/ld27

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  • Committer: Josh C
  • Date: 2013-08-26 00:10:14 UTC
  • Revision ID: josh@9ix.org-20130826001014-d7iobtdaet72558t
actually handle multiple goals in one maze

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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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                    self.goals[tonumber(obj.map)] = obj
 
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                    table.insert(self.goals[tonumber(obj.map)], obj)
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                 end
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              end
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                 end
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                 if not (DEBUG and the.console.visible) then
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                    --the.player.collider:collide(the.activeMaze)
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                    the.player.collider:collide(the.activeGoal)
 
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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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                 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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                      if the.activeGoal then
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                         the.activeGoal.visible = false
 
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                      for _, goal in ipairs(the.activeGoals) do
 
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                         goal.visible = false
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                      end
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                      the.activeGoal = self.goals[newMaze]
 
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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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                   else
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                      the.activeMaze = self.maze2
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                      the.activeBg = self.bg
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                      the.activeGoal = self.goals[2]
 
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                      the.activeGoals = 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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                   if the.activeGoal then
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                      the.activeGoal.visible = true
 
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                   for _, goal in ipairs(the.activeGoals) do
 
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                      goal.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