffset, i*timeSegmentRadius - timeDividerRadius - verticalOffset)
end
end
else
lg.setColor(10, 20, 30)
for i=1,60 do
lg.arc("fill", x, y, r*2/5 - edge/2, (i-1)*timeSegmentRadius - verticalOffset, i*timeSegmentRadius - timeDividerRadius - verticalOffset)
end
end
if stats.supplies < 6 then
if (tCalc+2)%8 < 4 then
lg.setColor(0, 255, 255)
for i=1,stats.supplies do
lg.arc("fill", x, y, r*2/5 - edge/2, (i-1)*timeSegmentRadius - verticalOffset, i*timeSegmentRadius - timeDividerRadius - verticalOffset)
end
end
else
lg.setColor(0, 255, 255)
for i=1,stats.supplies do
lg.arc("fill", x, y, r*2/5 - edge/2, (i-1)*timeSegmentRadius - verticalOffset, i*timeSegmentRadius - timeDividerRadius - verticalOffset)
end
end
lg.setColor(0, 0, 0)
lg.circle("fill", x, y, r*1/5 + edge/2)
--[[
1-4 on first dial, main dial
5-8 on second dial
1 Time orange
2 Ammo red
3 Fuel yellow
4 Supplies teal
5 Water blue
6 Food green
7 Metal silver
8 Ore brown
]]
---[[tmp to see warnings]] stats.water = 1
if stats.water < 2 then
if (tCalc+3)%4 < 2 then
lg.setColor(10, 20, 30)
for i=1,60 do
lg.arc("fill", x2, y2, r, (i-1)*timeSegmentRadius - verticalOffset, i*timeSegmentRadius - timeDividerRadius - verticalOffset)
end
end
else
lg.setColor(10, 20, 30)
for i=1,60 do
lg.arc("fill", x2, y2, r, (i-1)*timeSegmentRadius - verticalOffset, i*timeSegmentRadius - timeDividerRadius - verticalOffset)
end
end
if stats.water < 6 then
if (tCalc+3)%8 < 4 then
lg.setColor(0, 0, 255)
for i=1,stats.water do
lg.arc("fill", x2, y2, r, (i-1)*timeSegmentRadius - verticalOffset, i*timeSegmentRadius - timeDividerRadius - verticalOffset)
end
end
else
lg.setColor(0, 0, 255)
for i=1,stats.water do
lg.arc("fill", x2, y2, r, (i-1)*timeSegmentRadius - verticalOffset, i*timeSegmentRadius - timeDividerRadius - verticalOffset)
end
end
lg.setColor(0, 0, 0)
lg.circle("fill", x2, y2, r*4/5 + edge/2)
---[[tmp to see warnings]] stats.food = 1
if stats.food < 2 then
if tCalc%4 < 2 then
lg.setColor(10, 20, 30)
for i=1,60 do
lg.arc("fill", x2, y2, r*4/5 - edge/2, (i-1)*timeSegmentRadius - verticalOffset, i*timeSegmentRadius - timeDividerRadius - verticalOffset)
end
end
else
lg.setColor(10, 20, 30)
for i=1,60 do
lg.arc("fill", x2, y2, r*4/5 - edge/2, (i-1)*timeSegmentRadius - verticalOffset, i*timeSegmentRadius - timeDividerRadius - verticalOffset)
end
end
if stats.food < 6 then
if tCalc%8 < 4 then
lg.setColor(0, 160, 0)
for i=1,stats.food do
lg.arc("fill", x2, y2, r*4/5 - edge/2, (i-1)*timeSegmentRadius - verticalOffset, i*timeSegmentRadius - timeDividerRadius - verticalOffset)
end
end
else
lg.setColor(0, 160, 0)
for i=1,stats.food do
lg.arc("fill", x2, y2, r*4/5 - edge/2, (i-1)*timeSegmentRadius - verticalOffset, i*timeSegmentRadius - timeDividerRadius - verticalOffset)
end
end
lg.setColor(0, 0, 0)
lg.circle("fill", x2, y2, r*3/5 + edge/2)
---[[tmp to see warnings]] stats.metal = 1
if stats.metal < 2 then
if (tCalc+1)%4 < 2 then
lg.setColor(10, 20, 30)
for i=1,60 do
lg.arc("fill", x2, y2, r*3/5 - edge/2, (i-1)*timeSegmentRadius - verticalOffset, i*timeSegmentRadius - timeDividerRadius - verticalOffset)
end
end
else
lg.setColor(10, 20, 30)
for i=1,60 do
lg.arc("fill", x2, y2, r*3/5 - edge/2, (i-1)*timeSegmentRadius - verticalOffset, i*timeSegmentRadius - timeDividerRadius - verticalOffset)
end
end
if stats.metal < 6 then
if (tCalc+1)%8 < 4 then
lg.setColor(100, 100, 100)
for i=1,stats.metal do
lg.arc("fill", x2, y2, r*3/5 - edge/2, (i-1)*timeSegmentRadius - verticalOffset, i*timeSegmentRadius - timeDividerRadius - verticalOffset)
end
end
else
lg.setColor(100, 100, 100)
for i=1,stats.metal do
lg.arc("fill", x2, y2, r*3/5 - edge/2, (i-1)*timeSegmentRadius - verticalOffset, i*timeSegmentRadius - timeDividerRadius - verticalOffset)
end
end
lg.setColor(0, 0, 0)
lg.circle("fill", x2, y2, r*2/5 + edge/2)
---[[tmp to see warnings]] stats.ore = 1
if stats.ore < 2 then
if (tCalc+2)%4 < 2 then
lg.setColor(10, 20, 30)
for i=1,60 do
lg.arc("fill", x2, y2, r*2/5 - edge/2, (i-1)*timeSegmentRadius - verticalOffset, i*timeSegmentRadius - timeDividerRadius - verticalOffset)
end
end
else
lg.setColor(10, 20, 30)
for i=1,60 do
lg.arc("fill", x2, y2, r*2/5 - edge/2, (i-1)*timeSegmentRadius - verticalOffset, i*timeSegmentRadius - timeDividerRadius - verticalOffset)
end
end
if stats.ore < 7 then
if (tCalc+2)%8 < 4 then
lg.setColor(107, 66, 38)
for i=1,stats.ore do
lg.arc("fill", x2, y2, r*2/5 - edge/2, (i-1)*timeSegmentRadius - verticalOffset, i*timeSegmentRadius - timeDividerRadius - verticalOffset)
end
end
else
lg.setColor(107, 66, 38)
for i=1,stats.ore do
lg.arc("fill", x2, y2, r*2/5 - edge/2, (i-1)*timeSegmentRadius - verticalOffset, i*timeSegmentRadius - timeDividerRadius - verticalOffset)
end
end
lg.setColor(0, 0, 0)
lg.circle("fill", x2, y2, r*1/5 + edge/2)
--lg.setColor(255, 255, 255)
if stats.time < 0 then
lg.setColor(255, 102, 0)
elseif stats.time < 6 then
if tCalc%4 < 2 then
lg.setColor(255, 102, 0)
else
lg.setColor(255, 255, 255)
end
elseif stats.time < 31 then
if tCalc%8 < 4 then
lg.setColor(255, 102, 0)
else
lg.setColor(255, 255, 255)
end
else
if tCalc%16 < 8 then
lg.setColor(255, 255, 255)
else
lg.setColor(255, 210, 110)
--lg.setColor(255, 102, 0)
end
end
--stats.time = math.floor(stats.time)
local font = lg.getFont();
lg.print(stats.time, x - font:getWidth(stats.time)/2, y - font:getHeight()/2)
end

