/ld26

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12 by Josh C
area transitions
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Transition = Group:extend {
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   visible = false,
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   onNew = function(self)
16 by Josh C
fade in
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      local t = self
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      -- NOTE: X/Y will fail if you init Transition before Player!
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      box = Fill:new{x = self.x, y = self.y,
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                     height = self.height or the.player.height,
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                     width = self.width or the.player.width,
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                     fill = {0, 255, 0},
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                     onCollide = function(self, other, xOl, yOl)
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                        -- (sanity check)
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                        if other == the.player then
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                           --print("Sending to "..t.target)
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17 by Josh C
fade out
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                           the.player.active = false
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                           the.app.view:fade({0,0,0}):andThen(function()
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                              the.app.view = GameView:new{level = t.target}
16 by Josh C
fade in
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17 by Josh C
fade out
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                              if t.targetX or t.targetY then
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                                 the.player.x = t.targetX
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                                 the.player.y = t.targetY
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                              end
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                           end)
16 by Josh C
fade in
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                        else
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                           print("Colliding with: "..other)
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                        end
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                     end
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                  }
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      self:add(box)
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      self:add(Text:new{x = self.x, y = self.y,
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                        text = "T"
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                     })
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      -- make sure collision doesn't think group is a sprite
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      self.x, self.y, self.width, self.height = nil, nil, nil, nil
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   end,
12 by Josh C
area transitions
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   onUpdate = function(self, dt)
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                 self.visible = DEBUG and the.console.visible
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              end
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}