9
9
--require 'wrap_tile'
13
12
GameView = View:extend {
15
14
onNew = function (self)
16
15
self:loadLayers('data/map.lua')
17
16
self.focus = the.player
20
self.mazes = {self.maze1, self.maze2, self.maze3}
21
self.bgs = {self.bg, self.bg, self.bg2}
22
for _, maze in ipairs(self.mazes) do maze:die() end
23
for _, bg in ipairs(self.bgs) do bg.visible = false end
25
self.maze1.moveMod = 1
26
self.maze2.moveMod = 0.55
27
self.maze3.moveMod = -1
28
self.maze1.playerScale = 1
29
self.maze2.playerScale = 0.5
30
self.maze3.playerScale = 1
17
self:clampTo(self.map)
32
19
--the.interface = Group:new()
34
21
--self:add(the.interface)
38
self.gameStart = love.timer.getMicroTime()
39
self.lastChange = love.timer.getMicroTime()
23
self.gameStart = love.timer.getTime()
24
self.lastChange = love.timer.getTime()
41
26
onUpdate = function(self, dt)
42
if the.player.active and love.timer.getMicroTime() > self.lastChange + 10 then
27
if the.player.active and love.timer.getTime() > self.lastChange + 10 then
47
if not (DEBUG and the.console.visible) then
48
the.activeMaze:collide(the.player)
30
self.lastChange = love.timer.getTime()
51
33
-- for _, mirror in ipairs(the.mirrors.sprites) do
58
switchMaze = function(self)
59
if the.activeMaze then
61
newMaze = math.random(3)
62
until self.mazes[newMaze] ~= the.activeMaze
65
the.activeMaze = self.mazes[newMaze]
67
the.activeBg.visible = false
68
the.activeBg = self.bgs[newMaze]
70
the.activeMaze = self.maze2
71
the.activeBg = self.bg
74
the.activeMaze:revive()
75
the.activeBg.visible = true
76
the.player.scale = the.activeMaze.playerScale
79
self.tween:start(self._fx, 4, 175, 10, 'quadIn')
81
self.lastChange = love.timer.getMicroTime()
83
40
onEndFrame = function(self)
84
41
--the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
85
42
--the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2