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local inspect ={
_VERSION = 'inspect.lua 3.0.0',
_URL = 'http://github.com/kikito/inspect.lua',
_DESCRIPTION = 'human-readable representations of tables',
_LICENSE = [[
MIT LICENSE
Copyright (c) 2013 Enrique García Cota
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the
"Software"), to deal in the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
}
inspect.KEY = setmetatable({}, {__tostring = function() return 'inspect.KEY' end})
inspect.METATABLE = setmetatable({}, {__tostring = function() return 'inspect.METATABLE' end})
-- Apostrophizes the string if it has quotes, but not aphostrophes
-- Otherwise, it returns a regular quoted string
local function smartQuote(str)
if str:match('"') and not str:match("'") then
return "'" .. str .. "'"
end
return '"' .. str:gsub('"', '\\"') .. '"'
end
local controlCharsTranslation = {
["\a"] = "\\a", ["\b"] = "\\b", ["\f"] = "\\f", ["\n"] = "\\n",
["\r"] = "\\r", ["\t"] = "\\t", ["\v"] = "\\v"
}
local function escape(str)
local result = str:gsub("\\", "\\\\"):gsub("(%c)", controlCharsTranslation)
return result
end
local function isIdentifier(str)
return type(str) == 'string' and str:match( "^[_%a][_%a%d]*$" )
end
local function isSequenceKey(k, length)
return type(k) == 'number'
and 1 <= k
and k <= length
and math.floor(k) == k
end
local defaultTypeOrders = {
['number'] = 1, ['boolean'] = 2, ['string'] = 3, ['table'] = 4,
['function'] = 5, ['userdata'] = 6, ['thread'] = 7
}
local function sortKeys(a, b)
local ta, tb = type(a), type(b)
-- strings and numbers are sorted numerically/alphabetically
if ta == tb and (ta == 'string' or ta == 'number') then return a < b end
local dta, dtb = defaultTypeOrders[ta], defaultTypeOrders[tb]
-- Two default types are compared according to the defaultTypeOrders table
if dta and dtb then return defaultTypeOrders[ta] < defaultTypeOrders[tb]
elseif dta then return true -- default types before custom ones
elseif dtb then return false -- custom types after default ones
end
-- custom types are sorted out alphabetically
return ta < tb
end
local function getNonSequentialKeys(t)
local keys, length = {}, #t
for k,_ in pairs(t) do
if not isSequenceKey(k, length) then table.insert(keys, k) end
end
table.sort(keys, sortKeys)
return keys
end
local function getToStringResultSafely(t, mt)
local __tostring = type(mt) == 'table' and rawget(mt, '__tostring')
local str, ok
if type(__tostring) == 'function' then
ok, str = pcall(__tostring, t)
str = ok and str or 'error: ' .. tostring(str)
end
if type(str) == 'string' and #str > 0 then return str end
end
local maxIdsMetaTable = {
__index = function(self, typeName)
rawset(self, typeName, 0)
return 0
end
}
local idsMetaTable = {
__index = function (self, typeName)
local col = setmetatable({}, {__mode = "kv"})
rawset(self, typeName, col)
return col
end
}
local function countTableAppearances(t, tableAppearances)
tableAppearances = tableAppearances or setmetatable({}, {__mode = "k"})
if type(t) == 'table' then
if not tableAppearances[t] then
tableAppearances[t] = 1
for k,v in pairs(t) do
countTableAppearances(k, tableAppearances)
countTableAppearances(v, tableAppearances)
end
countTableAppearances(getmetatable(t), tableAppearances)
else
tableAppearances[t] = tableAppearances[t] + 1
end
end
return tableAppearances
end
local copySequence = function(s)
local copy, len = {}, #s
for i=1, len do copy[i] = s[i] end
return copy, len
end
local function makePath(path, ...)
local keys = {...}
local newPath, len = copySequence(path)
for i=1, #keys do
newPath[len + i] = keys[i]
end
return newPath
end
local function processRecursive(process, item, path)
if item == nil then return nil end
