/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 19:03:09 UTC
  • Revision ID: josh@9ix.org-20130824190309-fyt2p629ccw746xq
3rd maze... reverse

Show diffs side-by-side

added added

removed removed

Lines of Context:
 
1
STRICT = true
 
2
DEBUG = true
 
3
 
 
4
require 'zoetrope'
 
5
 
 
6
--require 'group'
 
7
 
 
8
require 'version'
 
9
--require 'wrap_tile'
 
10
require 'player'
 
11
require 'goal'
 
12
 
 
13
GameView = View:extend {
 
14
   gameStart = 0,
 
15
   onNew = function (self)
 
16
              self:loadLayers('data/map.lua')
 
17
              self.focus = the.player
 
18
              self:clampTo(self.bg)
 
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 = 1
 
27
              self.maze3.moveMod = -1
 
28
 
 
29
              --the.interface = Group:new()
 
30
 
 
31
              --self:add(the.interface)
 
32
 
 
33
              self:switchMaze()
 
34
 
 
35
              self.gameStart = love.timer.getMicroTime()
 
36
              self.lastChange = love.timer.getMicroTime()
 
37
           end,
 
38
   onUpdate = function(self, dt)
 
39
                 if the.player.active and love.timer.getMicroTime() > self.lastChange + 10 then
 
40
                    -- switch maze
 
41
                    self:switchMaze()
 
42
                 end
 
43
 
 
44
                 the.activeMaze:collide(the.player)
 
45
 
 
46
 
 
47
                 -- for _, mirror in ipairs(the.mirrors.sprites) do
 
48
                 --    if not mirror.of then
 
49
                 --       print('mirror:' .. inspect(mirror))
 
50
                 --       error('mirror OF NOTHING')
 
51
                 --    end
 
52
                 -- end
 
53
              end,
 
54
   switchMaze = function(self)
 
55
                   if the.activeMaze then
 
56
                      repeat
 
57
                         newMaze = math.random(3)
 
58
                      until self.mazes[newMaze] ~= the.activeMaze
 
59
 
 
60
                      the.activeMaze:die()
 
61
                      the.activeMaze = self.mazes[newMaze]
 
62
 
 
63
                      the.activeBg.visible = false
 
64
                      the.activeBg = self.bgs[newMaze]
 
65
                   else
 
66
                      the.activeMaze = self.maze2
 
67
                      the.activeBg = self.bg
 
68
                   end
 
69
 
 
70
                   the.activeMaze:revive()
 
71
                   the.activeBg.visible = true
 
72
 
 
73
                   self._fx = {0,0,0,0}
 
74
                   self.tween:start(self._fx, 4, 150, 10, 'quadIn')
 
75
 
 
76
                   self.lastChange = love.timer.getMicroTime()
 
77
                end,
 
78
   onEndFrame = function(self)
 
79
                   --the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
 
80
                   --the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
 
81
                end
 
82
}
 
83
 
 
84
MenuScreen = View:extend {
 
85
   title = Text:new{text = "Press a key to start", font = 48, wordWrap = false},
 
86
   --title = Tile:new{image = 'data/title.png', x = 0, y = 0},
 
87
   onNew = function(self)
 
88
              self:add(self.title)
 
89
              self.title:centerAround(400, 200)
 
90
           end,
 
91
   onUpdate = function(self, elapsed)
 
92
                 if the.keys:allJustPressed() then
 
93
                    the.app.view = GameView:new()
 
94
                 end
 
95
              end
 
96
}
 
97
 
 
98
the.app = App:new {
 
99
   onRun = function (self)
 
100
              print('Version: ' .. VERSION)
 
101
 
 
102
              self.view = GameView:new()
 
103
 
 
104
              if DEBUG then
 
105
                 self.console:watch('VERSION', 'VERSION')
 
106
 
 
107
                 -- back off that dark overlay a bit
 
108
                 self.console.fill.fill[4] = 75
 
109
              end
 
110
           end,
 
111
   onUpdate = function (self, dt)
 
112
                 if the.keys:justPressed('escape') then
 
113
                    self.quit()
 
114
                 end
 
115
              end
 
116
}