/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'
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
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GameView = View:extend {
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   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)
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              self:loadLayers('data/map.lua')
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              self.focus = the.player
4 by Josh C
switch mazes
23
              self:clampTo(self.bg)
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38 by Josh C
scaling
25
              self.scale = the.app.scale
26
9 by Josh C
3rd maze... reverse
27
              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
31
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              self.maze1.moveMod = 1
11 by Josh C
more map
33
              self.maze2.moveMod = 0.55
9 by Josh C
3rd maze... reverse
34
              self.maze3.moveMod = -1
10 by Josh C
slow level + tiny player
35
              self.maze1.playerScale = 1
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              self.maze2.playerScale = 0.5
37
              self.maze3.playerScale = 1
3 by Josh C
map loading, super basic movement
38
32 by Josh C
actually handle multiple goals in one maze
39
              self.goals = {{},{},{}}
23 by Josh C
win screen activate!
40
              the.goalsAchieved = 0
14 by Josh C
1 goal in each maze
41
              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
44
                    table.insert(self.goals[tonumber(obj.map)], obj)
14 by Josh C
1 goal in each maze
45
                 end
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              end
47
29 by Josh C
play silly sound on level switch
48
              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
55
              --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
61
              -- profiling...
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              --the.profiler = newProfiler()
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              --the.profiler:start()
64
36 by Josh C
changes for love 0.9
65
              self.gameStart = love.timer.getTime()
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              self.lastChange = love.timer.getTime()
3 by Josh C
map loading, super basic movement
67
           end,
68
   onUpdate = function(self, dt)
36 by Josh C
changes for love 0.9
69
                 if the.player.active and love.timer.getTime() > self.lastChange + 10 then
3 by Josh C
map loading, super basic movement
70
                    -- switch maze
5 by Josh C
fade in to let you know change is coming
71
                    self:switchMaze()
3 by Josh C
map loading, super basic movement
72
                 end
73
12 by Josh C
... more maze (and darker fade, and no collision during debug)
74
                 if not (DEBUG and the.console.visible) then
32 by Josh C
actually handle multiple goals in one maze
75
                    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)
78
                 end
4 by Josh C
switch mazes
79
20 by Josh C
pause/quit screen
80
                 if the.keys:justPressed('escape', 'q') then
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                    PauseView:new():activate()
22 by Josh C
win screen (no trigger)
82
                 --elseif the.keys:justPressed('w') then
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                 --   WinView:new():activate()
20 by Josh C
pause/quit screen
84
                 end
3 by Josh C
map loading, super basic movement
85
              end,
5 by Josh C
fade in to let you know change is coming
86
   switchMaze = function(self)
9 by Josh C
3rd maze... reverse
87
                   if the.activeMaze then
88
                      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
97
32 by Josh C
actually handle multiple goals in one maze
98
                      for _, goal in ipairs(the.activeGoals) do
99
                         goal.visible = false
15 by Josh C
pick up goals
100
                      end
32 by Josh C
actually handle multiple goals in one maze
101
                      the.activeGoals = self.goals[newMaze]
29 by Josh C
play silly sound on level switch
102
103
                      love.audio.play(self.switchSounds[math.random(#self.switchSounds)])
9 by Josh C
3rd maze... reverse
104
                   else
5 by Josh C
fade in to let you know change is coming
105
                      the.activeMaze = self.maze2
9 by Josh C
3rd maze... reverse
106
                      the.activeBg = self.bg
32 by Josh C
actually handle multiple goals in one maze
107
                      the.activeGoals = self.goals[2]
5 by Josh C
fade in to let you know change is coming
108
                   end
9 by Josh C
3rd maze... reverse
109
5 by Josh C
fade in to let you know change is coming
110
                   the.activeMaze:revive()
9 by Josh C
3rd maze... reverse
111
                   the.activeBg.visible = true
32 by Josh C
actually handle multiple goals in one maze
112
                   for _, goal in ipairs(the.activeGoals) do
113
                      goal.visible = true
15 by Josh C
pick up goals
114
                   end
10 by Josh C
slow level + tiny player
115
                   the.player.scale = the.activeMaze.playerScale
19 by Josh C
separate collision box for player so it can scale
116
                   the.player.collider.width = the.player.width * the.activeMaze.playerScale
117
                   the.player.collider.height = the.player.height * the.activeMaze.playerScale
5 by Josh C
fade in to let you know change is coming
118
6 by Josh C
how about fade to black instead?