local processed = process(item, path)
if type(processed) == 'table' then
local processedCopy = {}
local processedKey
for k,v in pairs(processed) do
processedKey = processRecursive(process, k, makePath(path, k, inspect.KEY))
if processedKey ~= nil then
processedCopy[processedKey] = processRecursive(process, v, makePath(path, processedKey))
end
end
local mt = processRecursive(process, getmetatable(processed), makePath(path, inspect.METATABLE))
setmetatable(processedCopy, mt)
processed = processedCopy
end
return processed
end
-------------------------------------------------------------------
local Inspector = {}
local Inspector_mt = {__index = Inspector}
function Inspector:puts(...)
local args = {...}
local buffer = self.buffer
local len = #buffer
for i=1, #args do
len = len + 1
buffer[len] = tostring(args[i])
end
end
function Inspector:down(f)
self.level = self.level + 1
f()
self.level = self.level - 1
end
function Inspector:tabify()
self:puts(self.newline, string.rep(self.indent, self.level))
end
function Inspector:alreadyVisited(v)
return self.ids[type(v)][v] ~= nil
end
function Inspector:getId(v)
local tv = type(v)
local id = self.ids[tv][v]
if not id then
id = self.maxIds[tv] + 1
self.maxIds[tv] = id
self.ids[tv][v] = id
end
return id
end
function Inspector:putKey(k)
if isIdentifier(k) then return self:puts(k) end
self:puts("[")
self:putValue(k)
self:puts("]")
end
function Inspector:putTable(t)
if t == inspect.KEY or t == inspect.METATABLE then
self:puts(tostring(t))
elseif self:alreadyVisited(t) then
self:puts('<table ', self:getId(t), '>')
elseif self.level >= self.depth then
self:puts('{...}')
else
if self.tableAppearances[t] > 1 then self:puts('<', self:getId(t), '>') end
local nonSequentialKeys = getNonSequentialKeys(t)
local length = #t
local mt = getmetatable(t)
local toStringResult = getToStringResultSafely(t, mt)
self:puts('{')
self:down(function()
if toStringResult then
self:puts(' -- ', escape(toStringResult))
if length >= 1 then self:tabify() end
end
local count = 0
for i=1, length do
if count > 0 then self:puts(',') end
self:puts(' ')
self:putValue(t[i])
count = count + 1
end
for _,k in ipairs(nonSequentialKeys) do
if count > 0 then self:puts(',') end
self:tabify()
self:putKey(k)
self:puts(' = ')
self:putValue(t[k])
count = count + 1
end
if mt then
if count > 0 then self:puts(',') end
self:tabify()
self:puts('<metatable> = ')
self:putValue(mt)
end
end)
if #nonSequentialKeys > 0 or mt then -- result is multi-lined. Justify closing }
self:tabify()
elseif length > 0 then -- array tables have one extra space before closing }
self:puts(' ')
end
self:puts('}')
end
end
function Inspector:putValue(v)
local tv = type(v)
if tv == 'string' then
self:puts(smartQuote(escape(v)))
elseif tv == 'number' or tv == 'boolean' or tv == 'nil' then
self:puts(tostring(v))
elseif tv == 'table' then
self:putTable(v)
else
self:puts('<',tv,' ',self:getId(v),'>')
end
end
-------------------------------------------------------------------
function inspect.inspect(root, options)
options = options or {}
local depth = options.depth or math.huge
local newline = options.newline or '\n'
local indent = options.indent or ' '
local process = options.process
if process then
root = processRecursive(process, root, {})
end
local inspector = setmetatable({
depth = depth,
buffer = {},
level = 0,
ids = setmetatable({}, idsMetaTable),
maxIds = setmetatable({}, maxIdsMetaTable),
newline = newline,
indent = indent,
tableAppearances = countTableAppearances(root)
}, Inspector_mt)
inspector:putValue(root)
return table.concat(inspector.buffer)
end
setmetatable(inspect, { __call = function(_, ...) return inspect.inspect(...) end })
return inspect

