/ld27

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Viewing changes to main.lua

  • Committer: Josh C
  • Date: 2013-08-24 14:46:32 UTC
  • Revision ID: josh@9ix.org-20130824144632-dc7c22ot1wbut0pt
how about fade to black instead?

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   onNew = function (self)
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              self:loadLayers('data/map.lua')
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              self.focus = the.player
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              self:clampTo(self.map)
 
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              self:clampTo(self.bg)
 
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              self.mazes = {self.maze1, self.maze2}
 
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              --self.maze1:revive()
 
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              --self.maze2:die()
 
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              the.activeMaze = self.maze1
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              --the.interface = Group:new()
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              --self:add(the.interface)
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              self.gameStart = love.timer.getTime()
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              self.lastChange = love.timer.getTime()
 
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              self:switchMaze()
 
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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.lastChange = love.timer.getTime()
 
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                    self:switchMaze()
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                 end
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                 the.activeMaze:collide(the.player)
 
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                 -- for _, mirror in ipairs(the.mirrors.sprites) do
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                 --    if not mirror.of then
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                 --       print('mirror:' .. inspect(mirror))
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                 --    end
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                 -- end
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              end,
 
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   switchMaze = function(self)
 
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                   the.activeMaze:die()
 
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                   if the.activeMaze == self.maze1 then
 
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                      the.activeMaze = self.maze2
 
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                   else
 
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                      the.activeMaze = self.maze1
 
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                   end
 
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                   the.activeMaze:revive()
 
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                   self._fx = {0,0,0,0}
 
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                   self.tween:start(self._fx, 4, 150, 10, 'quadIn')
 
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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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                   --the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2