/ld27

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  • Committer: Josh C
  • Date: 2013-08-24 23:14:01 UTC
  • Revision ID: josh@9ix.org-20130824231401-civglef1wj2oi7g6
... more maze (and darker fade, and no collision during debug)

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DEBUG = true
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require 'zoetrope'
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--require 'pepperprof'
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--require 'group'
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--require 'wrap_tile'
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require 'player'
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require 'goal'
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require 'pause_view'
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GameView = View:extend {
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   gameStart = 0,
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              self.maze2.playerScale = 0.5
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              self.maze3.playerScale = 1
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              self.goals = {}
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              for _, obj in ipairs(self.objects.sprites) do
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                 if obj:instanceOf(Goal) then
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                    obj.visible = false
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                    self.goals[tonumber(obj.map)] = obj
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                 end
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              end
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              --the.interface = Group:new()
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              --self:add(the.interface)
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              self:switchMaze()
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              -- profiling...
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              --the.profiler = newProfiler()
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              --the.profiler:start()
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              self.gameStart = love.timer.getMicroTime()
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              self.lastChange = love.timer.getMicroTime()
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           end,
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                 end
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                 if not (DEBUG and the.console.visible) then
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                    the.activeMaze:collide(the.player.collider)
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                    the.player.collider:collide(the.activeGoal)
 
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                    the.activeMaze:collide(the.player)
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                 end
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                 if the.keys:justPressed('escape', 'q') then
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                    PauseView:new():activate()
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                 end
 
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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,
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   switchMaze = function(self)
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                   if the.activeMaze then
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                      the.activeBg.visible = false
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                      the.activeBg = self.bgs[newMaze]
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                      if the.activeGoal then
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                         the.activeGoal.visible = false
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                      end
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                      the.activeGoal = self.goals[newMaze]
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                   else
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                      the.activeMaze = self.maze2
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                      the.activeBg = self.bg
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                      the.activeGoal = self.goals[2]
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                   end
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                   the.activeMaze:revive()
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                   the.activeBg.visible = true
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                   if the.activeGoal then
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                      the.activeGoal.visible = true
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                   end
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                   the.player.scale = the.activeMaze.playerScale
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                   the.player.collider.width = the.player.width * the.activeMaze.playerScale
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                   the.player.collider.height = the.player.height * the.activeMaze.playerScale
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                   self._fx = {0,0,0,0}
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                   self.tween:start(self._fx, 4, 175, 10, 'quadIn')
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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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}