/ld27

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  • Committer: Josh C
  • Date: 2013-08-25 02:04:52 UTC
  • Revision ID: josh@9ix.org-20130825020452-py8fijli8m5te5gv
improve performance with (sketchy, experimental) sprite batches

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require 'version'
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--require 'wrap_tile'
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require 'player'
 
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require 'goal'
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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
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              self:clampTo(self.map)
 
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              self:clampTo(self.bg)
 
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              self.mazes = {self.maze1, self.maze2, self.maze3}
 
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              self.bgs = {self.bg, self.bg, self.bg2}
 
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              for _, maze in ipairs(self.mazes) do maze:die() end
 
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              for _, bg in ipairs(self.bgs) do bg.visible = false end
 
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              self.maze1.moveMod = 1
 
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              self.maze2.moveMod = 0.55
 
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              self.maze3.moveMod = -1
 
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              self.maze1.playerScale = 1
 
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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.gameStart = love.timer.getTime()
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              self.lastChange = love.timer.getTime()
 
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              self:switchMaze()
 
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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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   onUpdate = function(self, dt)
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                 if the.player.active and love.timer.getTime() > self.lastChange + 10 then
 
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                 if the.player.active and love.timer.getMicroTime() > self.lastChange + 10 then
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                    -- switch maze
 
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                    self:switchMaze()
 
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                 end
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                    self.lastChange = love.timer.getTime()
 
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                 if not (DEBUG and the.console.visible) then
 
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                    the.activeMaze:collide(the.player)
 
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                    the.player:collide(the.activeGoal)
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                 end
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                 -- for _, mirror in ipairs(the.mirrors.sprites) do
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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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                      repeat
 
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                         newMaze = math.random(3)
 
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                      until self.mazes[newMaze] ~= the.activeMaze
 
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                      the.activeMaze:die()
 
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                      the.activeMaze = self.mazes[newMaze]
 
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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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                   self._fx = {0,0,0,0}
 
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                   self.tween:start(self._fx, 4, 175, 10, 'quadIn')
 
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                   self.lastChange = love.timer.getMicroTime()
 
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                end,
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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