/ld27

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  • 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

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require 'zoetrope'
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--require 'pepperprof'
 
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--inspect = require 'inspect'
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--require 'group'
 
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require 'sprite'
 
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require 'util'
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require 'version'
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--require 'wrap_tile'
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require 'player'
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require 'goal'
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require 'pause_view'
 
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require 'win_view'
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GameView = View:extend {
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   gameStart = 0,
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              self.maze3.playerScale = 1
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              self.goals = {}
 
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              the.goalsAchieved = 0
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              for _, obj in ipairs(self.objects.sprites) do
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                 if obj:instanceOf(Goal) then
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                    obj.visible = false
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                 end
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                 if not (DEBUG and the.console.visible) then
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                    the.activeMaze:collide(the.player.collider)
 
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                    --the.player.collider:collide(the.activeMaze)
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                    the.player.collider:collide(the.activeGoal)
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                 end
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                 if the.keys:justPressed('escape', 'q') then
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                    PauseView:new():activate()
 
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                 --elseif the.keys:justPressed('w') then
 
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                 --   WinView:new():activate()
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                 end
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              end,
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   switchMaze = function(self)
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              if DEBUG then
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                 self.console:watch('VERSION', 'VERSION')
 
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                 self.console:watch('player.x', 'the.player.x')
 
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                 self.console:watch('player.y', 'the.player.y')
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                 -- back off that dark overlay a bit
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                 self.console.fill.fill[4] = 75