/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 23:14:01 UTC
  • Revision ID: josh@9ix.org-20130824231401-civglef1wj2oi7g6
... more maze (and darker fade, and no collision during debug)

Show diffs side-by-side

added added

removed removed

Lines of Context:
2
2
DEBUG = true
3
3
 
4
4
require 'zoetrope'
5
 
--require 'pepperprof'
6
 
--inspect = require 'inspect'
7
5
 
8
 
require 'sprite'
9
 
require 'util'
 
6
--require 'group'
10
7
 
11
8
require 'version'
 
9
--require 'wrap_tile'
12
10
require 'player'
13
11
require 'goal'
14
 
require 'pause_view'
15
 
require 'win_view'
16
12
 
17
13
GameView = View:extend {
18
14
   gameStart = 0,
33
29
              self.maze2.playerScale = 0.5
34
30
              self.maze3.playerScale = 1
35
31
 
36
 
              self.goals = {}
37
 
              the.goalsAchieved = 0
38
 
              for _, obj in ipairs(self.objects.sprites) do
39
 
                 if obj:instanceOf(Goal) then
40
 
                    obj.visible = false
41
 
                    self.goals[tonumber(obj.map)] = obj
42
 
                 end
43
 
              end
44
 
 
45
32
              --the.interface = Group:new()
46
33
 
47
34
              --self:add(the.interface)
48
35
 
49
36
              self:switchMaze()
50
37
 
51
 
              -- profiling...
52
 
              --the.profiler = newProfiler()
53
 
              --the.profiler:start()
54
 
 
55
38
              self.gameStart = love.timer.getMicroTime()
56
39
              self.lastChange = love.timer.getMicroTime()
57
40
           end,
62
45
                 end
63
46
 
64
47
                 if not (DEBUG and the.console.visible) then
65
 
                    --the.player.collider:collide(the.activeMaze)
66
 
                    the.player.collider:collide(the.activeGoal)
 
48
                    the.activeMaze:collide(the.player)
67
49
                 end
68
50
 
69
 
                 if the.keys:justPressed('escape', 'q') then
70
 
                    PauseView:new():activate()
71
 
                 --elseif the.keys:justPressed('w') then
72
 
                 --   WinView:new():activate()
73
 
                 end
 
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
74
57
              end,
75
58
   switchMaze = function(self)
76
59
                   if the.activeMaze then
83
66
 
84
67
                      the.activeBg.visible = false
85
68
                      the.activeBg = self.bgs[newMaze]
86
 
 
87
 
                      if the.activeGoal then
88
 
                         the.activeGoal.visible = false
89
 
                      end
90
 
                      the.activeGoal = self.goals[newMaze]
91
69
                   else
92
70
                      the.activeMaze = self.maze2
93
71
                      the.activeBg = self.bg
94
 
                      the.activeGoal = self.goals[2]
95
72
                   end
96
73
 
97
74
                   the.activeMaze:revive()
98
75
                   the.activeBg.visible = true
99
 
                   if the.activeGoal then
100
 
                      the.activeGoal.visible = true
101
 
                   end
102
76
                   the.player.scale = the.activeMaze.playerScale
103
 
                   the.player.collider.width = the.player.width * the.activeMaze.playerScale
104
 
                   the.player.collider.height = the.player.height * the.activeMaze.playerScale
105
77
 
106
78
                   self._fx = {0,0,0,0}
107
79
                   self.tween:start(self._fx, 4, 175, 10, 'quadIn')
136
108
 
137
109
              if DEBUG then
138
110
                 self.console:watch('VERSION', 'VERSION')
139
 
                 self.console:watch('player.x', 'the.player.x')
140
 
                 self.console:watch('player.y', 'the.player.y')
141
111
 
142
112
                 -- back off that dark overlay a bit
143
113
                 self.console.fill.fill[4] = 75
144
114
              end
145
115
           end,
146
116
   onUpdate = function (self, dt)
 
117
                 if the.keys:justPressed('escape') then
 
118
                    self.quit()
 
119
                 end
147
120
              end
148
121
}