/ld27

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bzr branch http://9ix.org/bzr/ld27
3 by Josh C
map loading, super basic movement
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STRICT = true
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DEBUG = true
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require 'zoetrope'
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--require 'group'
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require 'version'
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--require 'wrap_tile'
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require 'player'
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GameView = View:extend {
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   gameStart = 0,
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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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              self.mazes = {self.maze1, self.maze2}
5 by Josh C
fade in to let you know change is coming
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              --self.maze1:revive()
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              --self.maze2:die()
4 by Josh C
switch mazes
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              the.activeMaze = self.maze1
3 by Josh C
map loading, super basic movement
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              --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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4 by Josh C
switch mazes
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              self.gameStart = love.timer.getMicroTime()
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              self.lastChange = love.timer.getMicroTime()
3 by Josh C
map loading, super basic movement
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           end,
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   onUpdate = function(self, dt)
4 by Josh C
switch mazes
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                 if the.player.active and love.timer.getMicroTime() > self.lastChange + 10 then
3 by Josh C
map loading, super basic movement
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                    -- switch maze
5 by Josh C
fade in to let you know change is coming
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                    self:switchMaze()
3 by Josh C
map loading, super basic movement
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                 end
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4 by Josh C
switch mazes
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                 the.activeMaze:collide(the.player)
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3 by Josh C
map loading, super basic movement
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                 -- for _, mirror in ipairs(the.mirrors.sprites) do
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                 --    if not mirror.of then
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                 --       print('mirror:' .. inspect(mirror))
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                 --       error('mirror OF NOTHING')
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                 --    end
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                 -- end
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              end,
5 by Josh C
fade in to let you know change is coming
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   switchMaze = function(self)
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                   the.activeMaze:die()
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                   if the.activeMaze == self.maze1 then
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                      the.activeMaze = self.maze2
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                   else
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                      the.activeMaze = self.maze1
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                   end
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                   the.activeMaze:revive()
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6 by Josh C
how about fade to black instead?
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                   self._fx = {0,0,0,0}
5 by Josh C
fade in to let you know change is coming
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                   self.tween:start(self._fx, 4, 150, 10, 'quadIn')
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                   self.lastChange = love.timer.getMicroTime()
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                end,
3 by Josh C
map loading, super basic movement
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   onEndFrame = function(self)
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                   --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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                end
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}
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MenuScreen = View:extend {
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   title = Text:new{text = "Press a key to start", font = 48, wordWrap = false},
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   --title = Tile:new{image = 'data/title.png', x = 0, y = 0},
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   onNew = function(self)
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              self:add(self.title)
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              self.title:centerAround(400, 200)
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           end,
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   onUpdate = function(self, elapsed)
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                 if the.keys:allJustPressed() then
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                    the.app.view = GameView:new()
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                 end
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              end
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}
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the.app = App:new {
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   onRun = function (self)
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              print('Version: ' .. VERSION)
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              self.view = GameView:new()
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              if DEBUG then
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                 self.console:watch('VERSION', 'VERSION')
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                 -- back off that dark overlay a bit
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                 self.console.fill.fill[4] = 75
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              end
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           end,
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   onUpdate = function (self, dt)
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                 if the.keys:justPressed('escape') then
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                    self.quit()
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                 end
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              end
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}