/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:
2
2
DEBUG = true
3
3
 
4
4
require 'zoetrope'
5
 
 
6
 
--require 'group'
 
5
--require 'pepperprof'
7
6
 
8
7
require 'version'
9
 
--require 'wrap_tile'
10
8
require 'player'
 
9
require 'goal'
 
10
require 'pause_view'
 
11
require 'win_view'
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
 
27
43
 
28
44
              self:switchMaze()
29
45
 
 
46
              -- profiling...
 
47
              --the.profiler = newProfiler()
 
48
              --the.profiler:start()
 
49
 
30
50
              self.gameStart = love.timer.getMicroTime()
31
51
              self.lastChange = love.timer.getMicroTime()
32
52
           end,
36
56
                    self:switchMaze()
37
57
                 end
38
58
 
39
 
                 the.activeMaze:collide(the.player)
40
 
 
41
 
 
42
 
                 -- for _, mirror in ipairs(the.mirrors.sprites) do
43
 
                 --    if not mirror.of then
44
 
                 --       print('mirror:' .. inspect(mirror))
45
 
                 --       error('mirror OF NOTHING')
46
 
                 --    end
47
 
                 -- end
 
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
48
69
              end,
49
70
   switchMaze = function(self)
50
 
                   the.activeMaze:die()
51
 
                   if the.activeMaze == self.maze1 then
 
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
52
87
                      the.activeMaze = self.maze2
53
 
                   else
54
 
                      the.activeMaze = self.maze1
 
88
                      the.activeBg = self.bg
 
89
                      the.activeGoal = self.goals[2]
55
90
                   end
 
91
 
56
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
57
100
 
58
101
                   self._fx = {0,0,0,0}
59
 
                   self.tween:start(self._fx, 4, 150, 10, 'quadIn')
 
102
                   self.tween:start(self._fx, 4, 175, 10, 'quadIn')
60
103
 
61
104
                   self.lastChange = love.timer.getMicroTime()
62
105
                end,
94
137
              end
95
138
           end,
96
139
   onUpdate = function (self, dt)
97
 
                 if the.keys:justPressed('escape') then
98
 
                    self.quit()
99
 
                 end
100
140
              end
101
141
}