6
--inspect = require 'inspect'
12
17
GameView = View:extend {
14
19
onNew = function (self)
15
20
self:loadLayers('data/map.lua')
16
21
self.focus = the.player
17
self:clampTo(self.map)
24
self.mazes = {self.maze1, self.maze2, self.maze3}
25
self.bgs = {self.bg, self.bg, self.bg2}
26
for _, maze in ipairs(self.mazes) do maze:die() end
27
for _, bg in ipairs(self.bgs) do bg.visible = false end
29
self.maze1.moveMod = 1
30
self.maze2.moveMod = 0.55
31
self.maze3.moveMod = -1
32
self.maze1.playerScale = 1
33
self.maze2.playerScale = 0.5
34
self.maze3.playerScale = 1
38
for _, obj in ipairs(self.objects.sprites) do
39
if obj:instanceOf(Goal) then
41
self.goals[tonumber(obj.map)] = obj
19
45
--the.interface = Group:new()
21
47
--self:add(the.interface)
23
self.gameStart = love.timer.getTime()
24
self.lastChange = love.timer.getTime()
52
--the.profiler = newProfiler()
53
--the.profiler:start()
55
self.gameStart = love.timer.getMicroTime()
56
self.lastChange = love.timer.getMicroTime()
26
58
onUpdate = function(self, dt)
27
if the.player.active and love.timer.getTime() > self.lastChange + 10 then
59
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')
64
if not (DEBUG and the.console.visible) then
65
--the.player.collider:collide(the.activeMaze)
66
the.player.collider:collide(the.activeGoal)
69
if the.keys:justPressed('escape', 'q') then
70
PauseView:new():activate()
71
--elseif the.keys:justPressed('w') then
72
-- WinView:new():activate()
75
switchMaze = function(self)
76
if the.activeMaze then
78
newMaze = math.random(3)
79
until self.mazes[newMaze] ~= the.activeMaze
82
the.activeMaze = self.mazes[newMaze]
84
the.activeBg.visible = false
85
the.activeBg = self.bgs[newMaze]
87
if the.activeGoal then
88
the.activeGoal.visible = false
90
the.activeGoal = self.goals[newMaze]
92
the.activeMaze = self.maze2
93
the.activeBg = self.bg
94
the.activeGoal = self.goals[2]
97
the.activeMaze:revive()
98
the.activeBg.visible = true
99
if the.activeGoal then
100
the.activeGoal.visible = true
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
107
self.tween:start(self._fx, 4, 175, 10, 'quadIn')
109
self.lastChange = love.timer.getMicroTime()
40
111
onEndFrame = function(self)
41
112
--the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
42
113
--the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
67
138
self.console:watch('VERSION', 'VERSION')
139
self.console:watch('player.x', 'the.player.x')
140
self.console:watch('player.y', 'the.player.y')
69
142
-- back off that dark overlay a bit
70
143
self.console.fill.fill[4] = 75
73
146
onUpdate = function (self, dt)
74
if the.keys:justPressed('escape') then