/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 16:04:57 UTC
  • Revision ID: josh@9ix.org-20130825160457-m0le8k88t0i2ooun
win screen activate!

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'
11
9
require 'goal'
 
10
require 'pause_view'
 
11
require 'win_view'
12
12
 
13
13
GameView = View:extend {
14
14
   gameStart = 0,
17
17
              self.focus = the.player
18
18
              self:clampTo(self.bg)
19
19
 
20
 
              self.mazes = {self.maze1, self.maze2}
21
 
              --self.maze1:revive()
22
 
              --self.maze2:die()
23
 
              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
              the.goalsAchieved = 0
 
34
              for _, obj in ipairs(self.objects.sprites) do
 
35
                 if obj:instanceOf(Goal) then
 
36
                    obj.visible = false
 
37
                    self.goals[tonumber(obj.map)] = obj
 
38
                 end
 
39
              end
24
40
 
25
41
              --the.interface = Group:new()
26
42
 
28
44
 
29
45
              self:switchMaze()
30
46
 
 
47
              -- profiling...
 
48
              --the.profiler = newProfiler()
 
49
              --the.profiler:start()
 
50
 
31
51
              self.gameStart = love.timer.getMicroTime()
32
52
              self.lastChange = love.timer.getMicroTime()
33
53
           end,
37
57
                    self:switchMaze()
38
58
                 end
39
59
 
40
 
                 the.activeMaze:collide(the.player)
41
 
 
42
 
 
43
 
                 -- for _, mirror in ipairs(the.mirrors.sprites) do
44
 
                 --    if not mirror.of then
45
 
                 --       print('mirror:' .. inspect(mirror))
46
 
                 --       error('mirror OF NOTHING')
47
 
                 --    end
48
 
                 -- end
 
60
                 if not (DEBUG and the.console.visible) then
 
61
                    the.activeMaze:collide(the.player.collider)
 
62
                    the.player.collider:collide(the.activeGoal)
 
63
                 end
 
64
 
 
65
                 if the.keys:justPressed('escape', 'q') then
 
66
                    PauseView:new():activate()
 
67
                 --elseif the.keys:justPressed('w') then
 
68
                 --   WinView:new():activate()
 
69
                 end
49
70
              end,
50
71
   switchMaze = function(self)
51
 
                   the.activeMaze:die()
52
 
                   if the.activeMaze == self.maze1 then
 
72
                   if the.activeMaze then
 
73
                      repeat
 
74
                         newMaze = math.random(3)
 
75
                      until self.mazes[newMaze] ~= the.activeMaze
 
76
 
 
77
                      the.activeMaze:die()
 
78
                      the.activeMaze = self.mazes[newMaze]
 
79
 
 
80
                      the.activeBg.visible = false
 
81
                      the.activeBg = self.bgs[newMaze]
 
82
 
 
83
                      if the.activeGoal then
 
84
                         the.activeGoal.visible = false
 
85
                      end
 
86
                      the.activeGoal = self.goals[newMaze]
 
87
                   else
53
88
                      the.activeMaze = self.maze2
54
 
                   else
55
 
                      the.activeMaze = self.maze1
 
89
                      the.activeBg = self.bg
 
90
                      the.activeGoal = self.goals[2]
56
91
                   end
 
92
 
57
93
                   the.activeMaze:revive()
 
94
                   the.activeBg.visible = true
 
95
                   if the.activeGoal then
 
96
                      the.activeGoal.visible = true
 
97
                   end
 
98
                   the.player.scale = the.activeMaze.playerScale
 
99
                   the.player.collider.width = the.player.width * the.activeMaze.playerScale
 
100
                   the.player.collider.height = the.player.height * the.activeMaze.playerScale
58
101
 
59
102
                   self._fx = {0,0,0,0}
60
 
                   self.tween:start(self._fx, 4, 150, 10, 'quadIn')
 
103
                   self.tween:start(self._fx, 4, 175, 10, 'quadIn')
61
104
 
62
105
                   self.lastChange = love.timer.getMicroTime()
63
106
                end,
95
138
              end
96
139
           end,
97
140
   onUpdate = function (self, dt)
98
 
                 if the.keys:justPressed('escape') then
99
 
                    self.quit()
100
 
                 end
101
141
              end
102
142
}