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' |
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3
by Josh C
map loading, super basic movement |
10 |
|
11 |
require 'version' |
|
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 { |
|
18 |
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) |
21 |
self:loadLayers('data/map.lua') |
|
22 |
self.focus = the.player |
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4
by Josh C
switch mazes |
23 |
self:clampTo(self.bg) |
24 |
||
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} |
28 |
self.bgs = {self.bg, self.bg, self.bg2} |
|
29 |
for _, maze in ipairs(self.mazes) do maze:die() end |
|
30 |
for _, bg in ipairs(self.bgs) do bg.visible = false end |
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31 |
||
32 |
self.maze1.moveMod = 1 |
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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 |
36 |
self.maze2.playerScale = 0.5 |
|
37 |
self.maze3.playerScale = 1 |
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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 |
42 |
if obj:instanceOf(Goal) then |
|
43 |
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 |
46 |
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'} |
49 |
||
50 |
for _, sndFile in ipairs(sndFiles) do |
|
51 |
local snd = love.audio.newSource(sndFile, 'static') |
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52 |
table.insert(self.switchSounds, snd) |
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53 |
end |
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54 |
||
3
by Josh C
map loading, super basic movement |
55 |
--the.interface = Group:new() |
56 |
||
57 |
--self:add(the.interface) |
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58 |
||
5
by Josh C
fade in to let you know change is coming |
59 |
self:switchMaze() |
60 |
||
17
by Josh C
profiler stubs |
61 |
-- profiling... |
62 |
--the.profiler = newProfiler() |
|
63 |
--the.profiler:start() |
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64 |
||
36
by Josh C
changes for love 0.9 |
65 |
self.gameStart = love.timer.getTime() |
66 |
self.lastChange = love.timer.getTime() |
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3
by Josh C
map loading, super basic movement |
67 |
end, |
68 |
onUpdate = function(self, dt) |
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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 |
76 |
the.player.collider:collide(goal) |
|
77 |
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 |
81 |
PauseView:new():activate() |
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22
by Josh C
win screen (no trigger) |
82 |
--elseif the.keys:justPressed('w') then |
83 |
-- WinView:new():activate() |
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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 |
|
89 |
newMaze = math.random(3) |
|
90 |
until self.mazes[newMaze] ~= the.activeMaze |
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91 |
||
92 |
the.activeMaze:die() |
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93 |
the.activeMaze = self.mazes[newMaze] |
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94 |
||
95 |
the.activeBg.visible = false |
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96 |
the.activeBg = self.bgs[newMaze] |
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14
by Josh C
1 goal in each maze |
97 |
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32
by Josh C
actually handle multiple goals in one maze |
98 |
for _, goal in ipairs(the.activeGoals) do |
99 |
goal.visible = false |
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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)]) |
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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 |
|
126 |
--the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2 |
|
127 |
end |
|
128 |
} |
|
129 |
||
130 |
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 |
||
138 |
local nr = 'data/NewRocker-Regular.otf' |
|
139 |
self:add(Text:new{ |
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33
by Josh C
name the game |
140 |
text = 'Treasures of the Decimaze', |
27
by Josh C
title screen |
141 |
--x = 0, |
142 |
y = 100, |
|
143 |
width = self.bg.width, |
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144 |
font = {nr, 48}, |
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145 |
align = 'center', |
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146 |
tint = {0,0,0} |
|
147 |
}) |
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148 |
||
149 |
self:add(Text:new{ |
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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, |
152 |
width = self.bg.width, |
|
153 |
font = {nr, 28}, |
|
154 |
align = 'center', |
|
155 |
tint = {0,0,0} |
|
156 |
}) |
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157 |
||
158 |
self:add(Text:new{ |
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159 |
text = 'Use the arrow keys to move', |
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160 |
y = 375, |
|
161 |
width = self.bg.width, |
|
162 |
font = {nr, 24}, |
|
163 |
align = 'center', |
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164 |
tint = {0,0,0} |
|
165 |
}) |
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166 |
||
167 |
self:add(Text:new{ |
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168 |
text = 'Press a key to start', |
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169 |
y = 425, |
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170 |
width = self.bg.width, |
|
171 |
font = {nr, 24}, |
|
172 |
align = 'center', |
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173 |
tint = {0,0,0} |
|
174 |
}) |
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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 |
|
183 |
} |
|
184 |
||
185 |
the.app = App:new { |
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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 |
||
231 |
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 |