bzr branch
http://9ix.org/bzr/ld27
42
by Josh C
control by touch ("mouse") |
1 |
STRICT = false |
36
by Josh C
changes for love 0.9 |
2 |
DEBUG = false |
39
by Josh C
propagate scaling / translate properly |
3 |
|
4 |
if SDL then |
|
5 |
print = SDL.log |
|
6 |
end |
|
3
by Josh C
map loading, super basic movement |
7 |
|
42
by Josh C
control by touch ("mouse") |
8 |
--lovebird = require 'lovebird' |
3
by Josh C
map loading, super basic movement |
9 |
require 'zoetrope' |
17
by Josh C
profiler stubs |
10 |
--require 'pepperprof' |
25
by Josh C
overhaul collision and physics to fix an annoying collision resolution |
11 |
--inspect = require 'inspect' |
12 |
||
13 |
require 'sprite' |
|
14 |
require 'util' |
|
3
by Josh C
map loading, super basic movement |
15 |
|
16 |
require 'version' |
|
17 |
require 'player' |
|
8
by Josh C
goal... thing |
18 |
require 'goal' |
20
by Josh C
pause/quit screen |
19 |
require 'pause_view' |
22
by Josh C
win screen (no trigger) |
20 |
require 'win_view' |
3
by Josh C
map loading, super basic movement |
21 |
|
22 |
GameView = View:extend { |
|
23 |
gameStart = 0, |
|
29
by Josh C
play silly sound on level switch |
24 |
switchSounds = {}, |
3
by Josh C
map loading, super basic movement |
25 |
onNew = function (self) |
26 |
self:loadLayers('data/map.lua') |
|
27 |
self.focus = the.player |
|
4
by Josh C
switch mazes |
28 |
self:clampTo(self.bg) |
29 |
||
39
by Josh C
propagate scaling / translate properly |
30 |
the.app:setScaling(self) |
38
by Josh C
scaling |
31 |
|
9
by Josh C
3rd maze... reverse |
32 |
self.mazes = {self.maze1, self.maze2, self.maze3} |
33 |
self.bgs = {self.bg, self.bg, self.bg2} |
|
34 |
for _, maze in ipairs(self.mazes) do maze:die() end |
|
35 |
for _, bg in ipairs(self.bgs) do bg.visible = false end |
|
36 |
||
37 |
self.maze1.moveMod = 1 |
|
11
by Josh C
more map |
38 |
self.maze2.moveMod = 0.55 |
9
by Josh C
3rd maze... reverse |
39 |
self.maze3.moveMod = -1 |
10
by Josh C
slow level + tiny player |
40 |
self.maze1.playerScale = 1 |
41 |
self.maze2.playerScale = 0.5 |
|
42 |
self.maze3.playerScale = 1 |
|
3
by Josh C
map loading, super basic movement |
43 |
|
32
by Josh C
actually handle multiple goals in one maze |
44 |
self.goals = {{},{},{}} |
23
by Josh C
win screen activate! |
45 |
the.goalsAchieved = 0 |
14
by Josh C
1 goal in each maze |
46 |
for _, obj in ipairs(self.objects.sprites) do |
47 |
if obj:instanceOf(Goal) then |
|
48 |
obj.visible = false |
|
32
by Josh C
actually handle multiple goals in one maze |
49 |
table.insert(self.goals[tonumber(obj.map)], obj) |
14
by Josh C
1 goal in each maze |
50 |
end |
51 |
end |
|
52 |
||
29
by Josh C
play silly sound on level switch |
53 |
local sndFiles = {'data/Explosion2.wav', 'data/Explosion3.wav', 'data/Hit_Hurt3.wav'} |
54 |
||
55 |
for _, sndFile in ipairs(sndFiles) do |
|
56 |
local snd = love.audio.newSource(sndFile, 'static') |
|
57 |
table.insert(self.switchSounds, snd) |
|
58 |
end |
|
59 |
||
3
by Josh C
map loading, super basic movement |
60 |
--the.interface = Group:new() |
61 |
||
62 |
--self:add(the.interface) |
|
63 |
||
5
by Josh C
fade in to let you know change is coming |
