/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 21:44:54 UTC
  • Revision ID: josh@9ix.org-20130825214454-31x5ejvdrio02s24
correct tile size for slow frame hack

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'
11
13
require 'goal'
 
14
require 'pause_view'
 
15
require 'win_view'
12
16
 
13
17
GameView = View:extend {
14
18
   gameStart = 0,
30
34
              self.maze3.playerScale = 1
31
35
 
32
36
              self.goals = {}
 
37
              the.goalsAchieved = 0
33
38
              for _, obj in ipairs(self.objects.sprites) do
34
39
                 if obj:instanceOf(Goal) then
35
40
                    obj.visible = false
43
48
 
44
49
              self:switchMaze()
45
50
 
 
51
              -- profiling...
 
52
              --the.profiler = newProfiler()
 
53
              --the.profiler:start()
 
54
 
46
55
              self.gameStart = love.timer.getMicroTime()
47
56
              self.lastChange = love.timer.getMicroTime()
48
57
           end,
53
62
                 end
54
63
 
55
64
                 if not (DEBUG and the.console.visible) then
56
 
                    the.activeMaze:collide(the.player)
57
 
                    the.player:collide(the.activeGoal)
 
65
                    --the.player.collider:collide(the.activeMaze)
 
66
                    the.player.collider:collide(the.activeGoal)
58
67
                 end
59
68
 
60
 
                 -- for _, mirror in ipairs(the.mirrors.sprites) do
61
 
                 --    if not mirror.of then
62
 
                 --       print('mirror:' .. inspect(mirror))
63
 
                 --       error('mirror OF NOTHING')
64
 
                 --    end
65
 
                 -- end
 
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
66
74
              end,
67
75
   switchMaze = function(self)
68
76
                   if the.activeMaze then
92
100
                      the.activeGoal.visible = true
93
101
                   end
94
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
95
105
 
96
106
                   self._fx = {0,0,0,0}
97
107
                   self.tween:start(self._fx, 4, 175, 10, 'quadIn')
126
136
 
127
137
              if DEBUG then
128
138
                 self.console:watch('VERSION', 'VERSION')
 
139
                 self.console:watch('player.x', 'the.player.x')
 
140
                 self.console:watch('player.y', 'the.player.y')
129
141
 
130
142
                 -- back off that dark overlay a bit
131
143
                 self.console.fill.fill[4] = 75
132
144
              end
133
145
           end,
134
146
   onUpdate = function (self, dt)
135
 
                 if the.keys:justPressed('escape') then
136
 
                    self.quit()
137
 
                 end
138
147
              end
139
148
}