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Viewing changes to transition.lua

  • Committer: Josh C
  • Date: 2013-04-27 19:17:32 UTC
  • Revision ID: josh@9ix.org-20130427191732-b04lkepq9cz8e1n7
player min/maxY on a level

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Transition = Group:extend {
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   visible = false,
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   onNew = function(self)
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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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                                               the.view:newLevel(t.target)
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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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                                            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,
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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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}