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

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 = 0.55
 
27
              self.maze3.moveMod = -1
 
28
              self.maze1.playerScale = 1
 
29
              self.maze2.playerScale = 0.5
 
30
              self.maze3.playerScale = 1
 
31
 
 
32
              self.goals = {}
 
33
              for _, obj in ipairs(self.objects.sprites) do
 
34
                 if obj:instanceOf(Goal) then
 
35
                    obj.visible = false
 
36
                    self.goals[tonumber(obj.map)] = obj
 
37
                 end
 
38
              end
23
39
 
24
40
              --the.interface = Group:new()
25
41
 
26
42
              --self:add(the.interface)
27
43
 
 
44
              self:switchMaze()
 
45
 
28
46
              self.gameStart = love.timer.getMicroTime()
29
47
              self.lastChange = love.timer.getMicroTime()
30
48
           end,
31
49
   onUpdate = function(self, dt)
32
50
                 if the.player.active and love.timer.getMicroTime() > self.lastChange + 10 then
33
51
                    -- 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()
43
 
                 end
44
 
 
45
 
                 the.activeMaze:collide(the.player)
46
 
 
 
52
                    self:switchMaze()
 
53
                 end
 
54
 
 
55
                 if not (DEBUG and the.console.visible) then
 
56
                    the.activeMaze:collide(the.player)
 
57
                    the.player:collide(the.activeGoal)
 
58
                 end
47
59
 
48
60
                 -- for _, mirror in ipairs(the.mirrors.sprites) do
49
61
                 --    if not mirror.of then
52
64
                 --    end
53
65
                 -- end
54
66
              end,
 
67
   switchMaze = function(self)
 
68
                   if the.activeMaze then
 
69
                      repeat
 
70
                         newMaze = math.random(3)
 
71
                      until self.mazes[newMaze] ~= the.activeMaze
 
72
 
 
73
                      the.activeMaze:die()
 
74
                      the.activeMaze = self.mazes[newMaze]
 
75
 
 
76
                      the.activeBg.visible = false
 
77
                      the.activeBg = self.bgs[newMaze]
 
78
 
 
79
                      if the.activeGoal then
 
80
                         the.activeGoal.visible = false
 
81
                      end
 
82
                      the.activeGoal = self.goals[newMaze]
 
83
                   else
 
84
                      the.activeMaze = self.maze2
 
85
                      the.activeBg = self.bg
 
86
                      the.activeGoal = self.goals[2]
 
87
                   end
 
88
 
 
89
                   the.activeMaze:revive()
 
90
                   the.activeBg.visible = true
 
91
                   if the.activeGoal then
 
92
                      the.activeGoal.visible = true
 
93
                   end
 
94
                   the.player.scale = the.activeMaze.playerScale
 
95
 
 
96
                   self._fx = {0,0,0,0}
 
97
                   self.tween:start(self._fx, 4, 175, 10, 'quadIn')
 
98
 
 
99
                   self.lastChange = love.timer.getMicroTime()
 
100
                end,
55
101
   onEndFrame = function(self)
56
102
                   --the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
57
103
                   --the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2