/ld27

To get this branch, use:
bzr branch http://9ix.org/bzr/ld27

« back to all changes in this revision

Viewing changes to main.lua

  • 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

Show diffs side-by-side

added added

removed removed

Lines of Context:
16
16
 
17
17
GameView = View:extend {
18
18
   gameStart = 0,
 
19
   switchSounds = {},
19
20
   onNew = function (self)
20
21
              self:loadLayers('data/map.lua')
21
22
              self.focus = the.player
33
34
              self.maze2.playerScale = 0.5
34
35
              self.maze3.playerScale = 1
35
36
 
36
 
              self.goals = {}
 
37
              self.goals = {{},{},{}}
37
38
              the.goalsAchieved = 0
38
39
              for _, obj in ipairs(self.objects.sprites) do
39
40
                 if obj:instanceOf(Goal) then
40
41
                    obj.visible = false
41
 
                    self.goals[tonumber(obj.map)] = obj
 
42
                    table.insert(self.goals[tonumber(obj.map)], obj)
42
43
                 end
43
44
              end
44
45
 
 
46
              local sndFiles = {'data/Explosion2.wav', 'data/Explosion3.wav', 'data/Hit_Hurt3.wav'}
 
47
 
 
48
              for _, sndFile in ipairs(sndFiles) do
 
49
                 local snd = love.audio.newSource(sndFile, 'static')
 
50
                 table.insert(self.switchSounds, snd)
 
51
              end
 
52
 
45
53
              --the.interface = Group:new()
46
54
 
47
55
              --self:add(the.interface)
62
70
                 end
63
71
 
64
72
                 if not (DEBUG and the.console.visible) then
65
 
                    --the.player.collider:collide(the.activeMaze)
66
 
                    the.player.collider:collide(the.activeGoal)
 
73
                    for _, goal in ipairs(the.activeGoals) do
 
74
                       the.player.collider:collide(goal)
 
75
                    end
67
76
                 end
68
77
 
69
78
                 if the.keys:justPressed('escape', 'q') then
84
93
                      the.activeBg.visible = false
85
94
                      the.activeBg = self.bgs[newMaze]
86
95
 
87
 
                      if the.activeGoal then
88
 
                         the.activeGoal.visible = false
 
96
                      for _, goal in ipairs(the.activeGoals) do
 
97
                         goal.visible = false
89
98
                      end
90
 
                      the.activeGoal = self.goals[newMaze]
 
99
                      the.activeGoals = self.goals[newMaze]
 
100
 
 
101
                      love.audio.play(self.switchSounds[math.random(#self.switchSounds)])
91
102
                   else
92
103
                      the.activeMaze = self.maze2
93
104
                      the.activeBg = self.bg
94
 
                      the.activeGoal = self.goals[2]
 
105
                      the.activeGoals = self.goals[2]
95
106
                   end
96
107
 
97
108
                   the.activeMaze:revive()
98
109
                   the.activeBg.visible = true
99
 
                   if the.activeGoal then
100
 
                      the.activeGoal.visible = true
 
110
                   for _, goal in ipairs(the.activeGoals) do
 
111
                      goal.visible = true
101
112
                   end
102
113
                   the.player.scale = the.activeMaze.playerScale
103
114
                   the.player.collider.width = the.player.width * the.activeMaze.playerScale
132
143
                       })
133
144
 
134
145
              self:add(Text:new{
135
 
                          text = 'Find the 3 lost shinies!',
 
146
                          text = 'Find the 4 lost shinies!',
136
147
                          y = 170,
137
148
                          width = self.bg.width,
138
149
                          font = {nr, 28},