/ld27

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  • Committer: Josh C
  • Date: 2014-07-03 15:28:23 UTC
  • Revision ID: josh@9ix.org-20140703152823-4241je58pflhx7ec
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STRICT = true
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DEBUG = true
 
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DEBUG = false
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require 'zoetrope'
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--require 'pepperprof'
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              self.focus = the.player
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              self:clampTo(self.bg)
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              self.scale = the.app.scale
 
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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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              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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              --the.profiler = newProfiler()
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              --the.profiler:start()
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              self.gameStart = love.timer.getMicroTime()
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              self.lastChange = love.timer.getMicroTime()
 
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              self.gameStart = love.timer.getTime()
 
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              self.lastChange = love.timer.getTime()
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           end,
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   onUpdate = function(self, dt)
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                 if the.player.active and love.timer.getMicroTime() > self.lastChange + 10 then
 
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                 if the.player.active and love.timer.getTime() > 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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                 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
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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.getMicroTime()
 
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                   self.lastChange = love.timer.getTime()
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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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              self.scale = the.app.scale
 
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              self:add(self.bg)
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              --self.title:centerAround(400, 200)
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              local nr = 'data/NewRocker-Regular.otf'
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              self:add(Text:new{
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                          text = 'Name Of Game',
 
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                          text = 'Treasures of the Decimaze',
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                          --x = 0,
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                          y = 100,
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                          width = self.bg.width,
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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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              end
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           end,
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   onUpdate = function (self, dt)
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              end
 
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                 if the.keys:justPressed('f1') then
 
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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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   setScaling = function(self)
 
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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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       self.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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       self.view.realTranslate.x = math.floor((winw - self.width * self.scale) / 2)
 
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       self.view.realTranslate.y = math.floor((winh - self.height * self.scale) / 2)
 
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       --print('translate: ' .. self.view.realTranslate.x .. ', ' .. self.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( self.view.realTranslate.x,
 
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                                 self.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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     self.view.scale = self.scale
 
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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