/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 21:05:20 UTC
  • Revision ID: josh@9ix.org-20130825210520-2of9iq2uemncp336
overhaul collision and physics to fix an annoying collision resolution 
bug

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'
 
6
--inspect = require 'inspect'
5
7
 
6
 
--require 'group'
 
8
require 'sprite'
 
9
require 'util'
7
10
 
8
11
require 'version'
9
 
--require 'wrap_tile'
10
12
require 'player'
11
13
require 'goal'
 
14
require 'pause_view'
 
15
require 'win_view'
12
16
 
13
17
GameView = View:extend {
14
18
   gameStart = 0,
23
27
              for _, bg in ipairs(self.bgs) do bg.visible = false end
24
28
 
25
29
              self.maze1.moveMod = 1
26
 
              self.maze2.moveMod = 0.5
 
30
              self.maze2.moveMod = 0.55
27
31
              self.maze3.moveMod = -1
28
32
              self.maze1.playerScale = 1
29
33
              self.maze2.playerScale = 0.5
30
34
              self.maze3.playerScale = 1
31
35
 
 
36
              self.goals = {}
 
37
              the.goalsAchieved = 0
 
38
              for _, obj in ipairs(self.objects.sprites) do
 
39
                 if obj:instanceOf(Goal) then
 
40
                    obj.visible = false
 
41
                    self.goals[tonumber(obj.map)] = obj
 
42
                 end
 
43
              end
 
44
 
32
45
              --the.interface = Group:new()
33
46
 
34
47
              --self:add(the.interface)
35
48
 
36
49
              self:switchMaze()
37
50
 
 
51
              -- profiling...
 
52
              --the.profiler = newProfiler()
 
53
              --the.profiler:start()
 
54
 
38
55
              self.gameStart = love.timer.getMicroTime()
39
56
              self.lastChange = love.timer.getMicroTime()
40
57
           end,
44
61
                    self:switchMaze()
45
62
                 end
46
63
 
47
 
                 the.activeMaze:collide(the.player)
48
 
 
49
 
 
50
 
                 -- for _, mirror in ipairs(the.mirrors.sprites) do
51
 
                 --    if not mirror.of then
52
 
                 --       print('mirror:' .. inspect(mirror))
53
 
                 --       error('mirror OF NOTHING')
54
 
                 --    end
55
 
                 -- end
 
64
                 if not (DEBUG and the.console.visible) then
 
65
                    --the.player.collider:collide(the.activeMaze)
 
66
                    the.player.collider:collide(the.activeGoal)
 
67
                 end
 
68
 
 
69
                 if the.keys:justPressed('escape', 'q') then
 
70
                    PauseView:new():activate()
 
71
                 --elseif the.keys:justPressed('w') then
 
72
                 --   WinView:new():activate()
 
73
                 end
56
74
              end,
57
75
   switchMaze = function(self)
58
76
                   if the.activeMaze then
65
83
 
66
84
                      the.activeBg.visible = false
67
85
                      the.activeBg = self.bgs[newMaze]
 
86
 
 
87
                      if the.activeGoal then
 
88
                         the.activeGoal.visible = false
 
89
                      end
 
90
                      the.activeGoal = self.goals[newMaze]
68
91
                   else
69
92
                      the.activeMaze = self.maze2
70
93
                      the.activeBg = self.bg
 
94
                      the.activeGoal = self.goals[2]
71
95
                   end
72
96
 
73
97
                   the.activeMaze:revive()
74
98
                   the.activeBg.visible = true
 
99
                   if the.activeGoal then
 
100
                      the.activeGoal.visible = true
 
101
                   end
75
102
                   the.player.scale = the.activeMaze.playerScale
 
103
                   the.player.collider.width = the.player.width * the.activeMaze.playerScale
 
104
                   the.player.collider.height = the.player.height * the.activeMaze.playerScale
76
105
 
77
106
                   self._fx = {0,0,0,0}
78
 
                   self.tween:start(self._fx, 4, 150, 10, 'quadIn')
 
107
                   self.tween:start(self._fx, 4, 175, 10, 'quadIn')
79
108
 
80
109
                   self.lastChange = love.timer.getMicroTime()
81
110
                end,
107
136
 
108
137
              if DEBUG then
109
138
                 self.console:watch('VERSION', 'VERSION')
 
139
                 self.console:watch('player.x', 'the.player.x')
 
140
                 self.console:watch('player.y', 'the.player.y')
110
141
 
111
142
                 -- back off that dark overlay a bit
112
143
                 self.console.fill.fill[4] = 75
113
144
              end
114
145
           end,
115
146
   onUpdate = function (self, dt)
116
 
                 if the.keys:justPressed('escape') then
117
 
                    self.quit()
118
 
                 end
119
147
              end
120
148
}