/ld27

To get this branch, use:
bzr branch http://9ix.org/bzr/ld27

« back to all changes in this revision

Viewing changes to main.lua

  • 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

Show diffs side-by-side

added added

removed removed

Lines of Context:
2
2
DEBUG = true
3
3
 
4
4
require 'zoetrope'
 
5
--require 'pepperprof'
 
6
--inspect = require 'inspect'
5
7
 
6
 
--require 'group'
 
8
require 'sprite'
 
9
require 'util'
7
10
 
8
11
require 'version'
9
 
--require 'wrap_tile'
10
12
require 'player'
 
13
require 'goal'
 
14
require 'pause_view'
 
15
require 'win_view'
11
16
 
12
17
GameView = View:extend {
13
18
   gameStart = 0,
16
21
              self.focus = the.player
17
22
              self:clampTo(self.bg)
18
23
 
19
 
              self.mazes = {self.maze1, self.maze2}
20
 
              --self.maze1:revive()
21
 
              --self.maze2:die()
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
 
28
 
 
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
 
35
 
 
36
              self.goals = {}
 
37
              the.goalsAchieved = 0
 
38
              for _, obj in ipairs(self.objects.sprites) do
 
39
                 if obj:instanceOf(Goal) then
 
40
                    obj.visible = false
 
41
                    self.goals[tonumber(obj.map)] = obj
 
42
                 end
 
43
              end
23
44
 
24
45
              --the.interface = Group:new()
25
46
 
27
48
 
28
49
              self:switchMaze()
29
50
 
 
51
              -- profiling...
 
52
              --the.profiler = newProfiler()
 
53
              --the.profiler:start()
 
54
 
30
55
              self.gameStart = love.timer.getMicroTime()
31
56
              self.lastChange = love.timer.getMicroTime()
32
57
           end,
36
61
                    self:switchMaze()
37
62
                 end
38
63
 
39
 
                 the.activeMaze:collide(the.player)
40
 
 
41
 
 
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')
46
 
                 --    end
47
 
                 -- end
 
64
                 if not (DEBUG and the.console.visible) then
 
65
                    --the.player.collider:collide(the.activeMaze)
 
66
                    the.player.collider:collide(the.activeGoal)
 
67
                 end
 
68
 
 
69
                 if the.keys:justPressed('escape', 'q') then
 
70
                    PauseView:new():activate()
 
71
                 --elseif the.keys:justPressed('w') then
 
72
                 --   WinView:new():activate()
 
73
                 end
48
74
              end,
49
75
   switchMaze = function(self)
50
 
                   the.activeMaze:die()
51
 
                   if the.activeMaze == self.maze1 then
 
76
                   if the.activeMaze then
 
77
                      repeat
 
78
                         newMaze = math.random(3)
 
79
                      until self.mazes[newMaze] ~= the.activeMaze
 
80
 
 
81
                      the.activeMaze:die()
 
82
                      the.activeMaze = self.mazes[newMaze]
 
83
 
 
84
                      the.activeBg.visible = false
 
85
                      the.activeBg = self.bgs[newMaze]
 
86
 
 
87
                      if the.activeGoal then
 
88
                         the.activeGoal.visible = false
 
89
                      end
 
90
                      the.activeGoal = self.goals[newMaze]
 
91
                   else
52
92
                      the.activeMaze = self.maze2
53
 
                   else
54
 
                      the.activeMaze = self.maze1
 
93
                      the.activeBg = self.bg
 
94
                      the.activeGoal = self.goals[2]
55
95
                   end
 
96
 
56
97
                   the.activeMaze:revive()
 
98
                   the.activeBg.visible = true
 
99
                   if the.activeGoal then
 
100
                      the.activeGoal.visible = true
 
101
                   end
 
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
57
105
 
58
106
                   self._fx = {0,0,0,0}
59
 
                   self.tween:start(self._fx, 4, 150, 10, 'quadIn')
 
107
                   self.tween:start(self._fx, 4, 175, 10, 'quadIn')
60
108
 
61
109
                   self.lastChange = love.timer.getMicroTime()
62
110
                end,
88
136
 
89
137
              if DEBUG then
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')
91
141
 
92
142
                 -- back off that dark overlay a bit
93
143
                 self.console.fill.fill[4] = 75
94
144
              end
95
145
           end,
96
146
   onUpdate = function (self, dt)
97
 
                 if the.keys:justPressed('escape') then
98
 
                    self.quit()
99
 
                 end
100
147
              end
101
148
}