16
21
self.focus = the.player
17
22
self:clampTo(self.bg)
19
self.mazes = {self.maze1, self.maze2}
22
the.activeMaze = self.maze1
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
24
45
--the.interface = Group:new()
39
the.activeMaze:collide(the.player)
42
-- for _, mirror in ipairs(the.mirrors.sprites) do
43
-- if not mirror.of then
44
-- print('mirror:' .. inspect(mirror))
45
-- 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()
49
75
switchMaze = function(self)
51
if the.activeMaze == self.maze1 then
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]
52
92
the.activeMaze = self.maze2
54
the.activeMaze = self.maze1
93
the.activeBg = self.bg
94
the.activeGoal = self.goals[2]
56
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
58
self._fx = {255,255,255,0}
59
self.tween:start(self._fx, 4, 150, 10, 'quadIn')
107
self.tween:start(self._fx, 4, 175, 10, 'quadIn')
61
109
self.lastChange = love.timer.getMicroTime()
90
138
self.console:watch('VERSION', 'VERSION')
139
self.console:watch('player.x', 'the.player.x')
140
self.console:watch('player.y', 'the.player.y')
92
142
-- back off that dark overlay a bit
93
143
self.console.fill.fill[4] = 75
96
146
onUpdate = function (self, dt)
97
if the.keys:justPressed('escape') then