/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 19:37:30 UTC
  • Revision ID: josh@9ix.org-20130824193730-ahyzlm50f169fc24
slow level + tiny player

Show diffs side-by-side

added added

removed removed

Lines of Context:
8
8
require 'version'
9
9
--require 'wrap_tile'
10
10
require 'player'
 
11
require 'goal'
11
12
 
12
13
GameView = View:extend {
13
14
   gameStart = 0,
16
17
              self.focus = the.player
17
18
              self:clampTo(self.bg)
18
19
 
19
 
              self.mazes = {self.maze1, self.maze2}
20
 
              self.maze1:revive()
21
 
              self.maze2:die()
22
 
              the.activeMaze = self.maze1
 
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 = 0.5
 
27
              self.maze3.moveMod = -1
 
28
              self.maze1.playerScale = 1
 
29
              self.maze2.playerScale = 0.5
 
30
              self.maze3.playerScale = 1
23
31
 
24
32
              --the.interface = Group:new()
25
33
 
26
34
              --self:add(the.interface)
27
35
 
 
36
              self:switchMaze()
 
37
 
28
38
              self.gameStart = love.timer.getMicroTime()
29
39
              self.lastChange = love.timer.getMicroTime()
30
40
           end,
31
41
   onUpdate = function(self, dt)
32
42
                 if the.player.active and love.timer.getMicroTime() > self.lastChange + 10 then
33
43
                    -- switch maze
34
 
                    the.activeMaze:die()
35
 
                    if the.activeMaze == self.maze1 then
36
 
                       the.activeMaze = self.maze2
37
 
                    else
38
 
                       the.activeMaze = self.maze1
39
 
                    end
40
 
                    the.activeMaze:revive()
41
 
 
42
 
                    self.lastChange = love.timer.getMicroTime()
 
44
                    self:switchMaze()
43
45
                 end
44
46
 
45
47
                 the.activeMaze:collide(the.player)
52
54
                 --    end
53
55
                 -- end
54
56
              end,
 
57
   switchMaze = function(self)
 
58
                   if the.activeMaze then
 
59
                      repeat
 
60
                         newMaze = math.random(3)
 
61
                      until self.mazes[newMaze] ~= the.activeMaze
 
62
 
 
63
                      the.activeMaze:die()
 
64
                      the.activeMaze = self.mazes[newMaze]
 
65
 
 
66
                      the.activeBg.visible = false
 
67
                      the.activeBg = self.bgs[newMaze]
 
68
                   else
 
69
                      the.activeMaze = self.maze2
 
70
                      the.activeBg = self.bg
 
71
                   end
 
72
 
 
73
                   the.activeMaze:revive()
 
74
                   the.activeBg.visible = true
 
75
                   the.player.scale = the.activeMaze.playerScale
 
76
 
 
77
                   self._fx = {0,0,0,0}
 
78
                   self.tween:start(self._fx, 4, 150, 10, 'quadIn')
 
79
 
 
80
                   self.lastChange = love.timer.getMicroTime()
 
81
                end,
55
82
   onEndFrame = function(self)
56
83
                   --the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
57
84
                   --the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2