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game.lua
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game.lua
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-----------------------------------------------------------------------------------------
--
-- game.lua
--
-----------------------------------------------------------------------------------------
local storyboard = require("storyboard")
local scene = storyboard.newScene()
-- Include Corona libraries
local math = require "math"
local timer = require "timer"
local widget = require "widget"
-- Include the coins library
local buildings = require "buildings"
--------------------------------------------
-- forward declarations and other locals
local screenW, screenH = display.contentWidth, display.contentHeight
-----------------------------------------------------------------------------------------
-- BEGINNING OF YOUR IMPLEMENTATION
--
-- NOTE: Code outside of listener functions (below) will only be executed once,
-- unless storyboard.removeScene() is called.
--
-----------------------------------------------------------------------------------------
local background = nil
local scrollView = nil
local last_x = 0
local last_y = 0
local grid = {}
local reactor_x = (buildings.grid_width + 1) / 2
local reactor_y = (buildings.grid_width + 1) / 2
local projection = "isometric"
local rotation = 0
local num_rotations = 4
local flash_index = 0
local flash_range = 60
local initialized = false
local energy_update_interval = 10
local energy_update_steps = 100
local next_energy_update = energy_update_interval
local energy_generation = 100
local energy_generation_text = nil
local energy_stored = 0
local energy_stored_text = nil
local energy_draw = 0
local energy_draw_text = nil
local group = nil
-- Called when the scene's view does not exist:
function scene:createScene(event)
group = self.view
display.setDefault("anchorX", 0)
display.setDefault("anchorY", 0)
-- Create a background
local background = display.newRect(0, 0, screenW, screenH)
background:setFillColor(0.8, 0.8, 0.8)
-- Add an event listener to the background, to cancel controller events
function background:touch(event)
if (event.phase == "moved") then
scrollView.x = scrollView.x + event.x - last_x
scrollView.y = scrollView.y + event.y - last_y
scrollView.x = math.max(math.min(scrollView.x, screenW), -screenW)
scrollView.y = math.max(math.min(scrollView.y, screenH), -screenH)
end
last_x = event.x
last_y = event.y
return true
end
background:addEventListener("touch", background)
group:insert(background)
scrollView = display.newGroup()
group:insert(scrollView)
-- Initialize the building spaces
buildings.init(grid)
local x_index = 1
while (x_index <= buildings.grid_width) do
local y_index = buildings.grid_width
grid[x_index] = {}
while (y_index >= 1) do
if ((x_index == reactor_x) and (y_index == reactor_y)) then
local reactor = buildings.newBuilding(scrollView, x_index, y_index, "reactor", 1)
reactor.x = (screenW / 2) + ((x_index + y_index - (buildings.grid_width + 1.5)) * ((buildings.width + buildings.grid_spacing) / 2))
reactor.y = (screenH / 2) + ((x_index - y_index) * ((buildings.width + buildings.grid_spacing) / 4))
grid[x_index][y_index] = reactor
elseif ((x_index == reactor_x + 1) and (y_index == reactor_y)) then
local substation = buildings.newBuilding(scrollView, x_index, y_index, "substation", 1)
substation.x = (screenW / 2) + ((x_index + y_index - (buildings.grid_width + 1.5)) * ((buildings.width + buildings.grid_spacing) / 2))
substation.y = (screenH / 2) + ((x_index - y_index) * ((buildings.width + buildings.grid_spacing) / 4))
grid[x_index][y_index] = substation
elseif ((x_index == reactor_x) and (y_index == reactor_y - 1)) then
local residential = buildings.newBuilding(scrollView, x_index, y_index, "residential", 2)
residential.x = (screenW / 2) + ((x_index + y_index - (buildings.grid_width + 1.5)) * ((buildings.width + buildings.grid_spacing) / 2))
residential.y = (screenH / 2) + ((x_index - y_index) * ((buildings.width + buildings.grid_spacing) / 4))
grid[x_index][y_index] = residential
else
local space = buildings.newSpace(scrollView, x_index, y_index)
space.x = (screenW / 2) + ((x_index + y_index - (buildings.grid_width + 1.5)) * ((buildings.width + buildings.grid_spacing) / 2))
space.y = (screenH / 2) + ((x_index - y_index) * ((buildings.width + buildings.grid_spacing) / 4))
grid[x_index][y_index] = space
end
y_index = y_index - 1
end
x_index = x_index + 1
end
-- Initialize the HUD
display.setDefault("anchorX", 0)
display.setDefault("anchorY", 0)
energy_generation_text = display.newText("Energy generation: " .. energy_generation, 20, 20, native.systemFontBold, 20)
energy_generation_text:setFillColor(0)
