/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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GameView = View:extend {
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   gameStart = 0,
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   switchSounds = {},
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   onNew = function (self)
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              self:loadLayers('data/map.lua')
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              self.focus = the.player
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              self.maze2.playerScale = 0.5
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              self.maze3.playerScale = 1
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              self.goals = {{},{},{}}
 
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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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                    table.insert(self.goals[tonumber(obj.map)], obj)
 
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                    self.goals[tonumber(obj.map)] = obj
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                 end
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              end
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              local sndFiles = {'data/Explosion2.wav', 'data/Explosion3.wav', 'data/Hit_Hurt3.wav'}
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              for _, sndFile in ipairs(sndFiles) do
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                 local snd = love.audio.newSource(sndFile, 'static')
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                 table.insert(self.switchSounds, snd)
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              end
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              --the.interface = Group:new()
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              --self:add(the.interface)
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                 end
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                 if not (DEBUG and the.console.visible) then
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                    for _, goal in ipairs(the.activeGoals) do
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                       the.player.collider:collide(goal)
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                    end
 
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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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                      the.activeBg.visible = false
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                      the.activeBg = self.bgs[newMaze]
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                      for _, goal in ipairs(the.activeGoals) do
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                         goal.visible = false
 
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                      if the.activeGoal then
 
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                         the.activeGoal.visible = false
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                      end
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                      the.activeGoals = self.goals[newMaze]
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                      love.audio.play(self.switchSounds[math.random(#self.switchSounds)])
 
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                      the.activeGoal = self.goals[newMaze]
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                   else
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                      the.activeMaze = self.maze2
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                      the.activeBg = self.bg
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                      the.activeGoals = self.goals[2]
 
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                      the.activeGoal = self.goals[2]
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                   end
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                   the.activeMaze:revive()
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                   the.activeBg.visible = true
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                   for _, goal in ipairs(the.activeGoals) do
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                      goal.visible = true
 
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                   if the.activeGoal then
 
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                      the.activeGoal.visible = true
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                   end
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                   the.player.scale = the.activeMaze.playerScale
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                   the.player.collider.width = the.player.width * the.activeMaze.playerScale
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}
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MenuScreen = View:extend {
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   bg = Tile:new{image = 'data/intro.png', x = 0, y = 0},
 
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   title = Text:new{text = "Press a key to start", font = 48, wordWrap = false},
 
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   --title = Tile:new{image = 'data/title.png', x = 0, y = 0},
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   onNew = function(self)
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              self:add(self.bg)
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              --self.title:centerAround(400, 200)
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              local nr = 'data/NewRocker-Regular.otf'
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              self:add(Text:new{
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                          text = 'Treasures of the Decimaze',
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                          --x = 0,
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                          y = 100,
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                          width = self.bg.width,
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                          font = {nr, 48},
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                          align = 'center',
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                          tint = {0,0,0}
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                       })
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              self:add(Text:new{
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                          text = 'Find the 4 lost shinies!',
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                          y = 170,
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                          width = self.bg.width,
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                          font = {nr, 28},
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                          align = 'center',
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                          tint = {0,0,0}
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                       })
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              self:add(Text:new{
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                          text = 'Use the arrow keys to move',
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                          y = 375,
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                          width = self.bg.width,
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                          font = {nr, 24},
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                          align = 'center',
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                          tint = {0,0,0}
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                       })
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              self:add(Text:new{
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                          text = 'Press a key to start',
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                          y = 425,
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                          width = self.bg.width,
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                          font = {nr, 24},
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                          align = 'center',
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                          tint = {0,0,0}
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                       })
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              self:add(self.title)
 
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              self.title:centerAround(400, 200)
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           end,
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   onUpdate = function(self, elapsed)
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                 if the.keys:allJustPressed() then
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}
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the.app = App:new {
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   name = "Treasures of the Decimaze",
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   onRun = function (self)
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              print('Version: ' .. VERSION)
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              self.view = MenuScreen:new()
 
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              self.view = GameView:new()
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              if DEBUG then
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                 self.console:watch('VERSION', 'VERSION')
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              end
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           end,
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   onUpdate = function (self, dt)
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                 if the.keys:justPressed('f1') then
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                    local ss = love.graphics.newScreenshot()
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                    ss:encode('screenshot-' ..love.timer.getTime()..'.png')
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                 end
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              end
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}