/ld27

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  • Committer: Josh C
  • Date: 2014-07-03 14:41:57 UTC
  • Revision ID: josh@9ix.org-20140703144157-xydxt62xzcdq6bdk
cluke009 zoetrope + my spritebatch changes

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STRICT = false
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DEBUG = false
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if SDL then
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  print = SDL.log
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end
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--lovebird = require 'lovebird'
 
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STRICT = true
 
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DEBUG = true
 
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require 'zoetrope'
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--require 'pepperprof'
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--inspect = require 'inspect'
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              self.focus = the.player
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              self:clampTo(self.bg)
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              the.app:setScaling(self)
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              self.mazes = {self.maze1, self.maze2, self.maze3}
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              self.bgs = {self.bg, self.bg, self.bg2}
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              for _, maze in ipairs(self.mazes) do maze:die() end
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              --the.profiler = newProfiler()
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              --the.profiler:start()
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              self.gameStart = love.timer.getTime()
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              self.lastChange = love.timer.getTime()
 
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              self.gameStart = love.timer.getMicroTime()
 
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              self.lastChange = love.timer.getMicroTime()
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           end,
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   onUpdate = function(self, dt)
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                 if the.player.active and love.timer.getTime() > self.lastChange + 10 then
 
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                 if the.player.active and love.timer.getMicroTime() > self.lastChange + 10 then
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                    -- switch maze
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                    self:switchMaze()
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                 end
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                   self._fx = {0,0,0,0}
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                   self.tween:start(self._fx, 4, 175, 10, 'quadIn')
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                   self.lastChange = love.timer.getTime()
 
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                   self.lastChange = love.timer.getMicroTime()
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                end,
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   onEndFrame = function(self)
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                   --the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
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MenuScreen = View:extend {
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   bg = Tile:new{image = 'data/intro.png', x = 0, y = 0},
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   onNew = function(self)
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              the.app:setScaling(self)
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              self:add(self.bg)
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              --self.title:centerAround(400, 200)
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           end,
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   onUpdate = function(self, elapsed)
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     if the.keys:allJustPressed() or the.mouse:pressed() then
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       the.app.view = GameView:new()
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     end
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   end
 
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                 if the.keys:allJustPressed() then
 
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                    the.app.view = GameView:new()
 
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                 end
 
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              end
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}
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the.app = App:new {
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   width = 800,
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   height = 600,
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   name = "Treasures of the Decimaze",
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   onRun = function (self)
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              print('Version: ' .. VERSION)
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              self.view = MenuScreen:new()
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              self:setScaling()
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              if DEBUG then
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                 self.console:watch('VERSION', 'VERSION')
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                    local ss = love.graphics.newScreenshot()
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                    ss:encode('screenshot-' ..love.timer.getTime()..'.png')
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                 end
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              end,
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   update = function(self, dt)
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     if lovebird then
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       fps = love.timer.getFPS()
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       lovebird.update()
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     end
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     App.update(self, dt)
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   end,
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   setScaling = function(self, view)
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     local view = view or the.app.view
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     local winw, winh = love.window.getMode()
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     --if love.window.getFullscreen() then
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     if winw == self.width and winh == self.height then
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       self.scale = 1
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       view.realTranslate = { x=0, y=0 }
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       love.graphics.setScissor()
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     else
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       --self.scale = math.min(
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       --  math.floor(winw / the.app.viewWidth),
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       --  math.floor(winh / the.app.viewHeight)
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       --)
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       if winh >= 1050 then
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         self.scale = 1.5
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       elseif winh < the.app.height then
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         self.scale = winh / the.app.height
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       end
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       view.realTranslate.x = math.floor((winw - self.width * self.scale) / 2)
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       view.realTranslate.y = math.floor((winh - self.height * self.scale) / 2)
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       --print('translate: ' .. view.realTranslate.x .. ', ' .. view.realTranslate.y)
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       love.graphics.setColor(0,0,0)
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       love.graphics.rectangle('fill', 0, 0, winw, winh)
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       love.graphics.setScissor( view.realTranslate.x,
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                                 view.realTranslate.y,
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                                 self.width * self.scale,
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                                 self.height * self.scale)
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     end
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     view.scale = self.scale
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   end
 
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              end
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}
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function love.resize(w, h)
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  print('love.resize')
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  the.app:setScaling()
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end