182
src/lib/middleclass.lua Normal file
View File

@@ -0,0 +1,182 @@
local middleclass = {
_VERSION = 'middleclass v3.0.1',
_DESCRIPTION = 'Object Orientation for Lua',
_URL = 'https://github.com/kikito/middleclass',
_LICENSE = [[
MIT LICENSE
Copyright (c) 2011 Enrique García Cota
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the
"Software"), to deal in the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
}
local function _setClassDictionariesMetatables(aClass)
local dict = aClass.__instanceDict
dict.__index = dict
local super = aClass.super
if super then
local superStatic = super.static
setmetatable(dict, super.__instanceDict)
setmetatable(aClass.static, { __index = function(_,k) return dict[k] or superStatic[k] end })
else
setmetatable(aClass.static, { __index = function(_,k) return dict[k] end })
end
end
local function _setClassMetatable(aClass)
setmetatable(aClass, {
__tostring = function() return "class " .. aClass.name end,
__index = aClass.static,
__newindex = aClass.__instanceDict,
__call = function(self, ...) return self:new(...) end
})
end
local function _createClass(name, super)
local aClass = { name = name, super = super, static = {}, __mixins = {}, __instanceDict={} }
aClass.subclasses = setmetatable({}, {__mode = "k"})
_setClassDictionariesMetatables(aClass)
_setClassMetatable(aClass)
return aClass
end
local function _createLookupMetamethod(aClass, name)
return function(...)
local method = aClass.super[name]
assert( type(method)=='function', tostring(aClass) .. " doesn't implement metamethod '" .. name .. "'" )
return method(...)
end
end
local function _setClassMetamethods(aClass)
for _,m in ipairs(aClass.__metamethods) do
aClass[m]= _createLookupMetamethod(aClass, m)
end
end
local function _setDefaultInitializeMethod(aClass, super)
aClass.initialize = function(instance, ...)
return super.initialize(instance, ...)
end
end
local function _includeMixin(aClass, mixin)
assert(type(mixin)=='table', "mixin must be a table")
for name,method in pairs(mixin) do
if name ~= "included" and name ~= "static" then aClass[name] = method end
end
if mixin.static then
for name,method in pairs(mixin.static) do
aClass.static[name] = method
end
end
if type(mixin.included)=="function" then mixin:included(aClass) end
aClass.__mixins[mixin] = true
end
local Object = _createClass("Object", nil)
Object.static.__metamethods = { '__add', '__call', '__concat', '__div', '__ipairs', '__le',
'__len', '__lt', '__mod', '__mul', '__pairs', '__pow', '__sub',
'__tostring', '__unm'}
function Object.static:allocate()
assert(type(self) == 'table', "Make sure that you are using 'Class:allocate' instead of 'Class.allocate'")
return setmetatable({ class = self }, self.__instanceDict)
end
function Object.static:new(...)
local instance = self:allocate()
instance:initialize(...)
return instance
end
function Object.static:subclass(name)
assert(type(self) == 'table', "Make sure that you are using 'Class:subclass' instead of 'Class.subclass'")
assert(type(name) == "string", "You must provide a name(string) for your class")
local subclass = _createClass(name, self)
_setClassMetamethods(subclass)
_setDefaultInitializeMethod(subclass, self)
self.subclasses[subclass] = true
self:subclassed(subclass)
return subclass
end
function Object.static:subclassed(other) end
function Object.static:isSubclassOf(other)
return type(other) == 'table' and
type(self) == 'table' and
type(self.super) == 'table' and
( self.super == other or
type(self.super.isSubclassOf) == 'function' and
self.super:isSubclassOf(other)
)
end
function Object.static:include( ... )
assert(type(self) == 'table', "Make sure you that you are using 'Class:include' instead of 'Class.include'")
for _,mixin in ipairs({...}) do _includeMixin(self, mixin) end
return self
end
function Object.static:includes(mixin)
return type(mixin) == 'table' and
type(self) == 'table' and
type(self.__mixins) == 'table' and
( self.__mixins[mixin] or
type(self.super) == 'table' and
type(self.super.includes) == 'function' and
self.super:includes(mixin)
)
end
function Object:initialize() end
function Object:__tostring() return "instance of " .. tostring(self.class) end
function Object:isInstanceOf(aClass)
return type(self) == 'table' and
type(self.class) == 'table' and
type(aClass) == 'table' and
( aClass == self.class or
type(aClass.isSubclassOf) == 'function' and
self.class:isSubclassOf(aClass)
)
end
function middleclass.class(name, super, ...)
super = super or Object
return super:subclass(name, ...)
end
middleclass.Object = Object
setmetatable(middleclass, { __call = function(_, ...) return middleclass.class(...) end })
return middleclass

