/ld27

To get this branch, use:
bzr branch http://9ix.org/bzr/ld27

« back to all changes in this revision

Viewing changes to main.lua

  • Committer: Josh C
  • Date: 2013-08-24 17:02:07 UTC
  • Revision ID: josh@9ix.org-20130824170207-8fzjr3j0t2rpfb5s
goal... thing

Show diffs side-by-side

added added

removed removed

Lines of Context:
17
17
              self.focus = the.player
18
18
              self:clampTo(self.bg)
19
19
 
20
 
              self.mazes = {self.maze1, self.maze2, self.maze3}
21
 
              self.bgs = {self.bg, self.bg, self.bg2}
22
 
              for _, maze in ipairs(self.mazes) do maze:die() end
23
 
              for _, bg in ipairs(self.bgs) do bg.visible = false end
24
 
 
25
 
              self.maze1.moveMod = 1
26
 
              self.maze2.moveMod = 0.55
27
 
              self.maze3.moveMod = -1
28
 
              self.maze1.playerScale = 1
29
 
              self.maze2.playerScale = 0.5
30
 
              self.maze3.playerScale = 1
31
 
 
32
 
              self.goals = {}
33
 
              for _, obj in ipairs(self.objects.sprites) do
34
 
                 if obj:instanceOf(Goal) then
35
 
                    obj.visible = false
36
 
                    self.goals[tonumber(obj.map)] = obj
37
 
                 end
38
 
              end
 
20
              self.mazes = {self.maze1, self.maze2}
 
21
              --self.maze1:revive()
 
22
              --self.maze2:die()
 
23
              the.activeMaze = self.maze1
39
24
 
40
25
              --the.interface = Group:new()
41
26
 
52
37
                    self:switchMaze()
53
38
                 end
54
39
 
55
 
                 if not (DEBUG and the.console.visible) then
56
 
                    the.activeMaze:collide(the.player)
57
 
                    the.player:collide(the.activeGoal)
58
 
                 end
 
40
                 the.activeMaze:collide(the.player)
 
41
 
59
42
 
60
43
                 -- for _, mirror in ipairs(the.mirrors.sprites) do
61
44
                 --    if not mirror.of then
65
48
                 -- end
66
49
              end,
67
50
   switchMaze = function(self)
68
 
                   if the.activeMaze then
69
 
                      repeat
70
 
                         newMaze = math.random(3)
71
 
                      until self.mazes[newMaze] ~= the.activeMaze
72
 
 
73
 
                      the.activeMaze:die()
74
 
                      the.activeMaze = self.mazes[newMaze]
75
 
 
76
 
                      the.activeBg.visible = false
77
 
                      the.activeBg = self.bgs[newMaze]
78
 
 
79
 
                      if the.activeGoal then
80
 
                         the.activeGoal.visible = false
81
 
                      end
82
 
                      the.activeGoal = self.goals[newMaze]
 
51
                   the.activeMaze:die()
 
52
                   if the.activeMaze == self.maze1 then
 
53
                      the.activeMaze = self.maze2
83
54
                   else
84
 
                      the.activeMaze = self.maze2
85
 
                      the.activeBg = self.bg
86
 
                      the.activeGoal = self.goals[2]
 
55
                      the.activeMaze = self.maze1
87
56
                   end
88
 
 
89
57
                   the.activeMaze:revive()
90
 
                   the.activeBg.visible = true
91
 
                   if the.activeGoal then
92
 
                      the.activeGoal.visible = true
93
 
                   end
94
 
                   the.player.scale = the.activeMaze.playerScale
95
58
 
96
59
                   self._fx = {0,0,0,0}
97
 
                   self.tween:start(self._fx, 4, 175, 10, 'quadIn')
 
60
                   self.tween:start(self._fx, 4, 150, 10, 'quadIn')
98
61
 
99
62
                   self.lastChange = love.timer.getMicroTime()
100
63
                end,