64 |
self:switchMaze() |
65 |
||
17
by Josh C
profiler stubs |
66 |
-- profiling... |
67 |
--the.profiler = newProfiler() |
|
68 |
--the.profiler:start() |
|
69 |
||
36
by Josh C
changes for love 0.9 |
70 |
self.gameStart = love.timer.getTime() |
71 |
self.lastChange = love.timer.getTime() |
|
3
by Josh C
map loading, super basic movement |
72 |
end, |
73 |
onUpdate = function(self, dt) |
|
36
by Josh C
changes for love 0.9 |
74 |
if the.player.active and love.timer.getTime() > self.lastChange + 10 then |
3
by Josh C
map loading, super basic movement |
75 |
-- switch maze |
5
by Josh C
fade in to let you know change is coming |
76 |
self:switchMaze() |
3
by Josh C
map loading, super basic movement |
77 |
end |
78 |
||
12
by Josh C
... more maze (and darker fade, and no collision during debug) |
79 |
if not (DEBUG and the.console.visible) then |
32
by Josh C
actually handle multiple goals in one maze |
80 |
for _, goal in ipairs(the.activeGoals) do |
81 |
the.player.collider:collide(goal) |
|
82 |
end |
|
12
by Josh C
... more maze (and darker fade, and no collision during debug) |
83 |
end |
4
by Josh C
switch mazes |
84 |
|
20
by Josh C
pause/quit screen |
85 |
if the.keys:justPressed('escape', 'q') then |
86 |
PauseView:new():activate() |
|
22
by Josh C
win screen (no trigger) |
87 |
--elseif the.keys:justPressed('w') then |
88 |
-- WinView:new():activate() |
|
20
by Josh C
pause/quit screen |
89 |
end |
3
by Josh C
map loading, super basic movement |
90 |
end, |
5
by Josh C
fade in to let you know change is coming |
91 |
switchMaze = function(self) |
9
by Josh C
3rd maze... reverse |
92 |
if the.activeMaze then |
93 |
repeat |
|
94 |
newMaze = math.random(3) |
|
95 |
until self.mazes[newMaze] ~= the.activeMaze |
|
96 |
||
97 |
the.activeMaze:die() |
|
98 |
the.activeMaze = self.mazes[newMaze] |
|
99 |
||
100 |
the.activeBg.visible = false |
|
101 |
the.activeBg = self.bgs[newMaze] |
|
14
by Josh C
1 goal in each maze |
102 |
|
32
by Josh C
actually handle multiple goals in one maze |
103 |
for _, goal in ipairs(the.activeGoals) do |
104 |
goal.visible = false |
|
15
by Josh C
pick up goals |
105 |
end |
32
by Josh C
actually handle multiple goals in one maze |
106 |
the.activeGoals = self.goals[newMaze] |
29
by Josh C
play silly sound on level switch |
107 |
|
108 |
love.audio.play(self.switchSounds[math.random(#self.switchSounds)]) |
|
9
by Josh C
3rd maze... reverse |
109 |
else |
5
by Josh C
fade in to let you know change is coming |
110 |
the.activeMaze = self.maze2 |
9
by Josh C
3rd maze... reverse |
111 |
the.activeBg = self.bg |
32
by Josh C
actually handle multiple goals in one maze |
112 |
the.activeGoals = self.goals[2] |
5
by Josh C
fade in to let you know change is coming |
113 |
end |
9
by Josh C
3rd maze... reverse |
114 |
|
5
by Josh C
fade in to let you know change is coming |
115 |
the.activeMaze:revive() |
9
by Josh C
3rd maze... reverse |
116 |
the.activeBg.visible = true |
32
by Josh C
actually handle multiple goals in one maze |
117 |
for _, goal in ipairs(the.activeGoals) do |
118 |
goal.visible = true |
|
15
by Josh C
pick up goals |
119 |
end |
10
by Josh C
