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
34
for _, obj in ipairs(self.objects.sprites) do
35
if obj:instanceOf(Goal) then
37
self.goals[tonumber(obj.map)] = obj
17
self:clampTo(self.map)
41
19
--the.interface = Group:new()
43
21
--self:add(the.interface)
48
--the.profiler = newProfiler()
49
--the.profiler:start()
51
self.gameStart = love.timer.getMicroTime()
52
self.lastChange = love.timer.getMicroTime()
23
self.gameStart = love.timer.getTime()
24
self.lastChange = love.timer.getTime()
54
26
onUpdate = function(self, dt)
55
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
60
if not (DEBUG and the.console.visible) then
61
the.activeMaze:collide(the.player.collider)
62
the.player.collider:collide(the.activeGoal)
65
if the.keys:justPressed('escape', 'q') then
66
PauseView:new():activate()
67
--elseif the.keys:justPressed('w') then
68
-- WinView: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')
71
switchMaze = function(self)
72
if the.activeMaze then
74
newMaze = math.random(3)
75
until self.mazes[newMaze] ~= the.activeMaze
78
the.activeMaze = self.mazes[newMaze]
80
the.activeBg.visible = false
81
the.activeBg = self.bgs[newMaze]
83
if the.activeGoal then
84
the.activeGoal.visible = false
86
the.activeGoal = self.goals[newMaze]
88
the.activeMaze = self.maze2
89
the.activeBg = self.bg
90
the.activeGoal = self.goals[2]
93
the.activeMaze:revive()
94
the.activeBg.visible = true
95
if the.activeGoal then
96
the.activeGoal.visible = true
98
the.player.scale = the.activeMaze.playerScale
99
the.player.collider.width = the.player.width * the.activeMaze.playerScale
100
the.player.collider.height = the.player.height * the.activeMaze.playerScale
103
self.tween:start(self._fx, 4, 175, 10, 'quadIn')
105
self.lastChange = love.timer.getMicroTime()
107
40
onEndFrame = function(self)
108
41
--the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
109
42
--the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2