119
                   self._fx = {0,0,0,0}
12 by Josh C
... more maze (and darker fade, and no collision during debug)
120
                   self.tween:start(self._fx, 4, 175, 10, 'quadIn')
5 by Josh C
fade in to let you know change is coming
121
36 by Josh C
changes for love 0.9
122
                   self.lastChange = love.timer.getTime()
5 by Josh C
fade in to let you know change is coming
123
                end,
3 by Josh C
map loading, super basic movement
124
   onEndFrame = function(self)
125
                   --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
127
                end
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}
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MenuScreen = View:extend {
27 by Josh C
title screen
131
   bg = Tile:new{image = 'data/intro.png', x = 0, y = 0},
3 by Josh C
map loading, super basic movement
132
   onNew = function(self)
38 by Josh C
scaling
133
              self.scale = the.app.scale
134
27 by Josh C
title screen
135
              self:add(self.bg)
136
              --self.title:centerAround(400, 200)
137
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              local nr = 'data/NewRocker-Regular.otf'
139
              self:add(Text:new{
33 by Josh C
name the game
140
                          text = 'Treasures of the Decimaze',
27 by Josh C
title screen
141
                          --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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                       })
148
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              self:add(Text:new{
31 by Josh C
moved the shinies. added one more.
150
                          text = 'Find the 4 lost shinies!',
27 by Josh C
title screen
151
                          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}
174
                       })
175
176
3 by Josh C
map loading, super basic movement
177
           end,
178
   onUpdate = function(self, elapsed)
179
                 if the.keys:allJustPressed() then
180
                    the.app.view = GameView:new()
181
                 end
182
              end
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}
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the.app = App:new {
38 by Josh C
scaling
186
   width = 800,
187
   height = 600,
33 by Josh C
name the game
188
   name = "Treasures of the Decimaze",
3 by Josh C
map loading, super basic movement
189
   onRun = function (self)
190
              print('Version: ' .. VERSION)
191
27 by Josh C
title screen
192
              self.view = MenuScreen:new()
38 by Josh C
scaling
193
              self:setScaling()
3 by Josh C
map loading, super basic movement
194
195
              if DEBUG then
196
                 self.console:watch('VERSION', 'VERSION')
25 by Josh C
overhaul collision and physics to fix an annoying collision resolution
197
                 self.console:watch('player.x', 'the.player.x')
198
                 self.console:watch('player.y', 'the.player.y')
3 by Josh C
map loading, super basic movement
199
200
                 -- back off that dark overlay a bit
201
                 self.console.fill.fill[4] = 75
202
              end
203
           end,
204
   onUpdate = function (self, dt)
34 by Josh C
leftover screenshot functionality I never checked in
205
                 if the.keys:justPressed('f1') then
206
                    local ss = love.graphics.newScreenshot()
207
                    ss:encode('screenshot-' ..love.timer.getTime()..'.png')
208
                 end
38 by Josh C
scaling
209
              end,
210
   setScaling = function(self)
211
     local winw, winh = love.window.getMode()
212
     --if love.window.getFullscreen() then
213
     if winw == self.width and winh == self.height then
214
       self.scale = 1
215
       self.view.realTranslate = { x=0, y=0 }
216
       love.graphics.setScissor()
217
     else
218
       --self.scale = math.min(
219
       --  math.floor(winw / the.app.viewWidth),
220
       --  math.floor(winh / the.app.viewHeight)
221
       --)
222
       if winh >= 1050 then
223
         self.scale = 1.5
224
       elseif winh < the.app.height then
225
         self.scale = winh / the.app.height
226
       end
227
       self.view.realTranslate.x = math.floor((winw - self.width * self.scale) / 2)
228
       self.view.realTranslate.y = math.floor((winh - self.height * self.scale) / 2)
229
       --print('translate: ' .. self.view.realTranslate.x .. ', ' .. self.view.realTranslate.y)
230
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       love.graphics.setColor(0,0,0)
232
       love.graphics.rectangle('fill', 0, 0, winw, winh)
233
       love.graphics.setScissor( self.view.realTranslate.x,
234
                                 self.view.realTranslate.y,
235
                                 self.width * self.scale,
236
                                 self.height * self.scale)
237
     end
238
239
     self.view.scale = self.scale
240
   end
3 by Josh C
map loading, super basic movement
241
}
38 by Josh C
scaling
242
243
function love.resize(w, h)
244
  print('love.resize')
245
  the.app:setScaling()
246
end