/ld27

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bzr branch /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'
17 by Josh C
profiler stubs
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--require 'pepperprof'
25 by Josh C
overhaul collision and physics to fix an annoying collision resolution
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--inspect = require 'inspect'
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require 'sprite'
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require 'util'
3 by Josh C
map loading, super basic movement
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require 'version'
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require 'player'
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'
22 by Josh C
win screen (no trigger)
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require 'win_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
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
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
3 by Josh C
map loading, super basic movement
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14 by Josh C
1 goal in each maze
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              self.goals = {}
23 by Josh C
win screen activate!
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              the.goalsAchieved = 0
14 by Josh C
1 goal in each maze
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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()
3 by Josh C
map loading, super basic movement
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           end,
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   onUpdate = function(self, dt)
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
25 by Josh C
overhaul collision and physics to fix an annoying collision resolution
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                    --the.player.collider:collide(the.activeMaze)
19 by Josh C
separate collision box for player so it can scale
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                    the.player.collider:collide(the.activeGoal)
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()
22 by Josh C
win screen (no trigger)
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                 --elseif the.keys:justPressed('w') then
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                 --   WinView:new():activate()
20 by Josh C
pause/quit screen
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                 end
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]
14 by Josh C
1 goal in each maze
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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
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
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
5 by Josh C
fade in to let you know change is coming
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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
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                   self.lastChange = love.timer.getMicroTime()
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                end,
3 by Josh C
map loading, super basic movement
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   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')
25 by Josh C
overhaul collision and physics to fix an annoying collision resolution
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                 self.console:watch('player.x', 'the.player.x')
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                 self.console:watch('player.y', 'the.player.y')
3 by Josh C
map loading, super basic movement
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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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}