/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 15:24:12 UTC
  • Revision ID: josh@9ix.org-20130825152412-t0uzxw6fd92i81rj
pause/quit screen

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'
5
6
 
6
7
--require 'group'
7
8
 
8
9
require 'version'
9
10
--require 'wrap_tile'
10
11
require 'player'
 
12
require 'goal'
 
13
require 'pause_view'
11
14
 
12
15
GameView = View:extend {
13
16
   gameStart = 0,
14
17
   onNew = function (self)
15
18
              self:loadLayers('data/map.lua')
16
19
              self.focus = the.player
17
 
              self:clampTo(self.map)
 
20
              self:clampTo(self.bg)
 
21
 
 
22
              self.mazes = {self.maze1, self.maze2, self.maze3}
 
23
              self.bgs = {self.bg, self.bg, self.bg2}
 
24
              for _, maze in ipairs(self.mazes) do maze:die() end
 
25
              for _, bg in ipairs(self.bgs) do bg.visible = false end
 
26
 
 
27
              self.maze1.moveMod = 1
 
28
              self.maze2.moveMod = 0.55
 
29
              self.maze3.moveMod = -1
 
30
              self.maze1.playerScale = 1
 
31
              self.maze2.playerScale = 0.5
 
32
              self.maze3.playerScale = 1
 
33
 
 
34
              self.goals = {}
 
35
              for _, obj in ipairs(self.objects.sprites) do
 
36
                 if obj:instanceOf(Goal) then
 
37
                    obj.visible = false
 
38
                    self.goals[tonumber(obj.map)] = obj
 
39
                 end
 
40
              end
18
41
 
19
42
              --the.interface = Group:new()
20
43
 
21
44
              --self:add(the.interface)
22
45
 
23
 
              self.gameStart = love.timer.getTime()
24
 
              self.lastChange = love.timer.getTime()
 
46
              self:switchMaze()
 
47
 
 
48
              -- profiling...
 
49
              --the.profiler = newProfiler()
 
50
              --the.profiler:start()
 
51
 
 
52
              self.gameStart = love.timer.getMicroTime()
 
53
              self.lastChange = love.timer.getMicroTime()
25
54
           end,
26
55
   onUpdate = function(self, dt)
27
 
                 if the.player.active and love.timer.getTime() > self.lastChange + 10 then
 
56
                 if the.player.active and love.timer.getMicroTime() > self.lastChange + 10 then
28
57
                    -- switch maze
29
 
 
30
 
                    self.lastChange = love.timer.getTime()
31
 
                 end
32
 
 
33
 
                 -- for _, mirror in ipairs(the.mirrors.sprites) do
34
 
                 --    if not mirror.of then
35
 
                 --       print('mirror:' .. inspect(mirror))
36
 
                 --       error('mirror OF NOTHING')
37
 
                 --    end
38
 
                 -- end
 
58
                    self:switchMaze()
 
59
                 end
 
60
 
 
61
                 if not (DEBUG and the.console.visible) then
 
62
                    the.activeMaze:collide(the.player.collider)
 
63
                    the.player.collider:collide(the.activeGoal)
 
64
                 end
 
65
 
 
66
                 if the.keys:justPressed('escape', 'q') then
 
67
                    PauseView:new():activate()
 
68
                 end
39
69
              end,
 
70
   switchMaze = function(self)
 
71
                   if the.activeMaze then
 
72
                      repeat
 
73
                         newMaze = math.random(3)
 
74
                      until self.mazes[newMaze] ~= the.activeMaze
 
75
 
 
76
                      the.activeMaze:die()
 
77
                      the.activeMaze = self.mazes[newMaze]
 
78
 
 
79
                      the.activeBg.visible = false
 
80
                      the.activeBg = self.bgs[newMaze]
 
81
 
 
82
                      if the.activeGoal then
 
83
                         the.activeGoal.visible = false
 
84
                      end
 
85
                      the.activeGoal = self.goals[newMaze]
 
86
                   else
 
87
                      the.activeMaze = self.maze2
 
88
                      the.activeBg = self.bg
 
89
                      the.activeGoal = self.goals[2]
 
90
                   end
 
91
 
 
92
                   the.activeMaze:revive()
 
93
                   the.activeBg.visible = true
 
94
                   if the.activeGoal then
 
95
                      the.activeGoal.visible = true
 
96
                   end
 
97
                   the.player.scale = the.activeMaze.playerScale
 
98
                   the.player.collider.width = the.player.width * the.activeMaze.playerScale
 
99
                   the.player.collider.height = the.player.height * the.activeMaze.playerScale
 
100
 
 
101
                   self._fx = {0,0,0,0}
 
102
                   self.tween:start(self._fx, 4, 175, 10, 'quadIn')
 
103
 
 
104
                   self.lastChange = love.timer.getMicroTime()
 
105
                end,
40
106
   onEndFrame = function(self)
41
107
                   --the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
42
108
                   --the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
71
137
              end
72
138
           end,
73
139
   onUpdate = function (self, dt)
74
 
                 if the.keys:justPressed('escape') then
75
 
                    self.quit()
76
 
                 end
77
140
              end
78
141
}