/ld27

To get this branch, use:
bzr branch /bzr/ld27
3 by Josh C
map loading, super basic movement
1
STRICT = true
2
DEBUG = true
3
4
require 'zoetrope'
17 by Josh C
profiler stubs
5
--require 'pepperprof'
25 by Josh C
overhaul collision and physics to fix an annoying collision resolution
6
--inspect = require 'inspect'
7
8
require 'sprite'
9
require 'util'
3 by Josh C
map loading, super basic movement
10
11
require 'version'
12
require 'player'
8 by Josh C
goal... thing
13
require 'goal'
20 by Josh C
pause/quit screen
14
require 'pause_view'
22 by Josh C
win screen (no trigger)
15
require 'win_view'
3 by Josh C
map loading, super basic movement
16
17
GameView = View:extend {
18
   gameStart = 0,
29 by Josh C
play silly sound on level switch
19
   switchSounds = {},
3 by Josh C
map loading, super basic movement
20
   onNew = function (self)
21
              self:loadLayers('data/map.lua')
22
              self.focus = the.player
4 by Josh C
switch mazes
23
              self:clampTo(self.bg)
24
9 by Josh C
3rd maze... reverse
25
              self.mazes = {self.maze1, self.maze2, self.maze3}
26
              self.bgs = {self.bg, self.bg, self.bg2}
27
              for _, maze in ipairs(self.mazes) do maze:die() end
28
              for _, bg in ipairs(self.bgs) do bg.visible = false end
29
30
              self.maze1.moveMod = 1
11 by Josh C
more map
31
              self.maze2.moveMod = 0.55
9 by Josh C
3rd maze... reverse
32
              self.maze3.moveMod = -1
10 by Josh C
slow level + tiny player
33
              self.maze1.playerScale = 1
34
              self.maze2.playerScale = 0.5
35
              self.maze3.playerScale = 1
3 by Josh C
map loading, super basic movement
36
14 by Josh C
1 goal in each maze
37
              self.goals = {}
23 by Josh C
win screen activate!
38
              the.goalsAchieved = 0
14 by Josh C
1 goal in each maze
39
              for _, obj in ipairs(self.objects.sprites) do
40
                 if obj:instanceOf(Goal) then
41
                    obj.visible = false
42
                    self.goals[tonumber(obj.map)] = obj
43
                 end
44
              end
45
29 by Josh C
play silly sound on level switch
46
              local sndFiles = {'data/Explosion2.wav', 'data/Explosion3.wav', 'data/Hit_Hurt3.wav'}
47
48
              for _, sndFile in ipairs(sndFiles) do
49
                 local snd = love.audio.newSource(sndFile, 'static')
50
                 table.insert(self.switchSounds, snd)
51
              end
52
3 by Josh C
map loading, super basic movement
53
              --the.interface = Group:new()
54
55
              --self:add(the.interface)
56
5 by Josh C
fade in to let you know change is coming
57
              self:switchMaze()
58
17 by Josh C
profiler stubs
59
              -- profiling...
60
              --the.profiler = newProfiler()
61
              --the.profiler:start()
62
4 by Josh C
switch mazes
63
              self.gameStart = love.timer.getMicroTime()
64
              self.lastChange = love.timer.getMicroTime()
3 by Josh C
map loading, super basic movement
65
           end,
66
   onUpdate = function(self, dt)
4 by Josh C
switch mazes
67
                 if the.player.active and love.timer.getMicroTime() > self.lastChange + 10 then
3 by Josh C
map loading, super basic movement
68
                    -- switch maze
5 by Josh C
fade in to let you know change is coming
69
                    self:switchMaze()
3 by Josh C
map loading, super basic movement
70
                 end
71
12 by Josh C
... more maze (and darker fade, and no collision during debug)
72
                 if not (DEBUG and the.console.visible) then
25 by Josh C
overhaul collision and physics to fix an annoying collision resolution
73
                    --the.player.collider:collide(the.activeMaze)
19 by Josh C
separate collision box for player so it can scale
74
                    the.player.collider:collide(the.activeGoal)
12 by Josh C
... more maze (and darker fade, and no collision during debug)
75
                 end
4 by Josh C
switch mazes
76
20 by Josh C
pause/quit screen
77
                 if the.keys:justPressed('escape', 'q') then
78
                    PauseView:new():activate()
22 by Josh C
win screen (no trigger)
79
                 --elseif the.keys:justPressed('w') then
80
                 --   WinView:new():activate()
20 by Josh C
pause/quit screen
81
                 end
3 by Josh C
map loading, super basic movement
82
              end,
5 by Josh C
fade in to let you know change is coming
83
   switchMaze = function(self)
9 by Josh C
3rd maze... reverse
84
                   if the.activeMaze then
85
                      repeat
86
                         newMaze = math.random(3)
87
                      until self.mazes[newMaze] ~= the.activeMaze
88
89
                      the.activeMaze:die()
90
                      the.activeMaze = self.mazes[newMaze]
91
92
                      the.activeBg.visible = false
93
                      the.activeBg = self.bgs[newMaze]
14 by Josh C
1 goal in each maze
94
15 by Josh C
pick up goals
95
                      if the.activeGoal then
96
                         the.activeGoal.visible = false