slow level + tiny player |
120 |
the.player.scale = the.activeMaze.playerScale |
19
by Josh C
separate collision box for player so it can scale |
121 |
the.player.collider.width = the.player.width * the.activeMaze.playerScale |
122 |
the.player.collider.height = the.player.height * the.activeMaze.playerScale |
|
5
by Josh C
fade in to let you know change is coming |
123 |
|
6
by Josh C
how about fade to black instead? |
124 |
self._fx = {0,0,0,0} |
12
by Josh C
... more maze (and darker fade, and no collision during debug) |
125 |
self.tween:start(self._fx, 4, 175, 10, 'quadIn') |
5
by Josh C
fade in to let you know change is coming |
126 |
|
36
by Josh C
changes for love 0.9 |
127 |
self.lastChange = love.timer.getTime() |
5
by Josh C
fade in to let you know change is coming |
128 |
end, |
3
by Josh C
map loading, super basic movement |
129 |
onEndFrame = function(self) |
130 |
--the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2 |
|
131 |
--the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2 |
|
132 |
end |
|
133 |
} |
|
134 |
||
135 |
MenuScreen = View:extend { |
|
27
by Josh C
title screen |
136 |
bg = Tile:new{image = 'data/intro.png', x = 0, y = 0}, |
3
by Josh C
map loading, super basic movement |
137 |
onNew = function(self) |
39
by Josh C
propagate scaling / translate properly |
138 |
the.app:setScaling(self) |
38
by Josh C
scaling |
139 |
|
27
by Josh C
title screen |
140 |
self:add(self.bg) |
141 |
--self.title:centerAround(400, 200) |
|
142 |
||
143 |
local nr = 'data/NewRocker-Regular.otf' |
|
144 |
self:add(Text:new{ |
|
33
by Josh C
name the game |
145 |
text = 'Treasures of the Decimaze', |
27
by Josh C
title screen |
146 |
--x = 0, |
147 |
y = 100, |
|
148 |
width = self.bg.width, |
|
149 |
font = {nr, 48}, |
|
150 |
align = 'center', |
|
151 |
tint = {0,0,0} |
|
152 |
}) |
|
153 |
||
154 |
self:add(Text:new{ |
|
31
by Josh C
moved the shinies. added one more. |
155 |
text = 'Find the 4 lost shinies!', |
27
by Josh C
title screen |
156 |
y = 170, |
157 |
width = self.bg.width, |
|
158 |
font = {nr, 28}, |
|
159 |
align = 'center', |
|
160 |
tint = {0,0,0} |
|
161 |
}) |
|
162 |
||
163 |
self:add(Text:new{ |
|
164 |
text = 'Use the arrow keys to move', |
|
165 |
y = 375, |
|
166 |
width = self.bg.width, |
|
167 |
font = {nr, 24}, |
|
168 |
align = 'center', |
|
169 |
tint = {0,0,0} |
|
170 |
}) |
|
171 |
||
172 |
self:add(Text:new{ |
|
173 |
text = 'Press a key to start', |
|
174 |
y = 425, |
|
175 |
width = self.bg.width, |
|
176 |
font = {nr, 24}, |
|
177 |
align = 'center', |
|
178 |
tint = {0,0,0} |
|
179 |
}) |
|
180 |
||
181 |
||
3
by Josh C
map loading, super basic movement |
182 |
end, |
183 |
onUpdate = function(self, elapsed) |
|
42
by Josh C
control by touch ("mouse") |
184 |
if the.keys:allJustPressed() or the.mouse:pressed() then |
185 |
the.app.view = GameView:new() |
|
186 |
end |
|
187 |
end |
|
3
by Josh C
map loading, super basic movement |
188 |
} |
189 |
||
190 |
the.app = App:new { |
|
38
by Josh C
scaling |
191 |
width = 800, |
192 |
height = 600, |
|
33
by Josh C
name the game |
193 |
name = "Treasures of the Decimaze", |
3
by Josh C
map loading, super basic movement |
