bzr branch
http://9ix.org/bzr/ld27
3
by Josh C
map loading, super basic movement |
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STRICT = true |
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DEBUG = true |
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require 'zoetrope' |
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17
by Josh C
profiler stubs |
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--require 'pepperprof' |
3
by Josh C
map loading, super basic movement |
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--require 'group' |
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require 'version' |
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--require 'wrap_tile' |
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require 'player' |
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8
by Josh C
goal... thing |
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require 'goal' |
20
by Josh C
pause/quit screen |
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require 'pause_view' |
3
by Josh C
map loading, super basic movement |
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GameView = View:extend { |
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gameStart = 0, |
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onNew = function (self) |
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self:loadLayers('data/map.lua') |
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self.focus = the.player |
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4
by Josh C
switch mazes |
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self:clampTo(self.bg) |
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9
by Josh C
3rd maze... reverse |
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self.mazes = {self.maze1, self.maze2, self.maze3} |
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self.bgs = {self.bg, self.bg, self.bg2} |
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for _, maze in ipairs(self.mazes) do maze:die() end |
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for _, bg in ipairs(self.bgs) do bg.visible = false end |
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self.maze1.moveMod = 1 |
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11
by Josh C
more map |
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self.maze2.moveMod = 0.55 |
9
by Josh C
3rd maze... reverse |
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self.maze3.moveMod = -1 |
10
by Josh C
slow level + tiny player |
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self.maze1.playerScale = 1 |
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self.maze2.playerScale = 0.5 |
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self.maze3.playerScale = 1 |
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3
by Josh C
map loading, super basic movement |
33 |
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14
by Josh C
1 goal in each maze |
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self.goals = {} |
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for _, obj in ipairs(self.objects.sprites) do |
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if obj:instanceOf(Goal) then |
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obj.visible = false |
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self.goals[tonumber(obj.map)] = obj |
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end |
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end |
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3
by Josh C
map loading, super basic movement |
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--the.interface = Group:new() |
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--self:add(the.interface) |
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5
by Josh C
fade in to let you know change is coming |
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self:switchMaze() |
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17
by Josh C
profiler stubs |
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-- profiling... |
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--the.profiler = newProfiler() |
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--the.profiler:start() |
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4
by Josh C
switch mazes |
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self.gameStart = love.timer.getMicroTime() |
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self.lastChange = love.timer.getMicroTime() |
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3
by Josh C
map loading, super basic movement |
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end, |
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onUpdate = function(self, dt) |
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4
by Josh C
switch mazes |
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if the.player.active and love.timer.getMicroTime() > self.lastChange + 10 then |
3
by Josh C
map loading, super basic movement |
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-- switch maze |
5
by Josh C
fade in to let you know change is coming |
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self:switchMaze() |
3
by Josh C
map loading, super basic movement |
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end |
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12
by Josh C
... more maze (and darker fade, and no collision during debug) |
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if not (DEBUG and the.console.visible) then |
19
by Josh C
separate collision box for player so it can scale |
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the.activeMaze:collide(the.player.collider) |
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the.player.collider:collide(the.activeGoal) |
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12
by Josh C
... more maze (and darker fade, and no collision during debug) |
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end |
4
by Josh C
switch mazes |
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20
by Josh C
pause/quit screen |
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if the.keys:justPressed('escape', 'q') then |
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PauseView:new():activate() |
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end |
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3
by Josh C
map loading, super basic movement |
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end, |
5
by Josh C
fade in to let you know change is coming |
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switchMaze = function(self) |
9
by Josh C
3rd maze... reverse |
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if the.activeMaze then |
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repeat |
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newMaze = math.random(3) |
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until self.mazes[newMaze] ~= the.activeMaze |
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the.activeMaze:die() |
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the.activeMaze = self.mazes[newMaze] |
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the.activeBg.visible = false |
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the.activeBg = self.bgs[newMaze] |
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14
by Josh C
1 goal in each maze |
81 |
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15
by Josh C
pick up goals |
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if the.activeGoal then |
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the.activeGoal.visible = false |
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end |
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14
by Josh C
1 goal in each maze |
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the.activeGoal = self.goals[newMaze] |
9
by Josh C
3rd maze... reverse |
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else |
5
by Josh C
fade in to let you know change is coming |
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the.activeMaze = self.maze2 |
9
by Josh C
3rd maze... reverse |
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the.activeBg = self.bg |
14
by Josh C
1 goal in each maze |
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the.activeGoal = self.goals[2] |
5
by Josh C
fade in to let you know change is coming |
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end |
9
by Josh C
3rd maze... reverse |
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5
by Josh C
fade in to let you know change is coming |
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the.activeMaze:revive() |
9
by Josh C
3rd maze... reverse |
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the.activeBg.visible = true |
15
by Josh C
pick up goals |
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if the.activeGoal then |
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the.activeGoal.visible = true |
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end |
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10
by Josh C
slow level + tiny player |
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the.player.scale = the.activeMaze.playerScale |
19
by Josh C
separate collision box for player so it can scale |
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the.player.collider.width = the.player.width * the.activeMaze.playerScale |
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the.player.collider.height = the.player.height * the.activeMaze.playerScale |
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5
by Josh C
fade in to let you know change is coming |
100 |
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6
by Josh C
how about fade to black instead? |
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self._fx = {0,0,0,0} |
12
by Josh C
... more maze (and darker fade, and no collision during debug) |
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self.tween:start(self._fx, 4, 175, 10, 'quadIn') |
5
by Josh C
fade in to let you know change is coming |
103 |
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self.lastChange = love.timer.getMicroTime() |
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end, |
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3
by Josh C
map loading, super basic movement |
106 |
onEndFrame = function(self) |
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--the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2 |
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--the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2 |
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end |
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} |
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MenuScreen = View:extend { |
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title = Text:new{text = "Press a key to start", font = 48, wordWrap = false}, |
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--title = Tile:new{image = 'data/title.png', x = 0, y = 0}, |
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onNew = function(self) |
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self:add(self.title) |
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self.title:centerAround(400, 200) |
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end, |
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onUpdate = function(self, elapsed) |
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if the.keys:allJustPressed() then |
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the.app.view = GameView:new() |
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end |
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end |
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} |
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the.app = App:new { |
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onRun = function (self) |
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print('Version: ' .. VERSION) |
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self.view = GameView:new() |
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if DEBUG then |
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self.console:watch('VERSION', 'VERSION') |
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-- back off that dark overlay a bit |
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self.console.fill.fill[4] = 75 |
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end |
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end, |
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onUpdate = function (self, dt) |
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end |
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} |