17
17
GameView = View:extend {
20
19
onNew = function (self)
21
20
self:loadLayers('data/map.lua')
22
21
self.focus = the.player
23
22
self:clampTo(self.bg)
25
self.scale = the.app.scale
27
24
self.mazes = {self.maze1, self.maze2, self.maze3}
28
25
self.bgs = {self.bg, self.bg, self.bg2}
29
26
for _, maze in ipairs(self.mazes) do maze:die() end
36
33
self.maze2.playerScale = 0.5
37
34
self.maze3.playerScale = 1
39
self.goals = {{},{},{}}
40
37
the.goalsAchieved = 0
41
38
for _, obj in ipairs(self.objects.sprites) do
42
39
if obj:instanceOf(Goal) then
43
40
obj.visible = false
44
table.insert(self.goals[tonumber(obj.map)], obj)
41
self.goals[tonumber(obj.map)] = obj
48
local sndFiles = {'data/Explosion2.wav', 'data/Explosion3.wav', 'data/Hit_Hurt3.wav'}
50
for _, sndFile in ipairs(sndFiles) do
51
local snd = love.audio.newSource(sndFile, 'static')
52
table.insert(self.switchSounds, snd)
55
45
--the.interface = Group:new()
57
47
--self:add(the.interface)
62
52
--the.profiler = newProfiler()
63
53
--the.profiler:start()
65
self.gameStart = love.timer.getTime()
66
self.lastChange = love.timer.getTime()
55
self.gameStart = love.timer.getMicroTime()
56
self.lastChange = love.timer.getMicroTime()
68
58
onUpdate = function(self, dt)
69
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
74
64
if not (DEBUG and the.console.visible) then
75
for _, goal in ipairs(the.activeGoals) do
76
the.player.collider:collide(goal)
65
--the.player.collider:collide(the.activeMaze)
66
the.player.collider:collide(the.activeGoal)
80
69
if the.keys:justPressed('escape', 'q') then
95
84
the.activeBg.visible = false
96
85
the.activeBg = self.bgs[newMaze]
98
for _, goal in ipairs(the.activeGoals) do
87
if the.activeGoal then
88
the.activeGoal.visible = false
101
the.activeGoals = self.goals[newMaze]
103
love.audio.play(self.switchSounds[math.random(#self.switchSounds)])
90
the.activeGoal = self.goals[newMaze]
105
92
the.activeMaze = self.maze2
106
93
the.activeBg = self.bg
107
the.activeGoals = self.goals[2]
94
the.activeGoal = self.goals[2]
110
97
the.activeMaze:revive()
111
98
the.activeBg.visible = true
112
for _, goal in ipairs(the.activeGoals) do
99
if the.activeGoal then
100
the.activeGoal.visible = true
115
102
the.player.scale = the.activeMaze.playerScale
116
103
the.player.collider.width = the.player.width * the.activeMaze.playerScale
119
106
self._fx = {0,0,0,0}
120
107
self.tween:start(self._fx, 4, 175, 10, 'quadIn')
122
self.lastChange = love.timer.getTime()
109
self.lastChange = love.timer.getMicroTime()
124
111
onEndFrame = function(self)
125
112
--the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
130
117
MenuScreen = View:extend {
131
bg = Tile:new{image = 'data/intro.png', x = 0, y = 0},
118
title = Text:new{text = "Press a key to start", font = 48, wordWrap = false},
119
--title = Tile:new{image = 'data/title.png', x = 0, y = 0},
132
120
onNew = function(self)
133
self.scale = the.app.scale
136
--self.title:centerAround(400, 200)
138
local nr = 'data/NewRocker-Regular.otf'
140
text = 'Treasures of the Decimaze',
143
width = self.bg.width,
150
text = 'Find the 4 lost shinies!',
152
width = self.bg.width,
159
text = 'Use the arrow keys to move',
161
width = self.bg.width,
168
text = 'Press a key to start',
170
width = self.bg.width,
122
self.title:centerAround(400, 200)
178
124
onUpdate = function(self, elapsed)
179
125
if the.keys:allJustPressed() then
185
131
the.app = App:new {
188
name = "Treasures of the Decimaze",
189
132
onRun = function (self)
190
133
print('Version: ' .. VERSION)
192
self.view = MenuScreen:new()
135
self.view = GameView:new()
196
138
self.console:watch('VERSION', 'VERSION')
204
146
onUpdate = function (self, dt)
205
if the.keys:justPressed('f1') then
206
local ss = love.graphics.newScreenshot()
207
ss:encode('screenshot-' ..love.timer.getTime()..'.png')
210
setScaling = function(self)
211
local winw, winh = love.window.getMode()
212
--if love.window.getFullscreen() then
213
if winw == self.width and winh == self.height then
215
self.view.realTranslate = { x=0, y=0 }
216
love.graphics.setScissor()
218
--self.scale = math.min(
219
-- math.floor(winw / the.app.viewWidth),
220
-- math.floor(winh / the.app.viewHeight)
224
elseif winh < the.app.height then
225
self.scale = winh / the.app.height
227
self.view.realTranslate.x = math.floor((winw - self.width * self.scale) / 2)
228
self.view.realTranslate.y = math.floor((winh - self.height * self.scale) / 2)
229
--print('translate: ' .. self.view.realTranslate.x .. ', ' .. self.view.realTranslate.y)
231
love.graphics.setColor(0,0,0)
232
love.graphics.rectangle('fill', 0, 0, winw, winh)
233
love.graphics.setScissor( self.view.realTranslate.x,
234
self.view.realTranslate.y,
235
self.width * self.scale,
236
self.height * self.scale)
239
self.view.scale = self.scale
243
function love.resize(w, h)