6
--inspect = require 'inspect'
17
GameView = View:extend {
20
onNew = function (self)
21
self:loadLayers('data/map.lua')
22
self.focus = the.player
25
self.mazes = {self.maze1, self.maze2, self.maze3}
26
self.bgs = {self.bg, self.bg, self.bg2}
27
for _, maze in ipairs(self.mazes) do maze:die() end
28
for _, bg in ipairs(self.bgs) do bg.visible = false end
30
self.maze1.moveMod = 1
31
self.maze2.moveMod = 0.55
32
self.maze3.moveMod = -1
33
self.maze1.playerScale = 1
34
self.maze2.playerScale = 0.5
35
self.maze3.playerScale = 1
37
self.goals = {{},{},{}}
39
for _, obj in ipairs(self.objects.sprites) do
40
if obj:instanceOf(Goal) then
42
table.insert(self.goals[tonumber(obj.map)], obj)
46
local sndFiles = {'data/Explosion2.wav', 'data/Explosion3.wav', 'data/Hit_Hurt3.wav'}
48
for _, sndFile in ipairs(sndFiles) do
49
local snd = love.audio.newSource(sndFile, 'static')
50
table.insert(self.switchSounds, snd)
53
--the.interface = Group:new()
55
--self:add(the.interface)
60
--the.profiler = newProfiler()
61
--the.profiler:start()
63
self.gameStart = love.timer.getMicroTime()
64
self.lastChange = love.timer.getMicroTime()
66
onUpdate = function(self, dt)
67
if the.player.active and love.timer.getMicroTime() > self.lastChange + 10 then
72
if not (DEBUG and the.console.visible) then
73
for _, goal in ipairs(the.activeGoals) do
74
the.player.collider:collide(goal)
78
if the.keys:justPressed('escape', 'q') then
79
PauseView:new():activate()
80
--elseif the.keys:justPressed('w') then
81
-- WinView:new():activate()
84
switchMaze = function(self)
85
if the.activeMaze then
87
newMaze = math.random(3)
88
until self.mazes[newMaze] ~= the.activeMaze
91
the.activeMaze = self.mazes[newMaze]
93
the.activeBg.visible = false
94
the.activeBg = self.bgs[newMaze]
96
for _, goal in ipairs(the.activeGoals) do
99
the.activeGoals = self.goals[newMaze]
101
love.audio.play(self.switchSounds[math.random(#self.switchSounds)])
103
the.activeMaze = self.maze2
104
the.activeBg = self.bg
105
the.activeGoals = self.goals[2]
108
the.activeMaze:revive()
109
the.activeBg.visible = true
110
for _, goal in ipairs(the.activeGoals) do
113
the.player.scale = the.activeMaze.playerScale
114
the.player.collider.width = the.player.width * the.activeMaze.playerScale
115
the.player.collider.height = the.player.height * the.activeMaze.playerScale
118
self.tween:start(self._fx, 4, 175, 10, 'quadIn')
120
self.lastChange = love.timer.getMicroTime()
122
onEndFrame = function(self)
123
--the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
124
--the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
128
MenuScreen = View:extend {
129
bg = Tile:new{image = 'data/intro.png', x = 0, y = 0},
130
onNew = function(self)
132
--self.title:centerAround(400, 200)
134
local nr = 'data/NewRocker-Regular.otf'
136
text = 'Treasures of the Decimaze',
139
width = self.bg.width,
146
text = 'Find the 4 lost shinies!',
148
width = self.bg.width,
155
text = 'Use the arrow keys to move',
157
width = self.bg.width,
164
text = 'Press a key to start',
166
width = self.bg.width,
174
onUpdate = function(self, elapsed)
175
if the.keys:allJustPressed() then
176
the.app.view = GameView:new()
182
name = "Treasures of the Decimaze",
183
onRun = function (self)
184
print('Version: ' .. VERSION)
186
self.view = MenuScreen:new()
189
self.console:watch('VERSION', 'VERSION')
190
self.console:watch('player.x', 'the.player.x')
191
self.console:watch('player.y', 'the.player.y')
193
-- back off that dark overlay a bit
194
self.console.fill.fill[4] = 75
197
onUpdate = function (self, dt)
198
if the.keys:justPressed('f1') then
199
local ss = love.graphics.newScreenshot()
200
ss:encode('screenshot-' ..love.timer.getTime()..'.png')