/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 15:58:43 UTC
  • Revision ID: josh@9ix.org-20130825155843-quc2317jh92awkmx
win screen (no trigger)

Show diffs side-by-side

added added

removed removed

Lines of Context:
 
1
STRICT = true
 
2
DEBUG = true
 
3
 
 
4
require 'zoetrope'
 
5
--require 'pepperprof'
 
6
 
 
7
require 'version'
 
8
require 'player'
 
9
require 'goal'
 
10
require 'pause_view'
 
11
require 'win_view'
 
12
 
 
13
GameView = View:extend {
 
14
   gameStart = 0,
 
15
   onNew = function (self)
 
16
              self:loadLayers('data/map.lua')
 
17
              self.focus = the.player
 
18
              self:clampTo(self.bg)
 
19
 
 
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
 
39
 
 
40
              --the.interface = Group:new()
 
41
 
 
42
              --self:add(the.interface)
 
43
 
 
44
              self:switchMaze()
 
45
 
 
46
              -- profiling...
 
47
              --the.profiler = newProfiler()
 
48
              --the.profiler:start()
 
49
 
 
50
              self.gameStart = love.timer.getMicroTime()
 
51
              self.lastChange = love.timer.getMicroTime()
 
52
           end,
 
53
   onUpdate = function(self, dt)
 
54
                 if the.player.active and love.timer.getMicroTime() > self.lastChange + 10 then
 
55
                    -- switch maze
 
56
                    self:switchMaze()
 
57
                 end
 
58
 
 
59
                 if not (DEBUG and the.console.visible) then
 
60
                    the.activeMaze:collide(the.player.collider)
 
61
                    the.player.collider:collide(the.activeGoal)
 
62
                 end
 
63
 
 
64
                 if the.keys:justPressed('escape', 'q') then
 
65
                    PauseView:new():activate()
 
66
                 --elseif the.keys:justPressed('w') then
 
67
                 --   WinView:new():activate()
 
68
                 end
 
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,
 
106
   onEndFrame = function(self)
 
107
                   --the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
 
108
                   --the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
 
109
                end
 
110
}
 
111
 
 
112
MenuScreen = View:extend {
 
113
   title = Text:new{text = "Press a key to start", font = 48, wordWrap = false},
 
114
   --title = Tile:new{image = 'data/title.png', x = 0, y = 0},
 
115
   onNew = function(self)
 
116
              self:add(self.title)
 
117
              self.title:centerAround(400, 200)
 
118
           end,
 
119
   onUpdate = function(self, elapsed)
 
120
                 if the.keys:allJustPressed() then
 
121
                    the.app.view = GameView:new()
 
122
                 end
 
123
              end
 
124
}
 
125
 
 
126
the.app = App:new {
 
127
   onRun = function (self)
 
128
              print('Version: ' .. VERSION)
 
129
 
 
130
              self.view = GameView:new()
 
131
 
 
132
              if DEBUG then
 
133
                 self.console:watch('VERSION', 'VERSION')
 
134
 
 
135
                 -- back off that dark overlay a bit
 
136
                 self.console.fill.fill[4] = 75
 
137
              end
 
138
           end,
 
139
   onUpdate = function (self, dt)
 
140
              end
 
141
}