194 |
onRun = function (self) |
195 |
print('Version: ' .. VERSION) |
|
196 |
||
27
by Josh C
title screen |
197 |
self.view = MenuScreen:new() |
38
by Josh C
scaling |
198 |
self:setScaling() |
3
by Josh C
map loading, super basic movement |
199 |
|
200 |
if DEBUG then |
|
201 |
self.console:watch('VERSION', 'VERSION') |
|
25
by Josh C
overhaul collision and physics to fix an annoying collision resolution |
202 |
self.console:watch('player.x', 'the.player.x') |
203 |
self.console:watch('player.y', 'the.player.y') |
|
3
by Josh C
map loading, super basic movement |
204 |
|
205 |
-- back off that dark overlay a bit |
|
206 |
self.console.fill.fill[4] = 75 |
|
207 |
end |
|
208 |
end, |
|
209 |
onUpdate = function (self, dt) |
|
34
by Josh C
leftover screenshot functionality I never checked in |
210 |
if the.keys:justPressed('f1') then |
211 |
local ss = love.graphics.newScreenshot() |
|
212 |
ss:encode('screenshot-' ..love.timer.getTime()..'.png') |
|
213 |
end |
|
38
by Josh C
scaling |
214 |
end, |
39
by Josh C
propagate scaling / translate properly |
215 |
update = function(self, dt) |
42
by Josh C
control by touch ("mouse") |
216 |
if lovebird then |
217 |
fps = love.timer.getFPS() |
|
218 |
lovebird.update() |
|
39
by Josh C
propagate scaling / translate properly |
219 |
end |
220 |
App.update(self, dt) |
|
221 |
end, |
|
222 |
setScaling = function(self, view) |
|
223 |
local view = view or the.app.view |
|
224 |
||
38
by Josh C
scaling |
225 |
local winw, winh = love.window.getMode() |
226 |
--if love.window.getFullscreen() then |
|
227 |
if winw == self.width and winh == self.height then |
|
228 |
self.scale = 1 |
|
39
by Josh C
propagate scaling / translate properly |
229 |
view.realTranslate = { x=0, y=0 } |
38
by Josh C
scaling |
230 |
love.graphics.setScissor() |
231 |
else |
|
232 |
--self.scale = math.min( |
|
233 |
-- math.floor(winw / the.app.viewWidth), |
|
234 |
-- math.floor(winh / the.app.viewHeight) |
|
235 |
--) |
|
236 |
if winh >= 1050 then |
|
237 |
self.scale = 1.5 |
|
238 |
elseif winh < the.app.height then |
|
239 |
self.scale = winh / the.app.height |
|
240 |
end |
|
39
by Josh C
propagate scaling / translate properly |
241 |
view.realTranslate.x = math.floor((winw - self.width * self.scale) / 2) |
242 |
view.realTranslate.y = math.floor((winh - self.height * self.scale) / 2) |
|
243 |
--print('translate: ' .. view.realTranslate.x .. ', ' .. view.realTranslate.y) |
|
38
by Josh C
scaling |
244 |
|
245 |
love.graphics.setColor(0,0,0) |
|
246 |
love.graphics.rectangle('fill', 0, 0, winw, winh) |
|
39
by Josh C
propagate scaling / translate properly |
247 |
love.graphics.setScissor( view.realTranslate.x, |
248 |
view.realTranslate.y, |
|
38
by Josh C
scaling |
249 |
self.width * self.scale, |
250 |
self.height * self.scale) |
|
251 |
end |
|
252 |
||
39
by Josh C
propagate scaling / translate properly |
253 |
view.scale = self.scale |
38
by Josh C
scaling |
254 |
end |
3
by Josh C
map loading, super basic movement |
255 |
} |
38
by Josh C
scaling |
256 |
|
257 |
function love.resize(w, h) |
|
258 |
print('love.resize') |
|
259 |
the.app:setScaling() |
|
260 |
end |