/ld27

To get this branch, use:
bzr branch http://9ix.org/bzr/ld27

« back to all changes in this revision

Viewing changes to main.lua

  • Committer: Josh C
  • Date: 2013-08-24 03:11:38 UTC
  • Revision ID: josh@9ix.org-20130824031138-j4ta4ome0upsxcv5
zoetrope 1.4

Show diffs side-by-side

added added

removed removed

Lines of Context:
1
 
STRICT = true
2
 
DEBUG = true
3
 
 
4
 
require 'zoetrope'
5
 
 
6
 
--require 'group'
7
 
 
8
 
require 'version'
9
 
--require 'wrap_tile'
10
 
require 'player'
11
 
require 'goal'
12
 
 
13
 
GameView = View:extend {
14
 
   gameStart = 0,
15
 
   onNew = function (self)
16
 
              self:loadLayers('data/map.lua')
17
 
              self.focus = the.player
18
 
              self:clampTo(self.bg)
19
 
 
20
 
              self.mazes = {self.maze1, self.maze2, self.maze3}
21
 
              self.bgs = {self.bg, self.bg, self.bg2}
22
 
              for _, maze in ipairs(self.mazes) do maze:die() end
23
 
              for _, bg in ipairs(self.bgs) do bg.visible = false end
24
 
 
25
 
              self.maze1.moveMod = 1
26
 
              self.maze2.moveMod = 0.55
27
 
              self.maze3.moveMod = -1
28
 
              self.maze1.playerScale = 1
29
 
              self.maze2.playerScale = 0.5
30
 
              self.maze3.playerScale = 1
31
 
 
32
 
              --the.interface = Group:new()
33
 
 
34
 
              --self:add(the.interface)
35
 
 
36
 
              self:switchMaze()
37
 
 
38
 
              self.gameStart = love.timer.getMicroTime()
39
 
              self.lastChange = love.timer.getMicroTime()
40
 
           end,
41
 
   onUpdate = function(self, dt)
42
 
                 if the.player.active and love.timer.getMicroTime() > self.lastChange + 10 then
43
 
                    -- switch maze
44
 
                    self:switchMaze()
45
 
                 end
46
 
 
47
 
                 if not (DEBUG and the.console.visible) then
48
 
                    the.activeMaze:collide(the.player)
49
 
                 end
50
 
 
51
 
                 -- for _, mirror in ipairs(the.mirrors.sprites) do
52
 
                 --    if not mirror.of then
53
 
                 --       print('mirror:' .. inspect(mirror))
54
 
                 --       error('mirror OF NOTHING')
55
 
                 --    end
56
 
                 -- end
57
 
              end,
58
 
   switchMaze = function(self)
59
 
                   if the.activeMaze then
60
 
                      repeat
61
 
                         newMaze = math.random(3)
62
 
                      until self.mazes[newMaze] ~= the.activeMaze
63
 
 
64
 
                      the.activeMaze:die()
65
 
                      the.activeMaze = self.mazes[newMaze]
66
 
 
67
 
                      the.activeBg.visible = false
68
 
                      the.activeBg = self.bgs[newMaze]
69
 
                   else
70
 
                      the.activeMaze = self.maze2
71
 
                      the.activeBg = self.bg
72
 
                   end
73
 
 
74
 
                   the.activeMaze:revive()
75
 
                   the.activeBg.visible = true
76
 
                   the.player.scale = the.activeMaze.playerScale
77
 
 
78
 
                   self._fx = {0,0,0,0}
79
 
                   self.tween:start(self._fx, 4, 175, 10, 'quadIn')
80
 
 
81
 
                   self.lastChange = love.timer.getMicroTime()
82
 
                end,
83
 
   onEndFrame = function(self)
84
 
                   --the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
85
 
                   --the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
86
 
                end
87
 
}
88
 
 
89
 
MenuScreen = View:extend {
90
 
   title = Text:new{text = "Press a key to start", font = 48, wordWrap = false},
91
 
   --title = Tile:new{image = 'data/title.png', x = 0, y = 0},
92
 
   onNew = function(self)
93
 
              self:add(self.title)
94
 
              self.title:centerAround(400, 200)
95
 
           end,
96
 
   onUpdate = function(self, elapsed)
97
 
                 if the.keys:allJustPressed() then
98
 
                    the.app.view = GameView:new()
99
 
                 end
100
 
              end
101
 
}
102
 
 
103
 
the.app = App:new {
104
 
   onRun = function (self)
105
 
              print('Version: ' .. VERSION)
106
 
 
107
 
              self.view = GameView:new()
108
 
 
109
 
              if DEBUG then
110
 
                 self.console:watch('VERSION', 'VERSION')
111
 
 
112
 
                 -- back off that dark overlay a bit
113
 
                 self.console.fill.fill[4] = 75
114
 
              end
115
 
           end,
116
 
   onUpdate = function (self, dt)
117
 
                 if the.keys:justPressed('escape') then
118
 
                    self.quit()
119
 
                 end
120
 
              end
121
 
}