1
1
Transition = Group:extend {
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3
onNew = function(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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onCollide = function(self, other, xOl, yOl)
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if other == the.player then
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--print("Sending to "..t.target)
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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}
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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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print("Colliding with: "..other)
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self:add(Text:new{x = self.x, y = self.y,
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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
4
local target = self.target
5
-- 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,
8
width = self.width or the.player.width,
10
onCollide = function(self, other, xOl, yOl)
12
if other == the.player then
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the.view:newLevel(target)
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print("Colliding with: "..other)
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self:add(Text:new{x = self.x, y = self.y,
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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
37
27
onUpdate = function(self, dt)
38
28
self.visible = DEBUG and the.console.visible