97
                      end
14 by Josh C
1 goal in each maze
98
                      the.activeGoal = self.goals[newMaze]
29 by Josh C
play silly sound on level switch
99
100
                      love.audio.play(self.switchSounds[math.random(#self.switchSounds)])
9 by Josh C
3rd maze... reverse
101
                   else
5 by Josh C
fade in to let you know change is coming
102
                      the.activeMaze = self.maze2
9 by Josh C
3rd maze... reverse
103
                      the.activeBg = self.bg
14 by Josh C
1 goal in each maze
104
                      the.activeGoal = self.goals[2]
5 by Josh C
fade in to let you know change is coming
105
                   end
9 by Josh C
3rd maze... reverse
106
5 by Josh C
fade in to let you know change is coming
107
                   the.activeMaze:revive()
9 by Josh C
3rd maze... reverse
108
                   the.activeBg.visible = true
15 by Josh C
pick up goals
109
                   if the.activeGoal then
110
                      the.activeGoal.visible = true
111
                   end
10 by Josh C
slow level + tiny player
112
                   the.player.scale = the.activeMaze.playerScale
19 by Josh C
separate collision box for player so it can scale
113
                   the.player.collider.width = the.player.width * the.activeMaze.playerScale
114
                   the.player.collider.height = the.player.height * the.activeMaze.playerScale
5 by Josh C
fade in to let you know change is coming
115
6 by Josh C
how about fade to black instead?
116
                   self._fx = {0,0,0,0}
12 by Josh C
... more maze (and darker fade, and no collision during debug)
117
                   self.tween:start(self._fx, 4, 175, 10, 'quadIn')
5 by Josh C
fade in to let you know change is coming
118
119
                   self.lastChange = love.timer.getMicroTime()
120
                end,
3 by Josh C
map loading, super basic movement
121
   onEndFrame = function(self)
122
                   --the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
123
                   --the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
124
                end
125
}
126
127
MenuScreen = View:extend {
27 by Josh C
title screen
128
   bg = Tile:new{image = 'data/intro.png', x = 0, y = 0},
3 by Josh C
map loading, super basic movement
129
   onNew = function(self)
27 by Josh C
title screen
130
              self:add(self.bg)
131
              --self.title:centerAround(400, 200)
132
133
              local nr = 'data/NewRocker-Regular.otf'
134
              self:add(Text:new{
135
                          text = 'Name Of Game',
136
                          --x = 0,
137
                          y = 100,
138
                          width = self.bg.width,
139
                          font = {nr, 48},
140
                          align = 'center',
141
                          tint = {0,0,0}
142
                       })
143
144
              self:add(Text:new{
31 by Josh C
moved the shinies. added one more.
145
                          text = 'Find the 4 lost shinies!',
27 by Josh C
title screen
146
                          y = 170,
147
                          width = self.bg.width,
148
                          font = {nr, 28},
149
                          align = 'center',
150
                          tint = {0,0,0}
151
                       })
152
153
              self:add(Text:new{
154
                          text = 'Use the arrow keys to move',
155
                          y = 375,
156
                          width = self.bg.width,
157
                          font = {nr, 24},
158
                          align = 'center',
159
                          tint = {0,0,0}
160
                       })
161
162
              self:add(Text:new{
163
                          text = 'Press a key to start',
164
                          y = 425,
165
                          width = self.bg.width,
166
                          font = {nr, 24},
167
                          align = 'center',
168
                          tint = {0,0,0}
169
                       })
170
171
3 by Josh C
map loading, super basic movement
172
           end,
173
   onUpdate = function(self, elapsed)
174
                 if the.keys:allJustPressed() then
175
                    the.app.view = GameView:new()
176
                 end
177
              end
178
}
179
180
the.app = App:new {
181
   onRun = function (self)
182
              print('Version: ' .. VERSION)
183
27 by Josh C
title screen
184
              self.view = MenuScreen:new()
3 by Josh C
map loading, super basic movement
185
186
              if DEBUG then
187
                 self.console:watch('VERSION', 'VERSION')
25 by Josh C
overhaul collision and physics to fix an annoying collision resolution
188
                 self.console:watch('player.x', 'the.player.x')
189
                 self.console:watch('player.y', 'the.player.y')
3 by Josh C
map loading, super basic movement
190
191
                 -- back off that dark overlay a bit
192
                 self.console.fill.fill[4] = 75
193
              end
194
           end,
195
   onUpdate = function (self, dt)
196
              end
197
}