/ld27

To get this branch, use:
bzr branch http://9ix.org/bzr/ld27
3 by Josh C
map loading, super basic movement
1
STRICT = true
36 by Josh C
changes for love 0.9
2
DEBUG = false
3 by Josh C
map loading, super basic movement
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'
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8
require 'sprite'
9
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
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
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GameView = View:extend {
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   gameStart = 0,
29 by Josh C
play silly sound on level switch
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   switchSounds = {},
3 by Josh C
map loading, super basic movement
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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
25
              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
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
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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
36
32 by Josh C
actually handle multiple goals in one 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
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                 if obj:instanceOf(Goal) then
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                    obj.visible = false
32 by Josh C
actually handle multiple goals in one maze
42
                    table.insert(self.goals[tonumber(obj.map)], obj)
14 by Josh C
1 goal in each maze
43
                 end
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              end
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29 by Josh C
play silly sound on level switch
46
              local sndFiles = {'data/Explosion2.wav', 'data/Explosion3.wav', 'data/Hit_Hurt3.wav'}
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              for _, sndFile in ipairs(sndFiles) do
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                 local snd = love.audio.newSource(sndFile, 'static')
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                 table.insert(self.switchSounds, snd)
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              end
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3 by Josh C
map loading, super basic movement
53
              --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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36 by Josh C
changes for love 0.9
63
              self.gameStart = love.timer.getTime()
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              self.lastChange = love.timer.getTime()
3 by Josh C
map loading, super basic movement
65
           end,
66
   onUpdate = function(self, dt)
36 by Josh C
changes for love 0.9
67
                 if the.player.active and love.timer.getTime() > 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
32 by Josh C
actually handle multiple goals in one maze
73
                    for _, goal in ipairs(the.activeGoals) do
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                       the.player.collider:collide(goal)
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                    end
12 by Josh C
... more maze (and darker fade, and no collision during debug)
76
                 end
4 by Josh C
switch mazes
77
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)
80
                 --elseif the.keys:justPressed('w') then
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                 --   WinView:new():activate()
20 by Josh C
pause/quit screen
82
                 end
3 by Josh C
map loading, super basic movement
83
              end,
5 by Josh C
fade in to let you know change is coming
84
   switchMaze = function(self)
9 by Josh C
3rd maze... reverse
85
                   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
95
32 by Josh C
actually handle multiple goals in one maze
96
                      for _, goal in ipairs(the.activeGoals) do
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                         goal.visible = false
15 by Josh C
pick up goals
98
                      end
32 by Josh C
actually handle multiple goals in one maze
99
                      the.activeGoals = self.goals[newMaze]
29 by Josh C
play silly sound on level switch
100
101
                      love.audio.play(self.switchSounds[math.random(#self.switchSounds)])
9 by Josh C
3rd maze... reverse
102
                   else
5 by Josh C
fade in to let you know change is coming
103
                      the.activeMaze = self.maze2
9 by Josh C
3rd maze... reverse
104
                      the.activeBg = self.bg
32 by Josh C
actually handle multiple goals in one maze
105
                      the.activeGoals = self.goals[2]
5 by Josh C
fade in to let you know change is coming
106
                   end
9 by Josh C
3rd maze... reverse
107
5 by Josh C
fade in to let you know change is coming
108
                   the.activeMaze:revive()
9 by Josh C
3rd maze... reverse
109
                   the.activeBg.visible = true
32 by Josh C
actually handle multiple goals in one maze
110
                   for _, goal in ipairs(the.activeGoals) do
111
                      goal.visible = true
15 by Josh C
pick up goals
112
                   end
10 by Josh C
slow level + tiny player
113
                   the.player.scale = the.activeMaze.playerScale
19 by Josh C
separate collision box for player so it can scale
114
                   the.player.collider.width = the.player.width * the.activeMaze.playerScale
115
                   the.player.collider.height = the.player.height * the.activeMaze.playerScale
5 by Josh C
fade in to let you know change is coming
116
6 by Josh C
how about fade to black instead?
117
                   self._fx = {0,0,0,0}
12 by Josh C
... more maze (and darker fade, and no collision during debug)
118
                   self.tween:start(self._fx, 4, 175, 10, 'quadIn')
5 by Josh C
fade in to let you know change is coming
119
36 by Josh C
changes for love 0.9
120
                   self.lastChange = love.timer.getTime()
5 by Josh C
fade in to let you know change is coming
121
                end,
3 by Josh C
map loading, super basic movement
122
   onEndFrame = function(self)
123
                   --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
125
                end
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}
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MenuScreen = View:extend {
27 by Josh C
title screen
129
   bg = Tile:new{image = 'data/intro.png', x = 0, y = 0},
3 by Josh C
map loading, super basic movement
130
   onNew = function(self)
27 by Josh C
title screen
131
              self:add(self.bg)
132
              --self.title:centerAround(400, 200)
133
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              local nr = 'data/NewRocker-Regular.otf'
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              self:add(Text:new{
33 by Josh C
name the game
136
                          text = 'Treasures of the Decimaze',
27 by Josh C
title screen
137
                          --x = 0,
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                          y = 100,
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                          width = self.bg.width,
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                          font = {nr, 48},
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                          align = 'center',
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                          tint = {0,0,0}
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                       })
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              self:add(Text:new{
31 by Josh C
moved the shinies. added one more.
146
                          text = 'Find the 4 lost shinies!',
27 by Josh C
title screen
147
                          y = 170,
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                          width = self.bg.width,
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                          font = {nr, 28},
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                          align = 'center',
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                          tint = {0,0,0}
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                       })
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              self:add(Text:new{
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                          text = 'Use the arrow keys to move',
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                          y = 375,
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                          width = self.bg.width,
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                          font = {nr, 24},
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                          align = 'center',
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                          tint = {0,0,0}
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                       })
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              self:add(Text:new{
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                          text = 'Press a key to start',
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                          y = 425,
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                          width = self.bg.width,
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                          font = {nr, 24},
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                          align = 'center',
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                          tint = {0,0,0}
170
                       })
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172
3 by Josh C
map loading, super basic movement
173
           end,
174
   onUpdate = function(self, elapsed)
175
                 if the.keys:allJustPressed() then
176
                    the.app.view = GameView:new()
177
                 end
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              end
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}
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the.app = App:new {
33 by Josh C
name the game
182
   name = "Treasures of the Decimaze",
3 by Josh C
map loading, super basic movement
183
   onRun = function (self)
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              print('Version: ' .. VERSION)
185
27 by Josh C
title screen
186
              self.view = MenuScreen:new()
3 by Josh C
map loading, super basic movement
187
188
              if DEBUG then
189
                 self.console:watch('VERSION', 'VERSION')
25 by Josh C
overhaul collision and physics to fix an annoying collision resolution
190
                 self.console:watch('player.x', 'the.player.x')
191
                 self.console:watch('player.y', 'the.player.y')
3 by Josh C
map loading, super basic movement
192
193
                 -- back off that dark overlay a bit
194
                 self.console.fill.fill[4] = 75
195
              end
196
           end,
197
   onUpdate = function (self, dt)
34 by Josh C
leftover screenshot functionality I never checked in
198
                 if the.keys:justPressed('f1') then
199
                    local ss = love.graphics.newScreenshot()
200
                    ss:encode('screenshot-' ..love.timer.getTime()..'.png')
201
                 end
3 by Josh C
map loading, super basic movement
202
              end
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}