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Viewing changes to transition.lua

  • Committer: Josh C
  • Date: 2013-04-28 18:01:54 UTC
  • Revision ID: josh@9ix.org-20130428180154-k9g0f2yxrm4fheul
level tweaks & fixes

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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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      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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                           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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                              end
 
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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