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