View File

@@ -1,106 +1,216 @@
local bsg = require "ships.bsg"
local viper = require "ships.viper"
--tmp
local inspect = require "lib.inspect"
local lg = love.graphics
local images = {}
local ships = {}
local hx, hy = lg.getWidth() / 2, lg.getHeight() / 2
local scale = 2
local scale = 8
local images = {}
local fleet = {}
local hud = require "hud"
local bsg = require "ships.bsg"
local viper = require "ships.viper"
--tmp
local selected
function love.load()
lg.setDefaultFilter("linear", "nearest", 1)
images.bsg = lg.newImage('img/bsg.png')
images.viper = lg.newImage('img/viper.png')
--tmp
lg.setPointSize(10)
lg.setPointStyle("rough")
--lg.setPointStyle("rough") --WAS REMOVED IN 0.10, FIND ITS REPLACEMENT
ships[1] = bsg()
fleet[1] = bsg()
for i=1,8 do
local v = viper()
table.insert(ships, v)
ships[1]:dock(v, i)
table.insert(fleet, v)
fleet[1]:dock(v, i)
v.engineStatus = "off"
end
end
local timer = 0
local stats = {
time = 60,
ammo = 40,
fuel = 55,
supplies = 10,
water = 30,
food = 40,
metal = 60,
ore = 24
}
local function getStats()
local ammo = 0
local fuel = 0
local supplies = 0
local water = 0
local food = 0
local metal = 0
local ore = 0
local maxAmmo = 0
local maxFuel = 0
local maxSupplies = 0
local maxWater = 0
local maxFood = 0
local maxMetal = 0
local maxOre = 0
for i=1,#fleet do
ammo = ammo + fleet[i].Resources.ammo
fuel = fuel + fleet[i].Resources.fuel
supplies = supplies + fleet[i].Resources.supplies
water = water + fleet[i].Resources.water
food = food + fleet[i].Resources.food
metal = metal + fleet[i].Resources.metal
ore = ore + fleet[i].Resources.ore
maxAmmo = maxAmmo + fleet[i].Resources.maxAmmo
maxFuel = maxFuel + fleet[i].Resources.maxFuel
maxSupplies = maxSupplies + fleet[i].Resources.maxSupplies
maxWater = maxWater + fleet[i].Resources.maxWater
maxFood = maxFood + fleet[i].Resources.maxFood
maxMetal = maxMetal + fleet[i].Resources.maxMetal
maxOre = maxOre + fleet[i].Resources.maxOre
end
ammo = ammo * 60 / maxAmmo
fuel = fuel * 60 / maxFuel
supplies = supplies * 60 / maxSupplies
water = water * 60 / maxWater
food = food * 60 / maxFood
metal = metal * 60 / maxMetal
ore = ore * 60 / maxOre
if ammo > 0 and ammo < 1 then
ammo = 1
end
if fuel > 0 and fuel < 1 then
fuel = 1
end
if supplies > 0 and supplies < 1 then
supplies = 1
end
if water > 0 and water < 1 then
water = 1
end
if food > 0 and food < 1 then
food = 1
end
if metal > 0 and metal < 1 then
metal = 1
end
if ore > 0 and ore < 1 then
ore = 1
end
return {
ammo = math.floor(ammo),
fuel = math.floor(fuel),
supplies = math.floor(supplies),
water = math.floor(water),
food = math.floor(food),
metal = math.floor(metal),
ore = math.floor(ore)
}
end
local timing = -33
local paused = false
function love.update(dt)
if paused then return end
dt = dt --* 10 --temporary accelerated
timer = timer + dt
if timer >= 1 then
timer = timer - 1
--stat = current * 60 / max
stats = getStats()
--[[
stats = {
time = math.random(0, 60),
ammo = math.random(0, 60),
fuel = math.random(0, 60),
supplies = math.random(0, 60),
water = math.random(0, 60),
food = math.random(0, 60),
metal = math.random(0, 60),
ore = math.random(0, 60)
}
--]]
--[[
stats = {
time = 0,
ammo = 0,
fuel = 0,
supplies = 0,
water = 0,
food = 0,
metal = 0,
ore = 0
}
--]]
end
timing = timing + dt
--[[
if timing >= 121 then
timing = timing -181+60-33
end
--]]
stats.time = timing --TMP ?
for i=1,#fleet do
fleet[i]:update(dt)
end
end
