12
12
GameView = View:extend {
14
14
onNew = function (self)
15
15
self:loadLayers('data/map.lua')
16
16
self.focus = the.player
19
self.mazes = {self.maze1, self.maze2, self.maze3}
20
self.bgs = {self.bg, self.bg, self.bg2}
21
for _, maze in ipairs(self.mazes) do maze:die() end
22
for _, bg in ipairs(self.bgs) do bg.visible = false end
24
self.maze1.moveMod = 1
25
self.maze2.moveMod = 0.55
26
self.maze3.moveMod = -1
27
self.maze1.playerScale = 1
28
self.maze2.playerScale = 0.5
29
self.maze3.playerScale = 1
32
for _, obj in ipairs(self.objects.sprites) do
33
if obj:instanceOf(Goal) then
35
self.goals[tonumber(obj.map)] = obj
17
self:clampTo(self.map)
39
19
--the.interface = Group:new()
41
21
--self:add(the.interface)
46
--the.profiler = newProfiler()
47
--the.profiler:start()
49
self.gameStart = love.timer.getMicroTime()
50
self.lastChange = love.timer.getMicroTime()
23
self.gameStart = love.timer.getTime()
24
self.lastChange = love.timer.getTime()
52
26
onUpdate = function(self, dt)
53
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
58
if not (DEBUG and the.console.visible) then
59
the.activeMaze:collide(the.player.collider)
60
the.player.collider:collide(the.activeGoal)
63
if the.keys:justPressed('escape', 'q') then
64
PauseView:new():activate()
30
self.lastChange = love.timer.getTime()
33
-- for _, mirror in ipairs(the.mirrors.sprites) do
34
-- if not mirror.of then
35
-- print('mirror:' .. inspect(mirror))
36
-- error('mirror OF NOTHING')
67
switchMaze = function(self)
68
if the.activeMaze then
70
newMaze = math.random(3)
71
until self.mazes[newMaze] ~= the.activeMaze
74
the.activeMaze = self.mazes[newMaze]
76
the.activeBg.visible = false
77
the.activeBg = self.bgs[newMaze]
79
if the.activeGoal then
80
the.activeGoal.visible = false
82
the.activeGoal = self.goals[newMaze]
84
the.activeMaze = self.maze2
85
the.activeBg = self.bg
86
the.activeGoal = self.goals[2]
89
the.activeMaze:revive()
90
the.activeBg.visible = true
91
if the.activeGoal then
92
the.activeGoal.visible = true
94
the.player.scale = the.activeMaze.playerScale
95
the.player.collider.width = the.player.width * the.activeMaze.playerScale
96
the.player.collider.height = the.player.height * the.activeMaze.playerScale
99
self.tween:start(self._fx, 4, 175, 10, 'quadIn')
101
self.lastChange = love.timer.getMicroTime()
103
40
onEndFrame = function(self)
104
41
--the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
105
42
--the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2