28
41
self.maze2.playerScale = 0.5
29
42
self.maze3.playerScale = 1
44
self.goals = {{},{},{}}
32
46
for _, obj in ipairs(self.objects.sprites) do
33
47
if obj:instanceOf(Goal) then
34
48
obj.visible = false
35
self.goals[tonumber(obj.map)] = obj
49
table.insert(self.goals[tonumber(obj.map)], obj)
53
local sndFiles = {'data/Explosion2.wav', 'data/Explosion3.wav', 'data/Hit_Hurt3.wav'}
55
for _, sndFile in ipairs(sndFiles) do
56
local snd = love.audio.newSource(sndFile, 'static')
57
table.insert(self.switchSounds, snd)
39
60
--the.interface = Group:new()
41
62
--self:add(the.interface)
46
67
--the.profiler = newProfiler()
47
68
--the.profiler:start()
49
self.gameStart = love.timer.getMicroTime()
50
self.lastChange = love.timer.getMicroTime()
70
self.gameStart = love.timer.getTime()
71
self.lastChange = love.timer.getTime()
52
73
onUpdate = function(self, dt)
53
if the.player.active and love.timer.getMicroTime() > self.lastChange + 10 then
74
if the.player.active and love.timer.getTime() > self.lastChange + 10 then
58
79
if not (DEBUG and the.console.visible) then
59
the.activeMaze:collide(the.player.collider)
60
the.player.collider:collide(the.activeGoal)
80
for _, goal in ipairs(the.activeGoals) do
81
the.player.collider:collide(goal)
63
85
if the.keys:justPressed('escape', 'q') then
64
86
PauseView:new():activate()
87
--elseif the.keys:justPressed('w') then
88
-- WinView:new():activate()
67
91
switchMaze = function(self)
76
100
the.activeBg.visible = false
77
101
the.activeBg = self.bgs[newMaze]
79
if the.activeGoal then
80
the.activeGoal.visible = false
103
for _, goal in ipairs(the.activeGoals) do
82
the.activeGoal = self.goals[newMaze]
106
the.activeGoals = self.goals[newMaze]
108
love.audio.play(self.switchSounds[math.random(#self.switchSounds)])
84
110
the.activeMaze = self.maze2
85
111
the.activeBg = self.bg
86
the.activeGoal = self.goals[2]
112
the.activeGoals = self.goals[2]
89
115
the.activeMaze:revive()
90
116
the.activeBg.visible = true
91
if the.activeGoal then
92
the.activeGoal.visible = true
117
for _, goal in ipairs(the.activeGoals) do
94
120
the.player.scale = the.activeMaze.playerScale
95
121
the.player.collider.width = the.player.width * the.activeMaze.playerScale
109
135
MenuScreen = View:extend {
110
title = Text:new{text = "Press a key to start", font = 48, wordWrap = false},
111
--title = Tile:new{image = 'data/title.png', x = 0, y = 0},
136
bg = Tile:new{image = 'data/intro.png', x = 0, y = 0},
112
137
onNew = function(self)
114
self.title:centerAround(400, 200)
138
the.app:setScaling(self)
141
--self.title:centerAround(400, 200)
143
local nr = 'data/NewRocker-Regular.otf'
145
text = 'Treasures of the Decimaze',
148
width = self.bg.width,
155
text = 'Find the 4 lost shinies!',
157
width = self.bg.width,
164
text = 'Use the arrow keys to move',
166
width = self.bg.width,
173
text = 'Press a key to start',
175
width = self.bg.width,
116
183
onUpdate = function(self, elapsed)
117
if the.keys:allJustPressed() then
118
the.app.view = GameView:new()
184
if the.keys:allJustPressed() or the.mouse:pressed() then
185
the.app.view = GameView:new()
123
190
the.app = App:new {
193
name = "Treasures of the Decimaze",
124
194
onRun = function (self)
125
195
print('Version: ' .. VERSION)
127
self.view = GameView:new()
197
self.view = MenuScreen:new()
130
201
self.console:watch('VERSION', 'VERSION')
202
self.console:watch('player.x', 'the.player.x')
203
self.console:watch('player.y', 'the.player.y')
132
205
-- back off that dark overlay a bit
133
206
self.console.fill.fill[4] = 75
136
209
onUpdate = function (self, dt)
210
if the.keys:justPressed('f1') then
211
local ss = love.graphics.newScreenshot()
212
ss:encode('screenshot-' ..love.timer.getTime()..'.png')
215
update = function(self, dt)
217
fps = love.timer.getFPS()
222
setScaling = function(self, view)
223
local view = view or the.app.view
225
local winw, winh = love.window.getMode()
226
--if love.window.getFullscreen() then
227
if winw == self.width and winh == self.height then
229
view.realTranslate = { x=0, y=0 }
230
love.graphics.setScissor()
232
--self.scale = math.min(
233
-- math.floor(winw / the.app.viewWidth),
234
-- math.floor(winh / the.app.viewHeight)
238
elseif winh < the.app.height then
239
self.scale = winh / the.app.height
241
view.realTranslate.x = math.floor((winw - self.width * self.scale) / 2)
242
view.realTranslate.y = math.floor((winh - self.height * self.scale) / 2)
243
--print('translate: ' .. view.realTranslate.x .. ', ' .. view.realTranslate.y)
245
love.graphics.setColor(0,0,0)
246
love.graphics.rectangle('fill', 0, 0, winw, winh)
247
love.graphics.setScissor( view.realTranslate.x,
248
view.realTranslate.y,
249
self.width * self.scale,
250
self.height * self.scale)
253
view.scale = self.scale
257
function love.resize(w, h)