function love.draw()
lg.translate(hx, hy)
for i=1,#ships do
lg.draw(images[ships[i].img], ships[i].x * scale, ships[i].y * scale, ships[i].rotation, scale, scale, ships[i].ox, ships[i].oy)
lg.setColor(255, 255, 255)
for i=1,#fleet do
lg.draw(images[fleet[i].img], fleet[i].x * scale, fleet[i].y * scale, fleet[i].rotation, scale, scale, fleet[i].ox, fleet[i].oy)
end
--tmp
if selected then
lg.setColor(220, 180, 0)
lg.point(selected.x * scale, selected.y * scale)
lg.setColor(255, 255, 255)
end
hud(stats)
---[[temporary, raw Resource stats of Galactica
local r = fleet[1].Resources
lg.setColor(255, 255, 255)
lg.print("Ammo: " .. math.floor(r.ammo/r.maxAmmo*100) .. "% " .. r.ammo, -300, -200)
lg.print("Fuel: " .. math.floor(r.fuel/r.maxFuel*100) .. "% " .. r.fuel, -300, -190)
lg.print("Supplies: " .. math.floor(r.supplies/r.maxSupplies*100) .. "% " .. r.supplies, -300, -180)
lg.print("Food: " .. math.floor(r.food/r.maxFood*100) .. "% " .. r.food, -300, -170)
lg.print("Water: " .. math.floor(r.water/r.maxWater*100) .. "% " .. r.water, -300, -160)
lg.print("Metal: " .. math.floor(r.metal/r.maxMetal*100) .. "% " .. r.metal, -300, -150)
lg.print("Ore: " .. math.floor(r.ore/r.maxOre*100) .. "% " .. r.ore, -300, -140)
--]]
--[[tmp, printing total time as hours/minutes/seconds]]
lg.print("Time elapsed: " .. math.floor(timing/60/60) .. ":" .. math.floor(timing/60)%60 .. ":" .. math.floor(timing)%60, -300, -120)
local result = 0
for i=2,#fleet do
result = result + fleet[i].Resources.fuel
end
lg.print("Viper fuel: " .. result, -300, -110)
end
function love.keypressed(key, unicode)
if key == "escape" then
love.event.quit()
end
end
local function pointInRadius(x, y, cx, cy, r)
cx = cx * scale + hx
cy = cy * scale + hy
local dx = x - cx
local dy = y - cy
return r * scale >= math.sqrt(dx * dx + dy * dy)
end
local function pointInAABB(x, y, cx, cy, s, r)
-- THIS IS HORRIBLY WRONG, FIX IT LATER
--[[
var x=((objects[i].x-objects[renderId].x)*Math.cos(rot)-(objects[i].y-objects[renderId].y)*Math.sin(rot))*scaleFactor;
var y=((objects[i].x-objects[renderId].x)*Math.sin(rot)+(objects[i].y-objects[renderId].y)*Math.cos(rot))*scaleFactor;
]]
local nx = (x - cx) * math.cos(r) - (y - cy) * math.sin(r)
local ny = (x - cx) * math.sin(r) + (y - cy) * math.cos(r)
x = nx
y = ny
cx = cx * scale + hx
cy = cy * scale + hy
return x >= cx - s.w * scale / 2 and x <= cx + s.w * scale / 2 and y >= cy - s.h * scale / 2 and y <= cy + s.h * scale / 2
end
function love.mousepressed(x, y, button)
if button == "l" then
if selected then
-- find out where this actually is, now the ship selected is ordered to move to this point
selected.ship:moveTo(x * scale + hx, y * scale + hy)
else
for i=1,#ships do
if ships[i].selection.r then
if pointInRadius(x, y, ships[i].x, ships[i].y, ships[i].selection.r) then
-- selected
-- NOW CHECK IF HAS NODES AND IF WE ARE SELECTING A SHIP ON A NODE!
selected = {}
selected.ship = ships[i]
selected.x = ships[i].x
selected.y = ships[i].y
end
else
if pointInAABB(x, y, ships[i].x, ships[i].y, ships[i].selection, ships[i].rotation) then
-- we are selecting it!
-- NOW CHECK IF HAS NODES AND IF WE ARE SELECTING A SHIP ON A NODE!
selected = {}
selected.ship = ships[i]
selected.x = ships[i].x
selected.y = ships[i].y
end
end
end
end
elseif button == "wd" then
scale = scale * 1.1
elseif button == "wu" then
scale = scale * 0.9
elseif key == " " then
paused = not paused
end
end

