/ld27

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  • Committer: Josh C
  • Date: 2013-08-25 22:33:36 UTC
  • Revision ID: josh@9ix.org-20130825223336-060day31ux18mzat
update pause and win screens with ridiculous font

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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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              self:add(Text:new{
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                          text = 'Find the 4 lost shinies!',
 
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                          text = 'Find the 3 lost shinies!',
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                          y = 170,
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                          width = self.bg.width,
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                          font = {nr, 28},