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' |
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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' |
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9 |
require 'util' |
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3
by Josh C
map loading, super basic movement |
10 |
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11 |
require 'version' |
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12 |
require 'player' |
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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 { |
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gameStart = 0, |
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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) |
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self:loadLayers('data/map.lua') |
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22 |
self.focus = the.player |
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4
by Josh C
switch mazes |
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self:clampTo(self.bg) |
24 |
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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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29 |
||
30 |
self.maze1.moveMod = 1 |
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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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35 |
self.maze3.playerScale = 1 |
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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 |
40 |
if obj:instanceOf(Goal) then |
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41 |
obj.visible = false |
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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 |
44 |
end |
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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 |
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48 |
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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52 |
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3
by Josh C
map loading, super basic movement |
53 |
--the.interface = Group:new() |
54 |
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--self:add(the.interface) |
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56 |
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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() |
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61 |
--the.profiler:start() |
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62 |
||
36
by Josh C
changes for love 0.9 |
63 |
self.gameStart = love.timer.getTime() |
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self.lastChange = love.timer.getTime() |
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3
by Josh C
map loading, super basic movement |
65 |
end, |
66 |
onUpdate = function(self, dt) |
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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 |
74 |
the.player.collider:collide(goal) |
|
75 |
end |
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12
by Josh C
... more maze (and darker fade, and no collision during debug) |
76 |
end |
4
by Josh C
switch mazes |
77 |
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20
by Josh C
pause/quit screen |
78 |
if the.keys:justPressed('escape', 'q') then |
79 |
PauseView:new():activate() |
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22
by Josh C
win screen (no trigger) |
80 |
--elseif the.keys:justPressed('w') then |
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-- WinView:new():activate() |
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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 |
86 |
repeat |
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newMaze = math.random(3) |
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until self.mazes[newMaze] ~= the.activeMaze |
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89 |
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the.activeMaze:die() |
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the.activeMaze = self.mazes[newMaze] |
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92 |
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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 |
95 |
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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 |
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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)]) |
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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 |
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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 |
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125 |
end |
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126 |
} |
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127 |
||
128 |
MenuScreen = View:extend { |
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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) |
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133 |
||
134 |
local nr = 'data/NewRocker-Regular.otf' |
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135 |
self:add(Text:new{ |
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33
by Josh C
name the game |
136 |
text = 'Treasures of the Decimaze', |
27
by Josh C
title screen |
137 |
--x = 0, |
138 |
y = 100, |
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139 |
width = self.bg.width, |
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140 |
font = {nr, 48}, |
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align = 'center', |
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142 |
tint = {0,0,0} |
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}) |
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144 |
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145 |
self:add(Text:new{ |
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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, |
148 |
width = self.bg.width, |
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149 |
font = {nr, 28}, |
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150 |
align = 'center', |
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151 |
tint = {0,0,0} |
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152 |
}) |
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153 |
||
154 |
self:add(Text:new{ |
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155 |
text = 'Use the arrow keys to move', |
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156 |
y = 375, |
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157 |
width = self.bg.width, |
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158 |
font = {nr, 24}, |
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159 |
align = 'center', |
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160 |
tint = {0,0,0} |
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}) |
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162 |
||
163 |
self:add(Text:new{ |
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164 |
text = 'Press a key to start', |
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y = 425, |
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166 |
width = self.bg.width, |
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167 |
font = {nr, 24}, |
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168 |
align = 'center', |
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169 |
tint = {0,0,0} |
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170 |
}) |
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171 |
||
172 |
||
3
by Josh C
map loading, super basic movement |
173 |
end, |
174 |
onUpdate = function(self, elapsed) |
|
175 |
if the.keys:allJustPressed() then |
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176 |
the.app.view = GameView:new() |
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177 |
end |
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178 |
end |
|
179 |
} |
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180 |
||
181 |
the.app = App:new { |
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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) |
184 |
print('Version: ' .. VERSION) |
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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') |
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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') |
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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) |
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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 |
203 |
} |