View File

@@ -1,11 +1,35 @@
return function(x, y, rotation)
local self = {}
local class = require "lib.middleclass"
local Node = class('Node')
function Node:initialize(x, y, rotation)
self.x = x or 0
self.y = y or 0
self.rotation = rotation or 0
self.docked = false
return self
self.dockedShip = false
end
--TODO docking needs to check distance between ships and only allow
-- docking when close enough
function Node:dock(Ship)
if self.dockedShip or Ship.dockedTo then
error("Attempted to dock to Node with something already docked to it!")
else
self.dockedShip = Ship
Ship.dockedTo = self
Ship:setPosition(self.x, self.y, self.rotation)
end
end
function Node:undock()
if not self.dockedShip then
error("Attempted to undock a ship from a Node with no docked ship.")
else
self.dockedShip.dockedTo = false
self.dockedShip = false
end
end
return Node

74
src/ships/Resources.lua Normal file
View File

@@ -0,0 +1,74 @@
local resourceConsumptionMultiplier = 500 --does not apply to ammo or crew
local class = require "lib.middleclass"
local Resources = class('Resources')
function Resources:initialize()
self.ammo = 0
self.fuel = 0
self.supplies = 0
self.water = 0
self.food = 0
self.metal = 0
self.ore = 0
self.crew = 0
self.missiles = 0
self.nukes = 0
self.maxAmmo = 0
self.maxFuel = 0
self.maxSupplies = 0
self.maxWater = 0
self.maxFood = 0
self.maxMetal = 0
self.maxOre = 0
self.maxCrew = 0
self.ammoUse = 0
self.fuelUseOff = 0
self.fuelUseIdle = 0
self.fuelUseMoving = 0
self.fuelUseJump = 0
self.suppliesUse = 0
self.waterUse = 0
self.foodUse = 0
self.metalUse = 0
self.oreUse = 0
self.crewUse = 0
end
function Resources:update(dt, engineStatus)
self.ammo = self.ammo - self.ammoUse * dt
if engineStatus == "off" then
self.fuel = self.fuel - self.fuelUseOff * dt * resourceConsumptionMultiplier
elseif engineStatus == "idle" then
self.fuel = self.fuel - self.fuelUseIdle * dt * resourceConsumptionMultiplier
elseif engineStatus == "moving" then
self.fuel = self.fuel - self.fuelUseMoving * dt * resourceConsumptionMultiplier
else
error("Invalid engineStatus!")
end
self.supplies = self.supplies - self.suppliesUse * dt * resourceConsumptionMultiplier
self.water = self.water - self.waterUse * dt * resourceConsumptionMultiplier
self.food = self.food - self.foodUse * dt * resourceConsumptionMultiplier
self.metal = self.metal - self.metalUse * dt * resourceConsumptionMultiplier
self.ore = self.ore - self.oreUse * dt * resourceConsumptionMultiplier
self.crew = self.crew - self.crewUse * dt
--TODO check if running out of anything, and do whatever is appropriate
end
function Resources:maxEverything()
self.ammo = self.maxAmmo
self.fuel = self.maxFuel
self.supplies = self.maxSupplies
self.water = self.maxWater
self.food = self.maxFood
self.metal = self.maxMetal
self.ore = self.maxOre
self.crew = self.maxCrew
end
return Resources

86
src/ships/Ship.lua Normal file
View File

@@ -0,0 +1,86 @@
local class = require "lib.middleclass"
local Resources = require "ships.Resources"
local Ship = class('Ship')
function Ship:initialize(x, y, rotation)
self.img = ""
--offsets
self.ox = 0
self.oy = 0
self.x = x or 0
self.y = y or 0
self.destination = {
x = x or 0,
y = y or 0
}
self.rotation = rotation or 0
self.selection = {}
self.node = {}
self.dockedTo = false
self.engineStatus = "idle"
self.Resources = Resources()
end
function Ship:dock(targetShip, nodeIndex)
if self.node[nodeIndex] then
self.node[nodeIndex]:dock(targetShip)
else
error("Ship attempted to dock to non-existent Node.")
end
end
function Ship:undock(nodeIndex)
if self.node[nodeIndex] then
self.node[nodeIndex]:undock()
else
--find which node "nodeIndex" is docked to
for i=1,#self.node do
if self.node[i].dockedShip == nodeIndex then
self.node[i]:undock()
return
end
end
error("Ship attempted to undock from non-existent Node.")
end
end
function Ship:dockTo(targetShip, nodeIndex)
if targetShip.node[nodeIndex] then
targetShip.node[nodeIndex]:dock(self)
else
error("Ship attempted to dock to non-existent Node.")
end
end
function Ship:undockFromParent()
self.dockedTo:undock(self)
end
function Ship:setPosition(x, y, rotation)
self.x = x or self.x
self.y = y or self.y
self.rotation = rotation or self.rotation
end
function Ship:moveTo(x, y)
if self.dockedTo then
self:undockFromParent()
end
self.destination.x = x
self.destination.y = y
end
function Ship:update(dt)
self.Resources:update(dt, self.engineStatus)
--check our speed, see how far along the "line" we can go, go there
-- if reached destination ... WELL SHIT DEST NEEDS TO BE ABLE TO KNOW IF IS SHIP OR WHATEVER
end
return Ship