energy_stored_text = display.newText("Energy stored: " .. energy_stored, 20, 50, native.systemFontBold, 20)
energy_stored_text:setFillColor(0)
energy_draw_text = display.newText("Energy draw: " .. energy_draw, 20, 80, native.systemFontBold, 20)
energy_draw_text:setFillColor(0)
initialized = true
end
-- Utility function to calculate the energy draw
local function getEnergyDraw()
-- Spin through the buildings
local x_index = 1
energy_draw = 0
while (x_index <= buildings.grid_width) do
local y_index = 1
while (y_index <= buildings.grid_width) do
if ((grid[x_index][y_index].energy_draw) and (not grid[x_index][y_index].disabled)) then
energy_draw = energy_draw + grid[x_index][y_index].energy_draw
end
y_index = y_index + 1
end
x_index = x_index + 1
end
end
-- Utility function to determine total energy storage capacity
local function getEnergyStorageCapacity()
-- Spin through the buildings to determine capacity
local x_index = 1
energy_capacity = 0
while (x_index <= buildings.grid_width) do
local y_index = 1
while (y_index <= buildings.grid_width) do
if (grid[x_index][y_index].energy_capacity) then
energy_capacity = energy_capacity + grid[x_index][y_index].energy_capacity
end
y_index = y_index + 1
end
x_index = x_index + 1
end
return energy_capacity
end
-- Utility function to set the energy stored in each building
local function setEnergyStored(energy_capacity)
-- Spin through the buildings to set stored energy
x_index = 1
while (x_index <= buildings.grid_width) do
local y_index = 1
while (y_index <= buildings.grid_width) do
if (grid[x_index][y_index].energy_capacity) then
grid[x_index][y_index].setEnergyStored((energy_stored * grid[x_index][y_index].energy_capacity) / energy_capacity)
elseif (grid[x_index][y_index].energy_draw) then
grid[x_index][y_index].updateFillLevel(energy_stored, energy_capacity)
end
y_index = y_index + 1
end
x_index = x_index + 1
end
end
-- Function to update the screen
local function updateScreen(event)
if (not initialized) then
return
end
-- Update the flash stage
flash_index = flash_index + 1
if (flash_index > flash_range) then
flash_index = 0
end
-- Update the buildings
local x_index = 1
while (x_index <= buildings.grid_width) do
local y_index = 1
while (y_index <= buildings.grid_width) do
grid[x_index][y_index].update(flash_index, flash_range)
y_index = y_index + 1
end
x_index = x_index + 1
end
-- Update the HUD
next_energy_update = next_energy_update - 1
-- Update energy values
if (next_energy_update <= 0) then
next_energy_update = energy_update_interval
energy_generation = grid[reactor_x][reactor_y].level * 100
getEnergyDraw()
local energy_capacity = getEnergyStorageCapacity()
energy_stored = math.max(math.min(energy_stored + ((energy_generation - energy_draw) / energy_update_steps), energy_capacity), 0)
setEnergyStored(energy_capacity)
energy_generation_text.text = "Energy generation: " .. energy_generation
energy_generation_text.x = 20
energy_stored_text.text = "Energy stored: " .. energy_stored
energy_stored_text.x = 20
energy_draw_text.text = "Energy draw: " .. energy_draw
energy_draw_text.x = 20
end
end
-- Add a Runtime listener to update the player location
Runtime:addEventListener("enterFrame", updateScreen)
-- Called immediately after scene has moved onscreen:
function scene:enterScene(event)
local group = self.view
end
-- Called when scene is about to move offscreen:
function scene:exitScene(event)
local group = self.view
paused = true
end
-- If scene's view is removed, scene:destroyScene() will be called just prior to:
function scene:destroyScene(event)
local group = self.view
package.loaded[math] = nil
package.loaded[timer] = nil
package.loaded[widget] = nil
math = nil
timer = nil
widget = nil
end
-----------------------------------------------------------------------------------------
-- END OF YOUR IMPLEMENTATION
-----------------------------------------------------------------------------------------
-- "createScene" event is dispatched if scene's view does not exist
scene:addEventListener("createScene", scene)
-- "enterScene" event is dispatched whenever scene transition has finished
scene:addEventListener("enterScene", scene)
-- "exitScene" event is dispatched whenever before next scene's transition begins
scene:addEventListener("exitScene", scene)
scene:addEventListener("overlayBegan", scene)
scene:addEventListener("overlayEnded", scene)
-- "destroyScene" event is dispatched before view is unloaded, which can be
-- automatically unloaded in low memory situations, or explicitly via a call to
-- storyboard.purgeScene() or storyboard.removeScene().
scene:addEventListener("destroyScene", scene)
-----------------------------------------------------------------------------------------
return scene