18
16
self.focus = the.player
19
17
self:clampTo(self.bg)
21
self.mazes = {self.maze1, self.maze2, self.maze3}
22
self.bgs = {self.bg, self.bg, self.bg2}
23
for _, maze in ipairs(self.mazes) do maze:die() end
24
for _, bg in ipairs(self.bgs) do bg.visible = false end
26
self.maze1.moveMod = 1
27
self.maze2.moveMod = 0.55
28
self.maze3.moveMod = -1
29
self.maze1.playerScale = 1
30
self.maze2.playerScale = 0.5
31
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
19
self.mazes = {self.maze1, self.maze2}
22
the.activeMaze = self.maze1
41
24
--the.interface = Group:new()
43
26
--self:add(the.interface)
48
--the.profiler = newProfiler()
49
--the.profiler:start()
51
28
self.gameStart = love.timer.getMicroTime()
52
29
self.lastChange = love.timer.getMicroTime()
54
31
onUpdate = function(self, dt)
55
32
if the.player.active and love.timer.getMicroTime() > 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)
35
if the.activeMaze == self.maze1 then
36
the.activeMaze = self.maze2
38
the.activeMaze = self.maze1
40
the.activeMaze:revive()
42
self.lastChange = love.timer.getMicroTime()
45
the.activeMaze:collide(the.player)
65
48
-- for _, mirror in ipairs(the.mirrors.sprites) do
66
49
-- if not mirror.of then
72
switchMaze = function(self)
73
if the.activeMaze then
75
newMaze = math.random(3)
76
until self.mazes[newMaze] ~= the.activeMaze
79
the.activeMaze = self.mazes[newMaze]
81
the.activeBg.visible = false
82
the.activeBg = self.bgs[newMaze]
84
if the.activeGoal then
85
the.activeGoal.visible = false
87
the.activeGoal = self.goals[newMaze]
89
the.activeMaze = self.maze2
90
the.activeBg = self.bg
91
the.activeGoal = self.goals[2]
94
the.activeMaze:revive()
95
the.activeBg.visible = true
96
if the.activeGoal then
97
the.activeGoal.visible = true
99
the.player.scale = the.activeMaze.playerScale
100
the.player.collider.width = the.player.width * the.activeMaze.playerScale
101
the.player.collider.height = the.player.height * the.activeMaze.playerScale
104
self.tween:start(self._fx, 4, 175, 10, 'quadIn')
106
self.lastChange = love.timer.getMicroTime()
108
55
onEndFrame = function(self)
109
56
--the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
110
57
--the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
141
88
onUpdate = function (self, dt)
142
89
if the.keys:justPressed('escape') then
145
local outfile = io.open( "profile.txt", "w+" )
146
the.profiler:report( outfile )