View File

@@ -1,18 +1,22 @@
local Node = require "ships.Node"
math.randomseed(os.time())
math.random() math.random()
local ninety = 90 * math.pi / 180
return function(x, y, rotation)
local self = {}
local class = require "lib.middleclass"
local Ship = require "ships.Ship"
local Node = require "ships.Node"
local BSG = class('BSG', Ship)
function BSG:initialize(x, y, rotation)
Ship.initialize(self, x, y, rotation)
self.img = "bsg"
--offsets
self.ox = 31.5
self.oy = 67
self.x = x or 0
self.y = y or 0
self.rotation = rotation or 0
--[[
self.selection = {
w = 54,
@@ -34,31 +38,50 @@ return function(x, y, rotation)
Node(-23, 16.5, -ninety)
}
self.dock = function(self, ship, node)
if self.node[node].docked or ship.isDocked then return false end
self.Resources.maxAmmo = 1000000
self.Resources.maxFuel = 1300000
self.Resources.maxSupplies = 40000
--what the fuck are jp's ?
-- http://www.traditionaloven.com/culinary-arts/cooking/shortening/convert-japanese-cup-measure-of-shortening-to-fluid-ounce-floz-shortening.html
-- From show "10 mil JPs water lost, almost 60%"
self.Resources.maxWater = 16000000
self.Resources.maxFood = 51000
self.Resources.maxMetal = 80000
--self.Resources.maxOre = 0
self.Resources.maxCrew = 5100
ship.x = self.node[node].x
ship.y = self.node[node].y
ship.rotation = self.node[node].rotation
self.Resources.ammo = math.random(100, 1300)
self.Resources.fuel = math.random(496000, 512000)
self.Resources.supplies = math.random(18000,21000)
self.Resources.water = math.random(14186500, 14989900)
self.Resources.food = math.random(34700, 39200)
self.Resources.metal = math.random(19200,21600)
--self.Resources.ore = 0
self.Resources.crew = math.random(2870, 2960)
self.node[node].docked = ship
ship.isDocked = true
ship.dockedTo = self
ship.dockedNode = node
return true
end
self.Resources.missiles = math.random(5, 11)
--self.Resources.nukes = 0
self.undock = function(self, node)
if not self.node[node].docked then return false end
local ship = self.node[node].docked
ship.isDocked = false
ship.dockedTo = false
ship.dockedNode = false
self.node[node].docked = false
return ship
end
return self
--self.Resources.ammoUse = 0
-- a year is 31,556,900 seconds
-- for 17 mil water to last ?
-- How about 1 water per second?
-- 195 days
self.Resources.fuelUseIdle = 0.04
self.Resources.fuelUseMoving = 0.54
self.Resources.fuelUseJump = 4000
self.Resources.suppliesUse = 0.0013
self.Resources.waterUse = 1
-- 45k civs = 82+85+119+304 (590) tons food
-- 2.5 mil JPs water
-- these are per week numbers
-- 604800 seconds, 4.13 water per second
-- 1 ton = 2000 pounds
-- 1180000 pounds / sec = 1.95 food per second
self.Resources.foodUse = 0.099
--self.Resources.metalUse = 0.002 -- this # assumes normal repairs, which I'm ignoring for this
--self.Resources.oreUse = 0
--self.Resources.crewUse = 0
end
return BSG

View File

@@ -1,20 +1,16 @@
return function(x, y, rotation)
local self = {}
local class = require "lib.middleclass"
local Ship = require "ships.Ship"
local Viper = class('Viper', Ship)
function Viper:initialize(x, y, rotation)
Ship.initialize(self, x, y, rotation)
self.img = "viper"
--offsets
self.ox = 4.5
self.oy = 7.5
self.x = x or 0
self.y = y or 0
self.rotation = rotation or 0
self.destination = {
x = x or 0,
y = y or 0
}
self.isMoving = false
--[[
self.selection = {
w = 9,
@@ -25,24 +21,15 @@ return function(x, y, rotation)
r = 5
}
--self.node = false
self.isDocked = false
self.dockedTo = false
self.dockedNode = false
self.Resources.maxAmmo = 1800 --10 shots per second? 5s per barrel
self.Resources.maxFuel = 30000 --86400s = 1day, x = 1/2 day's thrust
self.Resources.maxCrew = 1
self.moveTo = function(self, x, y)
if self.isDocked then
self.dockedTo:undock(self.dockedNode)
end
self.destination.x = x
self.destination.y = y
self.isMoving = true
end
self.Resources.ammo = math.random(0, 20)
self.Resources.fuel = math.random(120, 1500)
self.update = function(self, dt)
-- check if moving, check our speed, see how far along the "line" we can go, go there
-- if reached destination ... WELL SHIT DEST NEEDS TO BE ABLE TO KNOW IF IS SHIP OR WHATEVER
end
return self
self.Resources.fuelUseIdle = 0.09
self.Resources.fuelUseMoving = 0.76
end
return Viper