12
13
GameView = View:extend {
14
15
onNew = function (self)
15
16
self:loadLayers('data/map.lua')
16
17
self.focus = the.player
17
self:clampTo(self.map)
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
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
33
for _, obj in ipairs(self.objects.sprites) do
34
if obj:instanceOf(Goal) then
36
self.goals[tonumber(obj.map)] = obj
19
40
--the.interface = Group:new()
21
42
--self:add(the.interface)
23
self.gameStart = love.timer.getTime()
24
self.lastChange = love.timer.getTime()
47
--the.profiler = newProfiler()
48
--the.profiler:start()
50
self.gameStart = love.timer.getMicroTime()
51
self.lastChange = love.timer.getMicroTime()
26
53
onUpdate = function(self, dt)
27
if the.player.active and love.timer.getTime() > self.lastChange + 10 then
54
if the.player.active and love.timer.getMicroTime() > self.lastChange + 10 then
30
self.lastChange = love.timer.getTime()
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')
59
if not (DEBUG and the.console.visible) then
60
the.activeMaze:collide(the.player.collider)
61
the.player.collider:collide(the.activeGoal)
64
if the.keys:justPressed('escape', 'q') then
65
PauseView:new():activate()
66
--elseif the.keys:justPressed('w') then
67
-- WinView:new():activate()
70
switchMaze = function(self)
71
if the.activeMaze then
73
newMaze = math.random(3)
74
until self.mazes[newMaze] ~= the.activeMaze
77
the.activeMaze = self.mazes[newMaze]
79
the.activeBg.visible = false
80
the.activeBg = self.bgs[newMaze]
82
if the.activeGoal then
83
the.activeGoal.visible = false
85
the.activeGoal = self.goals[newMaze]
87
the.activeMaze = self.maze2
88
the.activeBg = self.bg
89
the.activeGoal = self.goals[2]
92
the.activeMaze:revive()
93
the.activeBg.visible = true
94
if the.activeGoal then
95
the.activeGoal.visible = true
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
102
self.tween:start(self._fx, 4, 175, 10, 'quadIn')
104
self.lastChange = love.timer.getMicroTime()
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